Let's say I wanted to make a spell either single target or AoE that would cause a slow effect that had multiple stages to it.
The idea of this is based on the Warcraft 3 & DotA spell Purge: http://www.playdota.com/forums/lofi/t-406048.html
For an explanation of what I'm looking to do I'll use an example from the text of the above link (so you don't have to go the link).
The easiest way to do this would be to create 5 stacking Buffs that each slow for 20%, but have different variations:
0.8s Duration - 20% Slow
1.6s Duration - 20% Slow
2.4s Duration - 20% Slow
3.2s Duration - 20% Slow
4.0s Duration - 20% Slow
So, create these 5 "Behaviors". Then create an Apply Behavior "Effect" that inflicts all of these. Then simply tie this to your Target - "Effect" or Search area "Effect.
-
A neater more efficient effect would involve a persistent effect that increases a units movespeed by 1% each 0.5 seconds, alongside a debuff that reduces it by 100% initially.
This is actually pretty simple. You just need an effect, validator, and a behavior. I'll explain this quickly, and assume that you have a basic understanding of the editor, just do as follows:
To start, create an "Apply Behavior" effect, just change the behavior to be set to a new buff that we will create. The behavior is going to slow MS by setting the movement fraction to 0.80. Then you make the maximum stack count to 5 with a periodic effect that apply's our behavior yet again, and set the period duration to be 0.8. Lastly make a validator that counts the number of behaviors on the unit, making sure that it is set to the our behavior being "less than 5". Next just set that validator to be in the "validator remove" field of the the behavior.
There you have it. Now whenever the buff is applied once to a unit, it will continuously reapply itself until it hits 5, at which point it will be removed. Since the unit is slowed more with each stack count, it will progressively get slower as well. Let me know if you have questions!
Looks like someone beat me to it, oh well, I'll post anyways.
@CSMakoInfused: Go
Thanks, this is helpful. I may not be able to figure all of this out without a little more detail... I'll give some in a sec.
@Nardival: Go
I'm going to go ahead and look at what you said to do in the editor. My goal is to apply this movement behavior to Fungal Growth to make it act like an AoE purge/slow effect and doing as little from scratch as possible is in my best interests as a novice modder. If you either of you can think of the most effective way to edit that specifically it would be a plus <3
In the meantime I will tinker with the editor to see if I can figure this out with what has been said, I'm new to behaviors and have just figured out how to use fungal to slow instead of root. ><
[edit] - Okay I figured it out with your help! I made each last .8 seconds and it works great, though I'm not sure if it is combining those %'s on the fractions: .2 .4 .6 .8 any idea if it does?
I'm glad you figure it out! I was certain that even with limited experience you would get the point. Onto answer your question: no it doesn't exactly work the way that one would expect. I'm pretty sure it actually take your base ms: say it's 3.00. Then it applies the behavior once to slow it by 0.80. If we multiply the two numbers we get: 2.4. THEN it applies the behavior again ON TOP of the new amount so it takes 2.4 and slows it by 0.80 which is 1.92- not the 1.80 that you should expect.
However, I figured that since you didn't know that much about the editor, you wouldn't care if it was exactly correct. There is a way to get it to work perfectly like you mentioned, but it gets a bit more complicated. Basically it would be what Nardival mentioned in his "neater version".
I advise having 5 stacks of just one buff with infinite duration and your spell applies a Create Persistent effect to the target unit that uses a Remove Behavior effect periodicly for 5 periods removing 1 stack each time. This method would be best if you ever want to make the spell levelable as you would only need to alter the periods of the Create Persistent effects.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I've lengthened the spell to see if this is true and to see the values I'm getting since it's 4 behaviors stacked...
2.17 = 96.4% (80%+60%+40%+20%) [80%]
1.82 = 80.8% (60%+40%+20%) [60%]
1.17 = 52% (40%+20%) [40%]
0.45 = 20% (20%) [20%]
I'm not good with certain things in math... and this is one of them >< So... How can I get these to more accurate numbers without changing how they work?
Again, I will attempt to figure this out while I wait for any replies.
[edit] okay I figured the math out...
50%
66%
75%
80%
Makes it so all are 20% I think I'm completely done with this. Thank you!
This is being used for the project in my signature, if you are interested ;)
Let's say I wanted to make a spell either single target or AoE that would cause a slow effect that had multiple stages to it. The idea of this is based on the Warcraft 3 & DotA spell Purge: http://www.playdota.com/forums/lofi/t-406048.html
For an explanation of what I'm looking to do I'll use an example from the text of the above link (so you don't have to go the link).
"How does Purge's slow work?
Against non-Hero units:
0s: MS slowed by 100%
0.8s: MS slowed by 80%
1.6s: MS slowed by 60%
2.4s: MS slowed by 40%
3.2s: MS slowed by 20%
4.0s: The purge ends"
Help pls?
@zjat: Go
The easiest way to do this would be to create 5 stacking Buffs that each slow for 20%, but have different variations:
0.8s Duration - 20% Slow
1.6s Duration - 20% Slow
2.4s Duration - 20% Slow
3.2s Duration - 20% Slow
4.0s Duration - 20% Slow
So, create these 5 "Behaviors". Then create an Apply Behavior "Effect" that inflicts all of these. Then simply tie this to your Target - "Effect" or Search area "Effect.
-A neater more efficient effect would involve a persistent effect that increases a units movespeed by 1% each 0.5 seconds, alongside a debuff that reduces it by 100% initially.
@zjat: Go
This is actually pretty simple. You just need an effect, validator, and a behavior. I'll explain this quickly, and assume that you have a basic understanding of the editor, just do as follows:
To start, create an "Apply Behavior" effect, just change the behavior to be set to a new buff that we will create. The behavior is going to slow MS by setting the movement fraction to 0.80. Then you make the maximum stack count to 5 with a periodic effect that apply's our behavior yet again, and set the period duration to be 0.8. Lastly make a validator that counts the number of behaviors on the unit, making sure that it is set to the our behavior being "less than 5". Next just set that validator to be in the "validator remove" field of the the behavior.
There you have it. Now whenever the buff is applied once to a unit, it will continuously reapply itself until it hits 5, at which point it will be removed. Since the unit is slowed more with each stack count, it will progressively get slower as well. Let me know if you have questions!
Looks like someone beat me to it, oh well, I'll post anyways.
@CSMakoInfused: Go Thanks, this is helpful. I may not be able to figure all of this out without a little more detail... I'll give some in a sec.
@Nardival: Go I'm going to go ahead and look at what you said to do in the editor. My goal is to apply this movement behavior to Fungal Growth to make it act like an AoE purge/slow effect and doing as little from scratch as possible is in my best interests as a novice modder. If you either of you can think of the most effective way to edit that specifically it would be a plus <3
In the meantime I will tinker with the editor to see if I can figure this out with what has been said, I'm new to behaviors and have just figured out how to use fungal to slow instead of root. ><
[edit] - Okay I figured it out with your help! I made each last .8 seconds and it works great, though I'm not sure if it is combining those %'s on the fractions: .2 .4 .6 .8 any idea if it does?
@zjat: Go
I'm glad you figure it out! I was certain that even with limited experience you would get the point. Onto answer your question: no it doesn't exactly work the way that one would expect. I'm pretty sure it actually take your base ms: say it's 3.00. Then it applies the behavior once to slow it by 0.80. If we multiply the two numbers we get: 2.4. THEN it applies the behavior again ON TOP of the new amount so it takes 2.4 and slows it by 0.80 which is 1.92- not the 1.80 that you should expect.
However, I figured that since you didn't know that much about the editor, you wouldn't care if it was exactly correct. There is a way to get it to work perfectly like you mentioned, but it gets a bit more complicated. Basically it would be what Nardival mentioned in his "neater version".
I advise having 5 stacks of just one buff with infinite duration and your spell applies a Create Persistent effect to the target unit that uses a Remove Behavior effect periodicly for 5 periods removing 1 stack each time. This method would be best if you ever want to make the spell levelable as you would only need to alter the periods of the Create Persistent effects.
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
I've lengthened the spell to see if this is true and to see the values I'm getting since it's 4 behaviors stacked...
2.17 = 96.4% (80%+60%+40%+20%) [80%]
1.82 = 80.8% (60%+40%+20%) [60%]
1.17 = 52% (40%+20%) [40%]
0.45 = 20% (20%) [20%]
I'm not good with certain things in math... and this is one of them >< So... How can I get these to more accurate numbers without changing how they work?
Again, I will attempt to figure this out while I wait for any replies. [edit] okay I figured the math out... 50% 66% 75% 80% Makes it so all are 20% I think I'm completely done with this. Thank you! This is being used for the project in my signature, if you are interested ;)
dang maybe patch 1.4 made them multiplicatory.
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
@zjat: Go
I'm glad you got it working, congrats!