Here we have an ability (effect - target) that creates an area search effect that launches some other effects. These "other" can vary depending on validators and therefore I have to vary the ability cost due to balance reasons. So I tried to set up cost for each effect. There is some "cost" field but just filling it did nothing. Any other ways or am i doing something wrong?
You can use modify unit effects targeting the casting unit to remove some of their vitals. You would also need validators to ensure that they meet those costs.
I tried, but must be doing something wrong cuz it doesn't work. Could you write the full effects chain? Caster creates a search effect > search effect creates target effect > then what?
And how should i refer to the target player? "Player origin" or "Caster"?
P.S. it seems to me like the effect can't find the actual caster because of the chain length. Dunno what to do.
why do you think that? add a debug trigger that triggers whenver the effect is used. then show the caster and the origin of the effect as text. what does it say?
Yep, and I said - triggers determine caster correctly, but data works very, very weird. I've just managed to make the "modify player" effect work (i wonder how lol, it just began working without any changes from me), but any links to caster in other effects at the end of the chain are still dead.
Hm. Problem is that i currently have a working effect, and it will most likely work if i replicate it on a new map. Although the day before yesterday it definitely didn't work.
Guess i'd better have a closer look at what i did cuz the objective is achieved, will post if i find anything too weird.
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Here we have an ability (effect - target) that creates an area search effect that launches some other effects. These "other" can vary depending on validators and therefore I have to vary the ability cost due to balance reasons. So I tried to set up cost for each effect. There is some "cost" field but just filling it did nothing. Any other ways or am i doing something wrong?
Well, I've already used a trigger+validator workaround for this, but still wondering if there's a more elegant solution.
@FunBotan: Go
You can use modify unit effects targeting the casting unit to remove some of their vitals. You would also need validators to ensure that they meet those costs.
@MasterWrath:
And how's about not vitals but player's resourses?
@FunBotan: Go
modify player effect
I tried, but must be doing something wrong cuz it doesn't work. Could you write the full effects chain? Caster creates a search effect > search effect creates target effect > then what?
A set effect that applies the modify player effect & the other effects you want might be required in that effects chain.
And how should i refer to the target player? "Player origin" or "Caster"?
P.S. it seems to me like the effect can't find the actual caster because of the chain length. Dunno what to do.
@FunBotan: Go
why do you think that? add a debug trigger that triggers whenver the effect is used. then show the caster and the origin of the effect as text. what does it say?
@FunkyUserName:
Via a trigger it works (I've already redone all I need via triggers, this thread is just for education). Via data it doesn't.
@FunBotan: Go
my response was for debugging only to see what the "caster" is when it gets lost and maybe get the reason why.
@FunkyUserName:
Yep, and I said - triggers determine caster correctly, but data works very, very weird. I've just managed to make the "modify player" effect work (i wonder how lol, it just began working without any changes from me), but any links to caster in other effects at the end of the chain are still dead.
@FunBotan: Go
can you replicate the error in an empty map? i will have a look at it then.
@FunkyUserName:
Hm. Problem is that i currently have a working effect, and it will most likely work if i replicate it on a new map. Although the day before yesterday it definitely didn't work.
Guess i'd better have a closer look at what i did cuz the objective is achieved, will post if i find anything too weird.