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    posted a message on Incremental Temporary Shield + Unit Scale Growth

    @DrSuperEvil: Go

    Currently trying to figure out the "damage response removes stack" bit. I have a Remove Behavior (which removes 1 stack of the buff) which is in the Exhausted field of the Damage Response (which has a Location of Defender and a Modify Limit equal to the shield strength), yet when the unit receives 75 damage, the Remove Behavior effect does not run.

    Am I missing something, here?

    Posted in: Data
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    posted a message on Buff State Actor/Model Scale? (Solved!)

    Currently I have a stacking buff, and an actor attached to that buff that appears over the unit possessing the buff as long as it persists - however, I would like to increase the buff actor's scale with every stack.

    I have done something similar with a buff that increases the owner's scale (via Validators, States, and State Events), setting the target to the possessing unit by setting _Unit as the Set Scale's target, although I'm not sure how to apply this to the Behavior Actor. I have already tried setting it as "[actor name]" and "[model name]". I have also tried achieving this through modifying the buff actor's own events (placing the State Change events in there instead) but that also does not work.

    Is there something I'm missing here? Am I simply phrasing things incorrectly?

    Posted in: Data
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    posted a message on Reduce Cooldown On An Ability? (Solved!)

    @Spoolofwhool: Go

    So, let's say I only want the 4 second cooldown ability's button to appear when the Behavior is not present - how would I word that in the Requirement? My current guess is Show -> Equals -> Count Behavior (Buff) Completed at Unit, Constant 0.

    And...Yep! It works! Thanks for the help, guys!

    Posted in: Data
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    posted a message on Reduce Cooldown On An Ability? (Solved!)

    @Tyra - Following everything so far, although I'm not quite sure what you mean by "Requirements" in regards to button stacking. Aside from that, this sounds like it would be the solution (if unit has behavior, 4 second cooldown is replaced with 1 second cooldown)!

    @abvdzh - Tried this one out, although it doesn't quite reach the desired conclusion as the cooldown reduction is global on the affected unit, as opposed to only one ability being affected. I might try the trigger solution if I can't figure out Tyra's solution, although I've never really used triggers before so I'll probably wait a bit on that! Thanks for the help, though.

    Posted in: Data
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    posted a message on Reduce Cooldown On An Ability? (Solved!)

    Right now I am trying to create an ability with a cooldown of 4 seconds, that runs its effects, and if the unit affected by a particular buff, reduces its cooldown to 1 second. I am trying to achieve this with two effects that are validated by a compare unit behavior count Validator (one Modify Unit effect that modifies the cooldown of that ability by -3, one Remove Behavior effect that removes a stack of the behavior), but the cooldown stays the same.

    Is there any way to modify a cooldown negatively? I've used the Modify Unit's cooldown field to trigger an ability's cooldown without it being used, but I'm not sure if it works the other way around.

    Posted in: Data
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    posted a message on Buff Validator/Behavior Cooldown Start on Cancel or Remove/Cancel Ability and Passive Buttons

    @DrSuperEvil: Go

    Since raw data is all Greek to me, I think I might hold out hope that there is a simpler solution for this for the time being!

    Just to confirm that this isn't just some crazy problem I alone was having, I checked your Plague Bringer map to see if the abilities came up in the Cost:Cost field, and...they do! My current hunch is that it might have something to do with there being both an "Ability" and a "Command" field (perhaps I haven't linked my abilities to commands, which is why they don't show up?), although the fact that your ability names and commands are the same in the Cost:Cost ability menu might debunk this.

    I suppose a good first step would be to ask, what exactly is the "Command" field there? Although before I do that, I'm going to follow my gut and check the Commands field (which I tend to avoid since I don't have any clue what it's for and my abilities tend to function fine without fiddling around with it) in your custom ability...Seems your Execute command has a default button, which, given the ambiguous/general names of some of the Commands, might be our link here...Aaaaand after tying the Default Button to the ability, the ability and command show up on the Cost menu, which is then tied to Effect - Final, meaning that the desired cooldown occurs when the ability ends - whether by manually deactivating it, waiting it out, or ending it via validator!

    Thank you, Dr. Super Evil! Your help has proven invaluable once again!

    Posted in: Data
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    posted a message on Buff-/Damage Source-Specific % Damage Amplification?

    @MasterWrath: Go

    Created and applied the Validator, and everything works as intended!

    (After fiddling with Validators a few days ago, I decided to avoid creating my own for a while because I had no idea which Validators did what or which fields to put what in to reach the intended effect - but it turns out they're actually pretty straightforward, at least as far as Unit Compare Behavior Count goes!)

    Posted in: Data
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    posted a message on Buff-/Damage Source-Specific % Damage Amplification?

    @MasterWrath: Go

    Worked like a charm!

    On a related note, would there be any way to make it so that an ability (say, a Search Area effect) only triggers on units possessing a particular buff? I've tried accomplishing this with Markers, but it seems there's only a No Markers Validator (as opposed to "Marked" or something similar)...

    Posted in: Data
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    posted a message on Buff-/Damage Source-Specific % Damage Amplification?

    I originally posted this question in another thread, but given that the title had (solved) in it, it has probably gone under the radar!

    While poking around on the forums, I've found out how to increase or decrease the % of damage a unit takes through Damage Response's "Modify Fraction" field. However, this effect seems to be global (in terms of damage sources/types) and I was wondering, would it be possible to make this % damage taken apply to a specific source of damage (a Damage-over-Time Debuff, for instance)? Or is this something I'd have to accomplish through triggers?

    Posted in: Data
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    posted a message on Buff Validator/Behavior Cooldown Start on Cancel or Remove/Cancel Ability and Passive Buttons

    @DrSuperEvil: Go

    Ah, I think I might understand this one! While I don't see the ability whose cooldown I want to effect in the Cost + field (or any of the custom map abilities), would I be using this field to, say, apply the cooldown I want, and then link this Modify Unit Effect to the desired behavior's Effect - Final? That way, when the ability ends when it normally would (either through duration or validators), it would apply the cooldown to the desired ability. The only thing I need to figure out now is how to get my custom abilities on that list... (Unless I'm getting this all wrong and I'm supposed to be using some other field)

    There's no Create Persistent - only Apply Behavior (and a Search Area effect that links to a Behavior, which then links back to an Apply Behavior). I think what I may do is remove the Effect - Initial, set the periods to last 1 second, and change the Effect - Periodic to a 1.1 second version of the previously 10 second buff. That way, when the Behavior itself is removed, the periodic effect is removed along with it. (Just tested it and...it works! Since the Cancel cooldown is tied to the ability's cooldown, it has solved half of the cooldown problems here. Now I just need to figure out the Modify Unit effect!)

    Ah, alright! I haven't played much of Starcraft outside of a dozen or so Zerg matches and a bit of the campaign, so when I placed a Zealot in the editor for the first time and saw that autocast ability, I connected it to the "toggle swirl" from various other games.

    Posted in: Data
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    posted a message on Buff Validator/Behavior Cooldown Start on Cancel or Remove/Cancel Ability and Passive Buttons

    @DrSuperEvil: Go

    One of the issues the Effect: Effect - Final has is that while it does apply the Remove Behavior effect when said Behavior is either cancelled (by attacking, due to Validators) or ends naturally, that's...what it would have done otherwise. Would it be possible to have the Effect - Final trigger an ability (or at least an ability's cooldown), to reach the intended effect of the cooldown starting when the ability ends or is cancelled (via Validators or the Remove Behavior ability)? Another issue this brings up, is that while the Remove Behavior Effect does in fact remove the buff (as it disappears from the UI), but not the buff's effects. My best guess is that the buff itself has an Effect - Initial that fires off a Set of Effects that last 10 seconds each, so while the initial buff is gone, the Effects remain. Is there a way to straight-up end effects via the Remove Behavior Effect? (So I guess in short this problem is A) need to trigger the Remove Behavior Ability or its cooldown with Effect - Final, and B) need to remove effects with an ability somehow)

    Dummy Ability = solved!

    Toggle/Multiple Buttons Per Slot = solved! (As a quick question, checking off the Toggled On box creates the little swirly button border, correct?)

    Again, thanks for the help - I've almost got all this stuff figured out!

    Posted in: Data
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    posted a message on Creating a weapon-switch ability without triggers

    @DrSuperEvil: Go

    Whoops, should've responded to this thread a bit earlier!

    After sifting through the Behavior: Modification Buff that was supposed to do the weapon-swapping and making sure the right weapons were added, disabled, and enabled, I decided to double-check the ability itself and it turns out that I had forgotten to add the Effect to it!

    It seems like a simpler solution than what I've seen so far, although I think it's mostly limited switching between two weapons.

    Posted in: Data
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    posted a message on (solved)% damage taken increase

    Is there a way to have the % damage increase apply to a specific source of damage? Let's say I place a DoT Buff on an enemy unit - how would I create an ability that then increases the amount of damage the afflicted unit takes from that DoT?

    Posted in: Data
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    posted a message on Buff Validator/Behavior Cooldown Start on Cancel or Remove/Cancel Ability and Passive Buttons

    @DrSuperEvil: Go

    First problem = solved!

    For the Modify Unit effect, how does this connect to the Behavior: Validators (Remove) field to trigger the Remove Effect ability?

    Third Problem = kind of solved! (I think I'll just keep the DoT as a Buff that is applied by the weapon, and use the dummy Passive button to let the player know what it does)

    I'm having a bit of difficulty with dummy abilities - from what I understand, it's an ability that does nothing, but abilities won't appear on the command card unless they do something...

    After changing the ability to Behavior (from Effect - Instant), I am still having a problem wherein the second button (removing the behavior) does not show up. I've tried looking at the various burrow/unburrow effects for the Zerg but I'm having trouble untangling everything.

    Sixth problem = solved!

    Posted in: Data
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    posted a message on Creating a weapon-switch ability without triggers

    @Mugen245: Go

    Hrmm, I'm not seeing the Behavior Modification in the Switch Effect...

    As for the Fall Through, I see the box to enable it, but where would I specify the Remove Behavior Fall Through?

    (I'm a baby bird when it comes to data editor stuff so you might have to regurgitate this for me - do you think you could tell me what to put in which fields? Thanks for the help!)

    Posted in: Data
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