it would be similiar to the data critical strike solution. applying a buff which applies a buff on damage response which amplifies taken dmg and removes itself again. you can validate the unit on the apply behaviour effect (most likely != caster shoulod work)
yeah, damage response applies another buff that amplifies the current damage and removes itself again. you have to validate if the amplifier buff needs to be applied or not.
That's my other problem. Right now I can get non-ghosts do deal extra damage, but I wanted all units other then ghost that caster the mark target to deal extra damage, including other ghosts.
Casting the mark on the same target should override the original mark ie. the 1st ghost to mark will deal extra damage and the second ghost to mark will do regular damage
That makes no sense. Do you not mean the first ghost to hit the target will do regular damage while the second and successive ones will do bonus damage?
You could do a Search Area effect that looks for units that is validated by a Unit Order Queue validator to look for units currently using the Attack ability on the target. that adds a simple damage amplification buff for as long as they are attacking the target and it has not been refreshed via another ghost.
That makes no sense. Do you not mean the first ghost to hit the target will do regular damage while the second and successive ones will do bonus damage?
That is correct, but should a second ghost cast the ability while the first one is still active (for some reason), the first one should deal increased damage while the second one deals regular damage.
I'll try that validator, see how it works.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Hi all,
I want to give my ghost a sort of "mark target", where units the ghost marks take increased damage from all other units.
How would I do this? obviously the ghost's attack needs to apply a behavior, but how do I stop the ghost dealing more damage?
it would be similiar to the data critical strike solution. applying a buff which applies a buff on damage response which amplifies taken dmg and removes itself again. you can validate the unit on the apply behaviour effect (most likely != caster shoulod work)
Combat Response has a validator field separate from the buff's disable/remove validators in lotv. Very useful.
@FunkyUserName: Go
So, the ghost has a behavior on it, and applies a different behavior to enemies he attacks.
The enemies' behavior has a damage response to take extra damage, with a validator that the attacker doesn't have the behavior on the ghost.
Am I reading this right?
yeah, damage response applies another buff that amplifies the current damage and removes itself again. you have to validate if the amplifier buff needs to be applied or not.
Why not just reduce the ghost's damage proportional to the damage boost?
@TyaArcade: Go
Because this is a researchable upgrade.
How is this effect supposed to stack? What about the situation of multicasting (several ghosts)?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
That's my other problem. Right now I can get non-ghosts do deal extra damage, but I wanted all units other then ghost that caster the mark target to deal extra damage, including other ghosts.
Casting the mark on the same target should override the original mark ie. the 1st ghost to mark will deal extra damage and the second ghost to mark will do regular damage
That makes no sense. Do you not mean the first ghost to hit the target will do regular damage while the second and successive ones will do bonus damage?
You could do a Search Area effect that looks for units that is validated by a Unit Order Queue validator to look for units currently using the Attack ability on the target. that adds a simple damage amplification buff for as long as they are attacking the target and it has not been refreshed via another ghost.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
That is correct, but should a second ghost cast the ability while the first one is still active (for some reason), the first one should deal increased damage while the second one deals regular damage.
I'll try that validator, see how it works.