yep, that's right, sadly
But still, it is possible, even if its bad
Quote from Freddy2287: Go
Why is it initially attached to an attachement point and then reattached to the unit? And how exactly does this unit-store text tag work??
If you don't reattach it, the text will float at the position during the creation and won't move with the unit.
You can also store the text tag in a variable. That is just another solution to grasp the text with other triggers.
Was wondering if somebody could export the Pandaria Chests "treasurechest_pa_01" and "treasurechest_pa_goldendragon" for me with all of their animations.
My WoW Model Viewer always crashes when I try to export them. Thus I'll try it here.
I try to prefer using data whenever I can even if it means that I have to code something insanely complex.
A solution I can offer is this as a general answer to do something with shifting numbers:
Set Effect A [on attack]: Add 1 Stack Behaviour A [The behaviour which will be seen with tooltip and stuff]; Add 1 Stack Behaviour B [only for counting, invisible]; Set Effect B; Set Effect C
Set Effect B [count stacks upwards]: (Validator: Stacks of Behaviour B > 0) Remove 1 Stack Behaviour B; Damage Effect; Add 1 Stack Behaviour C [only for counting, invisible]; Set Effect B
Set Effect C [count stacks downwards / Reset for further use]: (Validator: Stacks of Behaviour C > 0) Remove 1 Stack Behaviour C; Add 1 Stack Behaviour B; Set Effect C
With such a construct you can use shifting numbers easily without using triggers. You just need a little workaround. ;P
edit: I've forgotten to write the loop into the effects.
edit2: If this setup result in a infinite loop you have to include a delay effect before Set Effect C.
a) You can post the german screenshot (I don't care XD)
The problem is that the buff will only apply once because this is how "on refresh" works. Once per buff and not per stack.
The other problem is that data isn't really capable of comparing shifting numbers except a workaround like counting stacks. But in low numbers like 5 a Switch would be the easiest way, as far as I know.
Actually I know that units can have more than 5 behaviours. For some instances my heroes have more than 10 behaviours but that isn't the problem.
I've tried to add +1 Shield and -1 Shield to see what happens in terms of negative copying. All Vital Values work properly even when the bugs appears. Thus I can only say that he negative copy only affects the lifesteal value.
Right after this I tested the bug with energy steal and yes. As soon as the bug appears and the lifesteal value turns negative the hero also looses energy on each hit.
After that I modified some other values like Attack Speed and it seems that only the steal values are affected from this bug. Which would conclude that somehow negative damage is being dealt to the target. However all minimum damage values are set to 0. And even the damage response trigger say that there is no negative damage or even and suspicious source of damage.
I copy/pasted it from the Blizzard Forums but it seems nobody could help me there so I give it a try here.
since a few months ago I have to face a very nasty bug and until now I desperately tried to fix it but nothing helped.
Warning: The explanation uses some terms of my map so I explain them before hand. Stats: An upgradable improvement of certain hero aspects (like Health, Energy) Bonus Feat: After the player have chosen the third stat the hero receives a Bonus Feat which will give the hero additional power (like additional splash damage, passive spells, etc.). The stats can affect those Bonus Feats and further increase their power.
Recreation: I haven't tried to recreate it on another map so the bug can be experienced in my map "Project Factions ORPG Open Beta" at NA and EU (no ad intented). To recreate it select any hero and choose a bonus feat in the stats that adds Life Drain to your automatic attack (like http://project-factions.wikia.com/wiki/Bloodrush). Then you need some other buffs dependent on your hero. After a few activations you will damage yourself on each auto-attack. (This is the bug) Edit: I tryed to recreate it on another map but failed at it.
Investigation: As far as I can tell the investigation shows it seems that the Behaviours with Life Drain create an [b]invisible negative copy[/b] of the life drain somehow which doesn't expire and stacks infinitely. When I change the base life drain of that buff to a negative value the initial life drain is negative (it damages me) but when I survive for the duration of the behaviour and the negative life drain buff expires I receive life drain out of nowhere and for no reason. At this moment I was confident that somehow a negative invisible copy was created somehow.
What happens: Here I will list everything that could lead to an answer of this bug because I'm tired of it and I want to fix it as soon as possible. First off, the bug only appears when a life drain buff expires. Permanent life drain buffs won't cause the bug to appear. Secondly, the buff is applied through a normal attack and is applied to the Caster (Attacker in this case). Thirdly, the general method how I've written it: Aside the EXP veterancy behaviour each hero has at least 4 invisible buffs on them. The first inherits the special abilities of the respective hero while the other 3 are bonus feat behaviours which trigger on certain occasions (Every x second or damage response) and are linked to several Set Effects. The same goes for the weapon. Each weapon of each hero starts with a switch which checks for certain "Next Attack" buffs which will convert the damage into splash damage. If non is found the usual attack is started which more Set Effects which will check for more "On Attack" Bonus Feats. Like this method the previous mentioned buff "Bloodrush" is also triggered (which is one of the bug offenders because it adds life drain).
Possible Reasons: At first I thought I have done something wrong but even after the xth check I couldn't find anything. Thus I can only assume the following statement:
Whenever a temporary buff expires a negative copy is created for some reason by Starcraft to deavtivate it or something. And for some reason the bug only appears when the unit has a certain amount of buffs active on him (it seems to be like 5-7 or so). Usually the heroes have 5 permanent buffs on them (all invisble) and some temporary dependent on hero choice and bonus feats.
In one test I removed some of the invisble behaviours which aren't requiring for testing and the bugs needed more time to make a difference. Thus I can only assume that the bug is somehow linked to the number of behaviours on a hero. Just to clarify it: I've checked every trigger and data aspect which do or don't interact with those behaviours and couldn't find anything.
tl;dr / Conclusion of Investigation:
I hope someone can help me with this incredible annoying issue.
I have the same error on my current map. It prevents me from changing unused terrain textures to new ones I want to use.
Surely, I got the error for the first time after I tryed to change the map textures. And until now I have to use the ones before patch 2.1.
Since HotS, you can create more than 4 command cards which increases the ability limit furthermore.
But I don't think there is a limit in morphing abilities due to tha what Radical wrote.
The Beta of Misery is now avaiable on EU.