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    posted a message on Evade and Critical Attributes

    Each player will have 1 hero with the two (they may have minions, but those wont have evade or critical).

    Posted in: Data
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    posted a message on Evade and Critical Attributes

    I looked through the forums and couldn't find everything I needed.

    Evasion I plan on making a behavior with a chance (not 1) to activate, and have the damage multiplier of 0 to prevent all damage. My issue is, I want it to increment (almost like a buff or attribute) that as it increases, so does the chance to dodge. Is this possible, without making 1 behavior for every level?

    The other attribute I want is critical hit. I want there to be a chance to do a small percent increase to damage, with the chance to succeed increases as the attribute increases, just like evasion.

    I would also like to have passive abilities for heroes that increase the chance/damage increase as they level.

    From what I've read, I'm starting to think this will be pretty difficult/impossible.

    Any help would be appreciated!

    Thanks, sharf.

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    That did it! I finally understand what you were getting at now.

    Thanks, sharf.

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    Alright I think I have it...I'll give it a shot and get back to you.

    Thanks, sharf

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    Well, I got it working (using the dated method I assume) where requirements turn them on or off. That works, except the number (level) of the ability on the skills command card remains as 1 despite all the levels. I've been looking through the choosable attributes and I don't see how I can apply that to my situation (the augment ability). In addition, I've been trying to recruit the ability as an effect - target using a set effect to apply the buff and issue an attack command but I can't quite get that to work. Could you maybe explain a little more on how to implement the dummy system? What I THINK I need to do, is use a dummy ability that levels up, but really applies the charge ability depending on the level of the dummy. I don't know how to make that happen though.

    Thanks, sharf.

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    I appreciate the help, and your demos will probably be useful, but I'm not quite sure how they work, or help me. Without a guide or tutorial I don't really understand how to use what is in those maps.

    Posted in: Data
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    posted a message on Making a custom ability and dont know how?

    Hi all, I'd like help either creating this ability (so I could then make the tutorial) or a link to an existing tutorial. I want to make an ability that makes the caster run from where he is to the targeted location (within a range, that white circle thing) knocking all enemy units out of the way and damaging them in the process. I have followed the tutorial on here on creating a ground pound ability (which is basically another ability I needed) and I figure I can apply a similar effect to the unit as he is charging, but I can't figure out how to make him actually charge.

    Thanks, sharf.

    Posted in: Miscellaneous Development
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    posted a message on [SOLVED] Adding levels to augment abilities

    I tried that and couldn't get it to work (because I put the higher level buttons underneath the lower level ones, so I just need to fix that). The issue I did have though, is that since both are learned (and set to autocast by default) they both trigger seperately...which is a problem, so how would I disable the lower level one? use a requirement under the use ability to only work if a higher level doesn't exist?

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    I already have them in a learn ability. The problem is that most abilities, like effect - instant and effect - target, have an effects+ field, which let's you define multiple effects, that the learn ability uses for levels. Augment abilities only have an effect field (no +) so I cannot dfine more than 1 effect, preventing me from adding levels to that ability, I need a way around that.

    Posted in: Data
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    posted a message on [SOLVED] Adding levels to augment abilities

    Hi all,

    I'm fairly new to the SC2 editor, and I'm a little overwhelmed, I'm used to the SC1 editors. I have been going over various tutorials to great success, but I have hit a snag. I am building a map with various heroes, and I am building their abilities right now. I have several I'm a little uncertain on, but my current issues lies in making certain abilities upgrade-able, like the zealot's charge. My goal is to have 3 tiers to charge, each adding a longer range and faster movement, less cooldown, etc. Normally I would just add multiple effects, but unfortunately, abilities like charge and blink, do not have the effects+ ability and can only have 1 tier. How would I go about making multiple levels of this? Either by recreating them as a different type, or by somehow making a dummy ability?

    Thanks, sharf.

    Posted in: Data
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