Gonna consolidate this thread so I don't spam the forums!
Currently facing a few primary issues:
Creating an aura that only applies to units affected by a particular buff
Details: I have an Apply Behavior Effect [Venom Spread (Aura)] that applies a DoT Buff [Deadly Venom (DoT)] that is applied through an Apply Behavior Effect [Deadly Venom (Apply)] that can stack up to 6 times, through a Search Area Effect [Venom Spread (Search)] every 3 seconds. I first attempted to have the DoT application apply the aura, so that enemies near the first infected unit would receive a stack of the DoT every 3 seconds (and a cluster of enemies would constantly re-apply the DoT to each other, extending its effective duration as long as there were multiple infected units near each other). However, after managing to get the aura to apply to the DoT-afflicted unit instead of the unit doing the afflicting, the aura only applies the stacks up to 3 times before expiring.
My next solution is to create a Validator that causes an otherwise infinite-duration aura to remove itself once the unit no longer possesses the DoT buff, but I'm not sure how to set up validators/what kind of validator to set up/etc. and there are no mouse-over tooltips for the Validator: Else and If + fields so that's not really helping.
Applying a cooldown once an ability is cancelled OR deactivated via Behavior: Validators (Remove)
Details: I have an Effect - Instant Ability [Ambush] that cloaks the unit for up to 10 seconds, with a Behavior: Validators (Remove) of (Caster Not Attacking). I've found various solutions that tie an ability's cooldown to its Remove Behavior Effect ability (so that the cooldown occurs once the ability is deactivated), but none so far that tie the cooldown to when the ability's effect ends (manually or otherwise).
Creating a passive ability that applies a DoT upon missile impact
Details: The DoT mentioned earlier is currently implemented as a set with the hero's Weapon Damage effect (so attacking trigger's both the weapon damage and the stacking DoT), although through this method I cannot place a button with tooltip on the command card or allow it to be leveled. Creating an actual Damage Response to apply the DoT also doesn't work, as ticks of the DoT apply additional stacks of the DoT.
Button for passive ability
Details: Closely tied with the above issue - I can't quite figure out how to create a passive ability or a button that represents said passive ability on the command card. I'm probably missing something obvious, though.
Shared button slot for Apply Behavior/Remove Behavior
Details: Related to the cloak ability mentioned above - I have both the Apply ability and the Remove ability buttons in the same slot on the command card, although activating the Apply ability keeps the Apply button on the command card, instead of switching out with the Remove button.
Buffs that are removed one stack at a time
Details: Just a general issue I couldn't find a solution to on the forums - I have abilities that apply Buffs that stack multiple times, although if the buff is removed, all of the stacks are removed at once. I think the solution to this might be in the Behavior itself, but I'm not sure where exactly to look.
I think I'll leave it at this until I've got these all figured out! I've got a thousand and one questions for you guys because the data editor is big and scary, but it would make more sense to just figure things out in chunks (since what I learn from you guys tends to be applicable to other problems I didn't even know I'd have)!
Do like a normal aura but the Apply Behavior effect has a Unit Compare behaviour Count type validator. Check the buff flags for refreshing duration/replacing stack
You checked my transfer behaviour demo map?
Modify Unit effects can alter cooldown.
Use a Switch effect that uses Player Requirement validators that use requirements to count a dummy ability level.
Under command card just select button type Passive and throw in a requirement.
What cloak? Just use a Behaviortype ability it is a lot easier for adding and removing a buff.
Again buffs have flags that determine how they countdown for durations. The Remove Behavior effect has a field for determining the number of stacks removed at once.
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For the Modify Unit effect, how does this connect to the Behavior: Validators (Remove) field to trigger the Remove Effect ability?
Third Problem = kind of solved! (I think I'll just keep the DoT as a Buff that is applied by the weapon, and use the dummy Passive button to let the player know what it does)
I'm having a bit of difficulty with dummy abilities - from what I understand, it's an ability that does nothing, but abilities won't appear on the command card unless they do something...
After changing the ability to Behavior (from Effect - Instant), I am still having a problem wherein the second button (removing the behavior) does not show up. I've tried looking at the various burrow/unburrow effects for the Zerg but I'm having trouble untangling everything.
The Effect: Effect - Final field uses an effect when the buff is removed/deactivated.
By levelling the ability I assume you are using a Learn ability to do this. Have the dummy ability that does nothing have several levels and is used by the learn ability. The level of the dummy can then be counted by requirements that a validator type can use for a switch effect to use the right effect tree for that level. For an example look at my choosable attributes demo map.
Is the toggle flag enabled? Also just look at the ghost cloak ability since burrows are morphs.
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One of the issues the Effect: Effect - Final has is that while it does apply the Remove Behavior effect when said Behavior is either cancelled (by attacking, due to Validators) or ends naturally, that's...what it would have done otherwise. Would it be possible to have the Effect - Final trigger an ability (or at least an ability's cooldown), to reach the intended effect of the cooldown starting when the ability ends or is cancelled (via Validators or the Remove Behavior ability)? Another issue this brings up, is that while the Remove Behavior Effect does in fact remove the buff (as it disappears from the UI), but not the buff's effects. My best guess is that the buff itself has an Effect - Initial that fires off a Set of Effects that last 10 seconds each, so while the initial buff is gone, the Effects remain. Is there a way to straight-up end effects via the Remove Behavior Effect? (So I guess in short this problem is A) need to trigger the Remove Behavior Ability or its cooldown with Effect - Final, and B) need to remove effects with an ability somehow)
Dummy Ability = solved!
Toggle/Multiple Buttons Per Slot = solved! (As a quick question, checking off the Toggled On box creates the little swirly button border, correct?)
Again, thanks for the help - I've almost got all this stuff figured out!
You could create a biphasic buff system using the Unit Compare Order Count type validator so that when an ability if starting to be used one buff is enabled adding a two other buffs. The second buff supresses the periodic effect of the first and the third is only enabled when the ability is not being used. The third buff removes the second and itself when activated via a periodic effect.
Sounds like you have a Create Persistent effect in there somewhere. Use a Destroy Persistent effect if so.
That is Autocast you are thinking of. Toggle just means you can click the button to deactivate it.
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Ah, I think I might understand this one! While I don't see the ability whose cooldown I want to effect in the Cost + field (or any of the custom map abilities), would I be using this field to, say, apply the cooldown I want, and then link this Modify Unit Effect to the desired behavior's Effect - Final? That way, when the ability ends when it normally would (either through duration or validators), it would apply the cooldown to the desired ability. The only thing I need to figure out now is how to get my custom abilities on that list... (Unless I'm getting this all wrong and I'm supposed to be using some other field)
There's no Create Persistent - only Apply Behavior (and a Search Area effect that links to a Behavior, which then links back to an Apply Behavior). I think what I may do is remove the Effect - Initial, set the periods to last 1 second, and change the Effect - Periodic to a 1.1 second version of the previously 10 second buff. That way, when the Behavior itself is removed, the periodic effect is removed along with it. (Just tested it and...it works! Since the Cancel cooldown is tied to the ability's cooldown, it has solved half of the cooldown problems here. Now I just need to figure out the Modify Unit effect!)
Ah, alright! I haven't played much of Starcraft outside of a dozen or so Zerg matches and a bit of the campaign, so when I placed a Zealot in the editor for the first time and saw that autocast ability, I connected it to the "toggle swirl" from various other games.
Odd, your ability should show up in that field. In the worst case just enter it using raw data mode. Also do not forget to set the value field so it only applies to the right set of units (or whole player).
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Since raw data is all Greek to me, I think I might hold out hope that there is a simpler solution for this for the time being!
Just to confirm that this isn't just some crazy problem I alone was having, I checked your Plague Bringer map to see if the abilities came up in the Cost:Cost field, and...they do! My current hunch is that it might have something to do with there being both an "Ability" and a "Command" field (perhaps I haven't linked my abilities to commands, which is why they don't show up?), although the fact that your ability names and commands are the same in the Cost:Cost ability menu might debunk this.
I suppose a good first step would be to ask, what exactly is the "Command" field there? Although before I do that, I'm going to follow my gut and check the Commands field (which I tend to avoid since I don't have any clue what it's for and my abilities tend to function fine without fiddling around with it) in your custom ability...Seems your Execute command has a default button, which, given the ambiguous/general names of some of the Commands, might be our link here...Aaaaand after tying the Default Button to the ability, the ability and command show up on the Cost menu, which is then tied to Effect - Final, meaning that the desired cooldown occurs when the ability ends - whether by manually deactivating it, waiting it out, or ending it via validator!
Thank you, Dr. Super Evil! Your help has proven invaluable once again!
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Gonna consolidate this thread so I don't spam the forums!
Currently facing a few primary issues:
Creating an aura that only applies to units affected by a particular buff
Details: I have an Apply Behavior Effect [Venom Spread (Aura)] that applies a DoT Buff [Deadly Venom (DoT)] that is applied through an Apply Behavior Effect [Deadly Venom (Apply)] that can stack up to 6 times, through a Search Area Effect [Venom Spread (Search)] every 3 seconds. I first attempted to have the DoT application apply the aura, so that enemies near the first infected unit would receive a stack of the DoT every 3 seconds (and a cluster of enemies would constantly re-apply the DoT to each other, extending its effective duration as long as there were multiple infected units near each other). However, after managing to get the aura to apply to the DoT-afflicted unit instead of the unit doing the afflicting, the aura only applies the stacks up to 3 times before expiring.
My next solution is to create a Validator that causes an otherwise infinite-duration aura to remove itself once the unit no longer possesses the DoT buff, but I'm not sure how to set up validators/what kind of validator to set up/etc. and there are no mouse-over tooltips for the Validator: Else and If + fields so that's not really helping.
Applying a cooldown once an ability is cancelled OR deactivated via Behavior: Validators (Remove)
Details: I have an Effect - Instant Ability [Ambush] that cloaks the unit for up to 10 seconds, with a Behavior: Validators (Remove) of (Caster Not Attacking). I've found various solutions that tie an ability's cooldown to its Remove Behavior Effect ability (so that the cooldown occurs once the ability is deactivated), but none so far that tie the cooldown to when the ability's effect ends (manually or otherwise).
Creating a passive ability that applies a DoT upon missile impact
Details: The DoT mentioned earlier is currently implemented as a set with the hero's Weapon Damage effect (so attacking trigger's both the weapon damage and the stacking DoT), although through this method I cannot place a button with tooltip on the command card or allow it to be leveled. Creating an actual Damage Response to apply the DoT also doesn't work, as ticks of the DoT apply additional stacks of the DoT.
Button for passive ability
Details: Closely tied with the above issue - I can't quite figure out how to create a passive ability or a button that represents said passive ability on the command card. I'm probably missing something obvious, though.
Shared button slot for Apply Behavior/Remove Behavior
Details: Related to the cloak ability mentioned above - I have both the Apply ability and the Remove ability buttons in the same slot on the command card, although activating the Apply ability keeps the Apply button on the command card, instead of switching out with the Remove button.
Buffs that are removed one stack at a time
Details: Just a general issue I couldn't find a solution to on the forums - I have abilities that apply Buffs that stack multiple times, although if the buff is removed, all of the stacks are removed at once. I think the solution to this might be in the Behavior itself, but I'm not sure where exactly to look.
I think I'll leave it at this until I've got these all figured out! I've got a thousand and one questions for you guys because the data editor is big and scary, but it would make more sense to just figure things out in chunks (since what I learn from you guys tends to be applicable to other problems I didn't even know I'd have)!
Forgot to attach the map!
Do like a normal aura but the Apply Behavior effect has a Unit Compare behaviour Count type validator. Check the buff flags for refreshing duration/replacing stack
You checked my transfer behaviour demo map?
Modify Unit effects can alter cooldown.
Use a Switch effect that uses Player Requirement validators that use requirements to count a dummy ability level.
Under command card just select button type Passive and throw in a requirement.
What cloak? Just use a Behaviortype ability it is a lot easier for adding and removing a buff.
Again buffs have flags that determine how they countdown for durations. The Remove Behavior effect has a field for determining the number of stacks removed at once.
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
First problem = solved!
For the Modify Unit effect, how does this connect to the Behavior: Validators (Remove) field to trigger the Remove Effect ability?
Third Problem = kind of solved! (I think I'll just keep the DoT as a Buff that is applied by the weapon, and use the dummy Passive button to let the player know what it does)
I'm having a bit of difficulty with dummy abilities - from what I understand, it's an ability that does nothing, but abilities won't appear on the command card unless they do something...
After changing the ability to Behavior (from Effect - Instant), I am still having a problem wherein the second button (removing the behavior) does not show up. I've tried looking at the various burrow/unburrow effects for the Zerg but I'm having trouble untangling everything.
Sixth problem = solved!
The Effect: Effect - Final field uses an effect when the buff is removed/deactivated.
By levelling the ability I assume you are using a Learn ability to do this. Have the dummy ability that does nothing have several levels and is used by the learn ability. The level of the dummy can then be counted by requirements that a validator type can use for a switch effect to use the right effect tree for that level. For an example look at my choosable attributes demo map.
Is the toggle flag enabled? Also just look at the ghost cloak ability since burrows are morphs.
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
One of the issues the Effect: Effect - Final has is that while it does apply the Remove Behavior effect when said Behavior is either cancelled (by attacking, due to Validators) or ends naturally, that's...what it would have done otherwise. Would it be possible to have the Effect - Final trigger an ability (or at least an ability's cooldown), to reach the intended effect of the cooldown starting when the ability ends or is cancelled (via Validators or the Remove Behavior ability)? Another issue this brings up, is that while the Remove Behavior Effect does in fact remove the buff (as it disappears from the UI), but not the buff's effects. My best guess is that the buff itself has an Effect - Initial that fires off a Set of Effects that last 10 seconds each, so while the initial buff is gone, the Effects remain. Is there a way to straight-up end effects via the Remove Behavior Effect? (So I guess in short this problem is A) need to trigger the Remove Behavior Ability or its cooldown with Effect - Final, and B) need to remove effects with an ability somehow)
Dummy Ability = solved!
Toggle/Multiple Buttons Per Slot = solved! (As a quick question, checking off the Toggled On box creates the little swirly button border, correct?)
Again, thanks for the help - I've almost got all this stuff figured out!
Use a Modify Unit effect to adjust cooldown?
You could create a biphasic buff system using the Unit Compare Order Count type validator so that when an ability if starting to be used one buff is enabled adding a two other buffs. The second buff supresses the periodic effect of the first and the third is only enabled when the ability is not being used. The third buff removes the second and itself when activated via a periodic effect.
Sounds like you have a Create Persistent effect in there somewhere. Use a Destroy Persistent effect if so.
That is Autocast you are thinking of. Toggle just means you can click the button to deactivate it.
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
Ah, I think I might understand this one! While I don't see the ability whose cooldown I want to effect in the Cost + field (or any of the custom map abilities), would I be using this field to, say, apply the cooldown I want, and then link this Modify Unit Effect to the desired behavior's Effect - Final? That way, when the ability ends when it normally would (either through duration or validators), it would apply the cooldown to the desired ability. The only thing I need to figure out now is how to get my custom abilities on that list... (Unless I'm getting this all wrong and I'm supposed to be using some other field)
There's no Create Persistent - only Apply Behavior (and a Search Area effect that links to a Behavior, which then links back to an Apply Behavior). I think what I may do is remove the Effect - Initial, set the periods to last 1 second, and change the Effect - Periodic to a 1.1 second version of the previously 10 second buff. That way, when the Behavior itself is removed, the periodic effect is removed along with it. (Just tested it and...it works! Since the Cancel cooldown is tied to the ability's cooldown, it has solved half of the cooldown problems here. Now I just need to figure out the Modify Unit effect!)
Ah, alright! I haven't played much of Starcraft outside of a dozen or so Zerg matches and a bit of the campaign, so when I placed a Zealot in the editor for the first time and saw that autocast ability, I connected it to the "toggle swirl" from various other games.
Odd, your ability should show up in that field. In the worst case just enter it using raw data mode. Also do not forget to set the value field so it only applies to the right set of units (or whole player).
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
Since raw data is all Greek to me, I think I might hold out hope that there is a simpler solution for this for the time being!
Just to confirm that this isn't just some crazy problem I alone was having, I checked your Plague Bringer map to see if the abilities came up in the Cost:Cost field, and...they do! My current hunch is that it might have something to do with there being both an "Ability" and a "Command" field (perhaps I haven't linked my abilities to commands, which is why they don't show up?), although the fact that your ability names and commands are the same in the Cost:Cost ability menu might debunk this.
I suppose a good first step would be to ask, what exactly is the "Command" field there? Although before I do that, I'm going to follow my gut and check the Commands field (which I tend to avoid since I don't have any clue what it's for and my abilities tend to function fine without fiddling around with it) in your custom ability...Seems your Execute command has a default button, which, given the ambiguous/general names of some of the Commands, might be our link here...Aaaaand after tying the Default Button to the ability, the ability and command show up on the Cost menu, which is then tied to Effect - Final, meaning that the desired cooldown occurs when the ability ends - whether by manually deactivating it, waiting it out, or ending it via validator!
Thank you, Dr. Super Evil! Your help has proven invaluable once again!