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    posted a message on can't find "number of item charges" variable.

    I just need this variable to compare the number of charges my potion item has left. But it seems like you can only get the number of charges for a specific ability using "Ability Charge Info For Unit".

    Posted in: Triggers
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    posted a message on How does the NEW popularity system work?

    The new system is actually pretty good. If you release a quality, well polished map, (It doesn't have to be of insane professionalism). Blizzard will feature your map for a couple days. If it's good, the popularity will naturally go up.

    Posted in: General Chat
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    posted a message on [Data] [Items] How do I make stackable items?

    I'm surprised I couldn't find this in search.

    How do you make specific items stack?

    for example if i made a healing potion item, how could I make it able to be stacked 6 times.

    Posted in: Data
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    posted a message on Funny bugs with 1.2

    @alderis: Go

    Thank god I haven't run into any troubles yet.

    Posted in: General Chat
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    posted a message on [requirements] how do I "require 2 of the same units"?

    @zeldarules28: Go

    ah nvm I was putting the requirement in the wrong data type

    CountBehavior(HasStick,CompleteOnlyAtUnit) >= 2

    This is what i used, it counts the number of buffs stacked on my hero.

    Posted in: Data
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    posted a message on [requirements] how do I "require 2 of the same units"?

    How could I make a requirement that needs at least 2 of the same units?

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator
    Quote from Builder_Bob: Go

    You can make a requirement check for buffs on the unit that is building. Here's a map for reference.

    I gave the probe an ability that applies a self buff that is required to build buildings, and changed all protoss buildings to require this buff to be set. The requirement need to count behaviors completed at unit of this type. All in the data editor.

    Just ask if there's anything unclear in the map.

    Edit: Sorry, didn't see Lilianna already gave you the answer.

    Thanks! it works perfectly now!

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator
    Quote from Lilianna: Go

    @cinicraft: Go

    I dont see what that has to do with anything.

    Its just this data editor can be very... difficult to read and comprehend.

    Quote from Lilianna: Go

    Choose your behavior and say Equals To 1, or Greater then 1 depending on the type of Behavior.

    I actually tried this earlier today and have been poking around trying to find a solution.

    The validator that has the "Has Flint" behavior and says Equal to 1 disables my "Build Campfire" ability even though I can clearly see my hero has the "Has Flint" buff. I looked at the item, behavior, and validator data type and I really have no idea how to pin point the problem.

    I'm just going to try builderbobs requirement approach.

    This is probably the last time I tried doing something as complex as this in the data editor. This thing is missing so many tooltips i have no idea what the hell some of the fields do.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator
    Quote from Lilianna: Go

    To Check if a Unit has a Behavior the Validator you want is Unit Behavior Count.

    Choose your behavior and say Equals To 1, or Greater then 1 depending on the type of Behavior.

    The behavior is a buff with no effects. I feel like its the best way to do it via the data editor.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator

    @Maknyuzz: Go

    Is there another example other than the Frenzy that you know of?

    Basically what I'm trying to do is create something I don't think anyone has done yet. The hero in my map has something similar to a profession. If he wants to build structures or create items, he needs to gather items or in my case materials, then in his command card page 2 select "build campfire".

    I'll try the trigger, but I don't know what kind of event to use for it and how to go about disabling the ability or immediately canceling it after the hero is ordered to build or craft something.

    Posted in: Data
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    posted a message on [solved] "Has behavior" validator

    How do I make a validator that checks if the casting unit has a specific behavior or a specific buff? or could I do with with a requirement?

    Posted in: Data
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    posted a message on Help with creating melee conditions.......

    @thegameplayer: Go

    How much experience do you have with triggers?

    Creating the victory triggers is easy,

    Game - End game in Victory for player 1 (Show dialogs, Show score screen)

    In the trigger editor change Victory to Defeat for the other defeat trigger.

    You can use whatever event you desire to trigger the victory or defeat.

    Posted in: Triggers
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    posted a message on plz help, command card trouble shooting

    I have a custom ability that wont show up on my command card.

    What are likely causes of this?

    my custom ability has:
    -a button data type
    -an ability data type

    I'm pretty sure I have all the requirements to have it appear in the command card.

    My button is clearly in the command card editor along with another custom button with a submenu function that goes to command card 2 but none of these show up in the game...

    Posted in: Data
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    posted a message on Items that create buildings (tiny townhall)

    @zeldarules28: Go

    I just realized you can create an item with the "Ability" type.

    and within that Item's fields you can modify the Ability field to "Build (my building)"

    I'm still playing around with this, I can't find any useful information on Items with the Ability type. No tool tip or anything.

    Posted in: Data
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    posted a message on Items that create buildings (tiny townhall)

    Is there a simple way to make a item that gives the ability to create a building then is automatically destroyed once the building is done?

    Posted in: Data
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