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    posted a message on Auto Cast Behavior

    Can you futher explain what you want to do? Or what do you mean with auto cast behaviour?

    Posted in: Data
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    posted a message on (Solved) Teleport to Target Unit Item

    Well easier then expected....no dummy unit needed. periodic buff and that to keep the effect-tree, but thats all.
    I attached my example.
    I made the abilites in 10 minutes and it didnt work. then spend 50 minutes to find out there is target called Origin Point XD.

    Posted in: Data
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    posted a message on Target Item Hand of Midas-like

    @Mugen245: Go

    Effects of type Damage have a Flag called Kill. That instantly kills the unit targeted by that effect.
    Wiki-link

    Posted in: Data
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    posted a message on (Solved) Teleport to Target Unit Item

    @Mugen245: Go

    I'm not at home, so I cant check. meaning everthing I say could be totally wrong XD.

    Let's call the unit you want to teleport A and a dummy unit(no actor, no radius, etc.) B.
    The concept is to create B at the location of A, then teleport A. teleporting back is just a matter of finding B, teleporting A to location of B and then destroying B.
    The main problem is finding B, espacially if you have more then one unit A.
    "Linking" two units together is kinda hard I can explain my idea, but it is complicated and I'm not sure if it works.
    For your teleporting ability it would look like this:
    you have two buffs: Buff 1 = B_Teleport ; Buff 2 = B_Teleport_Back_Dummy

    B_Teleport has Effect - Initial: Create B
    B_Teleport Effect - Periodic: Set of Teleport Back, remove behaviours, destroy B

    The Set has a validator checking if unit A has the Buff "B_Teleport_Back_Dummy".
    The Effect "Teleport Back" has Target: (Create B):Target

    So now your abilities would work like this:
    Teleport is a Set of Apply B_Teleport and Teleport to Target.
    Your recall ability is simply applying B_Teleport_Back_Dummy.

    The idea is that the periodic buff allows you to keep the effect tree, thats why you can use (Create B):Target as the target of your recall.
    As I mentioned before: I cant check, I havent tried, this is just an idea.

    Posted in: Data
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    posted a message on Perpetual Motion Mover

    you apply a buff with a periodic effect, right?!
    that periodic effect is a persistent effect with only one period BUT we need the offset so
    Target location: caster unit
    periodic offset. I think (0,-1,0) should do it
    Periodic Effect is the force effect.

    the force effect has:
    Effect: Amount: -1 (maybe positive, you have to test)
    Effect: Unit: Persistent effect: Caster
    Target: Location: (None): Target Point

    I'm to lazy to test, so maybe something has to be change. in the end "trial and error" is your friend ^^

    Posted in: Data
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    posted a message on Critical Strike percentage based? possible`?

    @abvdzh: Go

    I'm not familiar with the critical strike stuff. what I wanted to know is the execution order of critical strikes. is it:

    1. crit-effect then damage-effect
    2. damage-effect then crit-effect
    3. only crit-effect.

    if its the first one you could make something like this:
    apply buff (10% more damage) - - - > normal damage effect and remove behaviour (using a set)

    PS: what do you mean with "all sources"

    Posted in: Data
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    posted a message on Critical Strike percentage based? possible`?

    @kebali: Go

    Weapons now have two fields
    (Basic)(None): Critical Chance
    (Basic)(None): Critical Effect
    I'm not sure if an apply buff effect (with a damage multiplier) would be executed before the actual damage effect. if you test it could you post your results on this thread. maybe even edit the wiki.

    Posted in: Data
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    posted a message on Target Item Bugged

    Check your teleport item thread, there I describe my settings of a Target item. Maybe forgot to set a range or something else. should post your settings so we know what you did

    Posted in: Data
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    posted a message on (Solved) Teleport to Target Unit Item

    I just created on telepoert item....took me 20 minutes.

    Create a Effect of type Teleport. Set:
    Effect: Teleport Falgs +: (I unchecked all. set it the way you need)
    Effect: Unit +: (None):Caster
    Target: Target +: (None):Target Point (in your case target unit)
    If you want to specify a unit you will have to set Effect: Validators as DrSuperEvil said.

    Create a Item of type Target. Set:
    Basic: Class: Misc (set it so you can pick it up with your hero/unit)
    Basic: Effect: Teleport (see above)
    Basic: Flags: Transient
    Basic: Range: 15 (depends on how far you want to teleport for all around the map set to 500)
    Basic: Face: TeleButton (created one for that, so you have to do it too)


    So now i have a item that can teleport my unit. clicking on the item, the cursor changes and then clicking on the location....simple as that.

    Posted in: Data
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    posted a message on (Solved) Teleport to Target Unit Item

    I cant give you step by step but a little hint
    First creating and using an item....well there are enough post about that and there is this

    (PS: this is awesome....i started to build my heros like this and the inventory)

    for the teleport part:
    there is an Effect-type called Teleport which you can use.
    The item would be of type Target.
    Basicly thats all. setting the fields of them depends on how you use them.

    Posted in: Data
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    posted a message on Skill leveling up system.

    @Divineblonde: Go

    that sounds like an attribute system not a skill system. like for example this

    alderis - diablo attribute system
    drSuperEvils - choosable attribute system

    never used one of them but they look amazing

    Posted in: Data
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    posted a message on Double Strike

    @Mugen245: Go

    the persistent effect that does the double strike gets the remove behaviour.
    in the example of the interceptor it would look like this
    Effect - Initial: first hit
    Effect - Period Effects+: second hit
    Effect - Period Count: 1
    Effect - Final: Remove behaviour

    Make sure the target of the Remove behaviour is set to caster

    Posted in: Data
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    posted a message on Perpetual Motion Mover

    @GryphonMane: Go

    This is just an idea so dont expect much.
    what about this: your persistent effect has an initial that creates another persistent effect that just runs doing nothing but is created at caster location. the period duration (first pers-effect) should allow the unit to move a bit facing in the direction you want it to go. so now you can use the second persistent effect as reference point for your force. maybe you need negative force I dont know.

    Posted in: Data
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    posted a message on Double Strike

    @Mugen245: Go

    For an example just look at the interceptor. its weapon has an persistent-effect that uses
    Effect - Initial: first hit
    Effect - Period Effects+: second hit
    here the Effect - Period Count is set to 1 because it does only one hit after the first. also the duration is set to 0 so they happen simultaneously. i dont think you need to use initial and do both attacks by setting the count to 2. probably they (starcraft-developer) had their reasons.

    Edit:
    creating an ability out of this is simply an Effect-Instant applying a behaviour that switches from one to the other weapon and using the Effect - Final field of the persistent effect to remove that behaviour

    Posted in: Data
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    posted a message on [closed] Share exp with carrier

    Hi,
    I got a little problem veterancy. I have two vet-behaviours, one for the carrier and one for the interceptors. so now if the interceptor kills a enemy unit I want the carrier to get the exp.
    I set the share-fraction of the interceptors to 1. suddenly my carrier gets more exp than the enemy should give. basicly it gets the units exp value times the number of interceptors.
    any explanation and/or fix ?

    [closed] found the error myself. combination of behaviour-flags and share-filter

    Posted in: Data
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