i know this thread is old, but i thought it might be more useful if i use this instead of creating a new thread.
i am currently working on some hero abilities myself, also a thorns ability, and because i like the "data editor only" approach on abilities more than using triggers, i thought about another way to create a thorns like ability - only data editor based.
i didnt tested it yet, because i dont really know if this could work - but here is what i thought, just need some feedback if that might actually work:
unit A -> dummy behavior "thorns 10%"
unit B -> "thorns response 10%" behavior, applied if attacked unit has the "thorns 10%" behaviour
"thorn response 10%" behavior has just one damage modification - vital leeched from damage dealt = -0.10
instead of leeching life on his attacks he looses .10 of his damage done to the unit that has the thorns ability.
im trying to figure out how to apply the behaviours etc. now, but that might be a working data approach i think.
something i might have missed? ideas how to apply them etc..?
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Jun 24, 2018Posted in: DataI have made a working Thorn's Aura. I made it with your idea. Basically what i did was make 2 auras. 1 for friendly units and 1 for enemies.The friendly one does nothing except showing an aura. The enemy aura has a modification which uses modifictation - vital leeched from damage dealt. My aura returns 35% to melee attackers so i set it to -0.35. Which means the attacker gets 0.35 damage per dealt damage. Very nice solution.
Jun 1, 2018Posted in: Warcraft Modding
I am working on a map with Renee's mod but i have a couple of questions but Renee does not seem to be active anymore. I wonder if anyone knows how to contact him/her.
Basically i can not continue creating the map until i speak with Renee or someone else who knows how the mod works.
I am having trouble understanding how the Blademasters Critical Strike has been made.
If anyone can help me i would be very happy.
Jul 18, 2015Posted in: Data
I am having a lot of trouble getting something right. I have created a building which shoots missile from long distances on air targets. All working fine and all but the missile doesnt react to moving targets and always ends up at the place where the target was when it was fired.
I have fiddled around endlessly in the mover editor with guidance stuff, 3d and adaptive shite but nothing seems to do anything.
May 20, 2015Posted in: Data
For what i can see you are using costs for your potions for example. Your healing potion small is 60 minerals and thats the cost you set for it in the data editor. Then your button is flagged with "Show Resources".
This is not what i can use.
I have to somehow make the game think something costs x amount while it doesnt so i can use this method aswell.
Or did i miss your point again? :P
May 20, 2015Posted in: Data
I am working on a map where due to some technical reasons we had to trigger our units resource costs. I have tried to insert a resource image with the cost amount for that unit but it doesn't turn red when i don't have enough resources.
So far i have found no way to do it except for using blizzards "Show Resources" flag in the button options. But since my units have no costs inserted in the data editor nothing happens.
Is there any way to insert fake resource costs or is there a command in the tooltips i can use to make the numbers go red when i have insufficient resources?
Thnx in advance
Apr 2, 2015Posted in: Data
I am working on a map with the new wc3 assets. I reduced the build time for several buildings but now the construction is done faster then the build animation. That looks kinda silly.
I have been searching my ass off but i can not seem to be able to quicken up the build animation...
Is there anyone that can send me in the right direction?
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