Drunken Haze is a little more complex in that it uses an Apply Behavior effect that applies a Buff behaviour. The buff slows the movement speed using the Movement - Modification - Movement Speed Multiplier field and has a damage response using the Combat - Damage Resonse - Chance (set to your chance to miss), the Combat - Damage Resonse - Location (set to Attacker) and the Combat - Damage Resonse - Handled fields. The buff also emits a periodic aura that applies a hidden buff to all nearby units that has a damage response on the defender that nulifies damage to 0 (look at immortal buff for right fields) and in the Combat - Damage Resonse - Require Effect Array it has the dummy effect of the Combat - Damage Resonse - Handled field of the first buff.
What I can't produce is the attack miss debuff.
Here's my logic and understanding:
The debuff (Behavior) has a damage response with the chance and location set for the attacker, and I put a Dummy effect (which applies a short duration of dummy behavior to the enemy). And the periodic aura buff of dodge has a Damage Response on the defender that reduces the damage to 0 (modify fraction set to 0) and chance to 1, it also requires the Effect Array of the Dummy Effect. So the attack will have a chance to apply a dummy effect to the enemy, and the enemy with dodge buff will receive 0 damage when the dummy effect is applied to him.
But somehow it doesn't work when i tested it. Can anyone point where is the flaw of this logic? Thank you.
The require effect array for damage response is the effects (usually damage ones) that will actually trigger the damage response. While it is blank, any damage effect will trigger the damage response. It is also (much to my surprise at the time) a logical OR list (meaning that any of those effects will trigger the damage response).
As for the attack miss debuff, although this may sound counter intuitive, but you can have the damage response apply a behavior to the target which has a damage response that has the actual modify fraction. In short the "dummy" behavior is the one that needs the damage response set to modify fraction to 0 and chance to 1. Since the damage response is still running while this effect is happening, the new behavior will also trigger its damage response.
I've had a question about these two values in Data editor.
Currently I am practicing the data editor and I encountered one issue in the guide / hint in this thread: http://www.sc2mapster.com/forums/development/data/23928-creating-wc3-ability-assets/
Drunken Haze is a little more complex in that it uses an Apply Behavior effect that applies a Buff behaviour. The buff slows the movement speed using the Movement - Modification - Movement Speed Multiplier field and has a damage response using the Combat - Damage Resonse - Chance (set to your chance to miss), the Combat - Damage Resonse - Location (set to Attacker) and the Combat - Damage Resonse - Handled fields. The buff also emits a periodic aura that applies a hidden buff to all nearby units that has a damage response on the defender that nulifies damage to 0 (look at immortal buff for right fields) and in the Combat - Damage Resonse - Require Effect Array it has the dummy effect of the Combat - Damage Resonse - Handled field of the first buff.
What I can't produce is the attack miss debuff. Here's my logic and understanding:
The debuff (Behavior) has a damage response with the chance and location set for the attacker, and I put a Dummy effect (which applies a short duration of dummy behavior to the enemy). And the periodic aura buff of dodge has a Damage Response on the defender that reduces the damage to 0 (modify fraction set to 0) and chance to 1, it also requires the Effect Array of the Dummy Effect. So the attack will have a chance to apply a dummy effect to the enemy, and the enemy with dodge buff will receive 0 damage when the dummy effect is applied to him.
But somehow it doesn't work when i tested it. Can anyone point where is the flaw of this logic? Thank you.
The require effect array for damage response is the effects (usually damage ones) that will actually trigger the damage response. While it is blank, any damage effect will trigger the damage response. It is also (much to my surprise at the time) a logical OR list (meaning that any of those effects will trigger the damage response).
As for the attack miss debuff, although this may sound counter intuitive, but you can have the damage response apply a behavior to the target which has a damage response that has the actual modify fraction. In short the "dummy" behavior is the one that needs the damage response set to modify fraction to 0 and chance to 1. Since the damage response is still running while this effect is happening, the new behavior will also trigger its damage response.