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    posted a message on Getting an AoE to fire at caster per # of hits taken

    I added the Validator to Effect: Validators of the Force Conversion Stacks Initial (1) (Set) and set values for Effect: Maximum Count and Effect: Minimum Count to 0 but the Force Conversion Stack (1) (Behavior) is still not getting removed.

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    I'm having a lot of trouble trying to get the set to go off. I'm not sure if the Validator is not functioning properly or the targets are not set up correctly. I can't figure out what the problem is. I'm totally lost at this point.

    The Force Conversion Stack (1) (Behavior) now appears to be applied to the unit via the Damage Response from the Force Conversion (1) (behavior) but I can't tell how many stacks are applied at any given time.

    Force Conversion (Ability Type: Behavior)

    • (Basic) Ability: Behaviors + Force Conversion 1 (Behavior)

    Force Conversion (1) (behavior) (Behavior Type: Buff)

    • Combat: Damage Response +:
    • Chance: 1,
    • Handled: Force Conversion Stack (1) (Apply Behavior),
    • Modify Amount: -10

    Force Conversion Stack (1) (Apply Behavior)

    • (Basic) Effect: Behaviors + Force Conversion Stack (1) (Behavior)
    • (Basic) Effect: Unit (None), Caster

    Force Conversion Stack (1) (Behavior)

    • (Basic) Effect: Effect - Initial Force Conversion Stacks Initial (1) (Set)
    • (Basic) Stats: Maximum Stack Count: 4

    Force Conversion Stacks Initial (1) (Set)

    • (Basic) Effect: Effects + Force Conversion (1) (Remove Behavior), Force Conversion (1) (Damage)
    • Effect: Maximum Count 2
    • Effect: Minimum Count 2
    • (Basic) Effect: Chance 1
    • (Basic) Target: Target Location Type Unit

    Force Conversion (Remove Behavior)

    • (Basic) Effect: Behavior Alignment Positive
    • (Basic) Effect: Behavior Classes Buff
    • (Basic) Effect: Behaviors Force Conversion Stack (1) (Behavior)
    • (Basic) Effect: Count 4
    • (Basic) Effect: Unit + Force Conversion Stack (1) (Behavior), Caster

    Force Conversion Equal To 4 Stacks (Validator)

    • (Basic) Validator: Behavior Force Conversion Stack (1) (Behavior)
    • (Basic) Validator: Unit Force Conversion Stack (1) (Behavior), Caster
    • (Basic) Validator: Compare Equal To
    • (Basic) Validator: Value 4
    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    I tried removing the Validator. That doesn't seem to be the issue.

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    The 'Counting' behavior is not being applied to the unit from Damage Handled from The 'Damage Reduction' behavior. Could it be that the Apply Behavior effect doesn't know what target to apply the 'Counting' behavior too or that my Validator is not set up right? Here's my set up:

    Force Conversion (Ability Type: Behavior)

    • (Basic) Ability: Behaviors + Force Conversion 1 (Behavior)

    Force Conversion (1) (behavior) (Behavior Type: Buff)

    • Combat: Damage Response +:
    • Chance: 1,
    • Handled: Force Conversion Stack (1) (Apply Behavior),
    • Modify Amount: -10

    Force Conversion Stack (1) (Apply Behavior)

    • (Basic) Effect: Behaviors + Force Conversion Stack (1) (Behavior)

    Force Conversion Stack (1) (Behavior)

    • (Basic) Behavior: Validators (Remove) + Force Conversion 3 Stacks or Less (Validator)
    • (Basic) Effect: Effect - Final Force Conversion (1) (Damage)
    • (Basic) Stats: Maximum Stack Count: 4

    Force Conversion 3 Stacks or Less (Validator)

    • (Basic) Validator: Behavior Force Conversion Stack (1) (Behavior)
    • (Basic) Validator: Compare Less Than Or Equal To
    • (Basic) Validator: Value 3

    I thought this might be more simple and straight forward than the set method since the (Basic) Behavior: Validators (Remove) + field removes the behavior if the Validator returns false and the Force Conversion (1) (Damage) should go off when the 'Counting' behavior is removed if its in the (Basic) Effect: Effect - Final field.

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    I've made a Unit Compare Behavior Count Validator to count the stacks of the 'Counting' behavior. Do I need to set the Validator: Unit + to caster, target, or source or does it not make a difference in the context of this ability since the host unit of the ability appears to be all 3?

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    How would I set this up? Like this?

    Make an Apply Behavior effect, set the Effect: Behavior field to the 'Counting' behavior, and set the Handled value under Damage Response + of the 'Damage Reduction' behavior to the new Apply Behavior effect?

    Would I need to set the 'Counting' behavior up any special way? What makes it stack? Do I set the Stats: Maximum Stack Count field to the number of stacks I want the 'Counting' behavior to apply? What kind of validator do I use and where to I put it? What removes the stack and how is the damage effect activated?

    Posted in: Data
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    posted a message on Getting an AoE to fire at caster per # of hits taken

    I'm trying to create an ability that does the following:

    • Can be toggled on and off by the caster unit.
    • Costs 1 energy per second while active.
    • Reduces incoming damage by a flat amount per hit per level (10, 20, 30).
    • Fires a damage AoE around the caster every 4, 3, and 2 hits taken depending on level.

    I have some behaviors set up that I think will accomplish the damage reduction aspect of the ability but I'm not too sure what to do next.

    I have the Combat: Damage Response + field set up like this:

    • Chance 1
    • Cost, Vitals 20 energy (so it takes 20 energy per hit while behavior is active)
    • Modify Amount -10, -20, -30 (per behavior)

    Is there some way to get the Damage response to fire an effect every number of hits taken by the unit?

    Posted in: Data
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    posted a message on Shields that take a % of incoming damage

    Thanks. I found the array field definitions in the wiki.

    Posted in: Data
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    posted a message on Shields that take a % of incoming damage

    Can anyone help me understand how the values in the Combat: Damage Response + field affect the behavior. I'm totally unfamiliar with this field and have no idea what I'm looking at.

    Posted in: Data
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    posted a message on Shields that take a % of incoming damage

    I need it to change per level of my ability so it has can't be a static value on a unit right? It doesn't look like you can modify shield armor formula with a behavior.

    Posted in: Data
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    posted a message on Shields that take a % of incoming damage

    I have an ability that gives a unit a shield that wears off after it has been expended. Right now the shield is absorbing %100 of the damage until its gone. This ability has three levels. I'd like it to set up the behavior (or whatever is responsible for amount of damage the shield absorbs) that applies the shield so that:

    • At level 1 the shield absorbs %12 of incoming damage and the rest is dealt to the units health bar.
    • At level 2 the shield absorbs %24 of incoming damage and the rest is dealt to the units health bar.
    • At level 3 the shield absorbs %32 of incoming damage and the rest is dealt to the units health bar.

    Is this possible?

    Posted in: Data
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    posted a message on How can I get an ability to change at a certain level?

    Oh wow, cool. I didn't know that.

    Is it possible to have the teleport ability gain levels with my suit ability? If not I'll have to go with making a separate ability for level 5 of the teleport. The suit is a behaviors type ability. It has a behavior it adds from level 1 and uses the same behavior up to level 5.

    Posted in: Data
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    posted a message on How can I get an ability to change at a certain level?

    I have a suit ability that adds different abilities to a unit for each skill point put into this suit ability. At level 2 of the suit ability the unit gains a teleport. At level 5 of this suit ability I'd like to have the teleport take the nearest ally to the caster to the caster's destination. I already have these two teleport abilities in working condition but I'm having a lot of trouble trying to figure out the best way to get the teleport to change at level 5 of this suit ability. Can anyone help me out?

    Right now I'm using requirements to count the suit ability level and unlock the abilities once the required level of the suit ability has been reached. My teleport ability requirement looks like this:

    Use

    • And
    • Greater Than or Equal To
    • Count Ability Suit Completed at Unit (Tech Tree Cheat)
    • Constant 2
    • Less Than or Equal To
    • Count Ability Suit Completed at Unit (Tech Tree Cheat)
    • Constant 4

    The requirement for my transporter ability (at level 5) looks like this:

    • Greater Than or Equal To
    • Count Ability Suit Completed at Unit (Tech Tree Cheat)
    • Constant 5

    I have both the buttons for the teleport and the transporter in the same slot on my units command card and the ability for the teleport linked to the first button in the slot. The transporter ability is linked to the second button.

    Right now the teleport ability shows up at level 2 just like I want it to but at level 5 it grays out and the transporter ability does not show up.

    Posted in: Data
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    posted a message on Custom Teleportation Ability Targets

    @FunkyUserName: Go

    OOOOOMMMG its working!! Thank you so much!

    I ordered the set so that the search area occurs first and excluded the caster from the search effect. It seems to be working PERFECTLY now!

    Posted in: Data
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    posted a message on Custom Teleportation Ability Targets

    What do I set to 1 effect? Where is it? What effect do I set it to?

    Edit: I changed the min and max count of the search effect to 2 and now what appears to be happening is the caster teleports to target location, grabs the nearest unit at the destination, and teleports with it again. So the caster is teleporting twice and double distance and taking the closest unit to the middle of the distance to the end of the teleport. Not intended but big progress! lol

    Posted in: Data
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