I made a very simple ability that upgrades the heroes health by a certain amount when learned. Level 1 gives an extra 100 hp, lvl 2 gives 200 hp and so on. The ability works but it has to be clicked in order to activate the buffs I made for it. Once clicked, the button disappears although the buff remains. When the hero dies and is revived, the button has to be clicked again to gain the health buff. Is there a way to make it so it is initially on, not clickable if possible (or clicking it wont do anything), and upon death and revival the passive ability shouldn't be clicked in order to be activated Simply said, I am trying to make a passive ability but I am running into a problem where it has to be clicked to be activated.
EDIT: I got as far as selecting the "Toggle On" flag. That means when I learn the passive ability, the buff is immediately applied but the button for it disappears from Command Card 1 (I can still learn new levels) so at least I don't have to click it to enable it initially. However, if my hero dies and revives, despite having "Toggle On" flag selected, the passive ability still has to be clicked in order to enable the buff. Afterwards, the button disappears.
I would like the button to remain in CC1 so the user knows the passive ability is there and the level of it. I also don't want the user to have to click on it each time their hero dies in order to activate the health buff.
You add a button to the command card underneath the behavior ability button so that when it disappears the second button can be seen. The dummy button doesn't actually need an ability tied to it.
That's the crazy part, I do have Toggled On enabled. Is there a way to make the buff persist through death? Unless you meant the Transient thing, I tried it and it did not do anything. After death, in order to be enabled the buff has to be clicked.
For the ability, under Shared Flags, un-selecting Disable While Dead also did not do anything. I did "fix" this by making the ability Auto Cast and Auto Cast Initially On. However, this is more of a workaround and I am hoping for a more permanent and effective solution.
Regarding the buttons, what would be the most effective way for the buttons to correspond with the level? I don't really want to use one button for all 5 levels of the buff. I don't think validators apply to buttons.
Could always make a biphasic buff system that on unit death the one buff activates removing itself and adding a second buff that when the unit is no longer known as dead does the reverse and uses an Issue Order effect to use the ability.
Maybe the Permanent flag might help since that sould prevent buff removal on death (not sure but some flag was added in 1.5)
Regarding the multilevel buttons, I just wanted to add that I put 5 buttons beneath the main disappearing button (one for each level) and associated each button with each buff level (I had to make 5 diff buffs for each level).
I think we might have just come up with a new way of emulating passive abilities. In fact, making it Auto Cast and Auto Cast Initially On proved to be a better workaround since the "dummy" buttons covered up for the fact it is an auto cast ability.
Note: I did have to make requirements for the buttons to avoid conflict. The ability name is Reinforced Airframe. Here are the working requirements.
Edit: I also want to add that this will also work:
CountBehavior(BehaviorNameLevel1,CompleteOnlyAtUnit) == 1
CountBehavior(BehaviorNameLevel2,CompleteOnlyAtUnit) == 2
These are separate behaviors used for abilities in order to level. I am not sure which is better yet, CountBehavior or CountAbility.
I made a very simple ability that upgrades the heroes health by a certain amount when learned. Level 1 gives an extra 100 hp, lvl 2 gives 200 hp and so on. The ability works but it has to be clicked in order to activate the buffs I made for it. Once clicked, the button disappears although the buff remains. When the hero dies and is revived, the button has to be clicked again to gain the health buff. Is there a way to make it so it is initially on, not clickable if possible (or clicking it wont do anything), and upon death and revival the passive ability shouldn't be clicked in order to be activated Simply said, I am trying to make a passive ability but I am running into a problem where it has to be clicked to be activated.
EDIT: I got as far as selecting the "Toggle On" flag. That means when I learn the passive ability, the buff is immediately applied but the button for it disappears from Command Card 1 (I can still learn new levels) so at least I don't have to click it to enable it initially. However, if my hero dies and revives, despite having "Toggle On" flag selected, the passive ability still has to be clicked in order to enable the buff. Afterwards, the button disappears.
I would like the button to remain in CC1 so the user knows the passive ability is there and the level of it. I also don't want the user to have to click on it each time their hero dies in order to activate the health buff.
Have a dummy command card button like the brood lord broodling strike.
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
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@DrSuperEvil: Go
Could you please elaborate more on the dummy button and how to do it? I looked over the brooding strike and I could not find it.
You add a button to the command card underneath the behavior ability button so that when it disappears the second button can be seen. The dummy button doesn't actually need an ability tied to it.
Thank you, this fixes the issue of the vanishing button.
However, when the hero revives, the buff has to be clicked in order to be activated even though it is meant to be passive.
Under the Behavior type ability the Toggled On flag.
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 the crazy part, I do have Toggled On enabled. Is there a way to make the buff persist through death? Unless you meant the Transient thing, I tried it and it did not do anything. After death, in order to be enabled the buff has to be clicked.
For the ability, under Shared Flags, un-selecting Disable While Dead also did not do anything. I did "fix" this by making the ability Auto Cast and Auto Cast Initially On. However, this is more of a workaround and I am hoping for a more permanent and effective solution.
Regarding the buttons, what would be the most effective way for the buttons to correspond with the level? I don't really want to use one button for all 5 levels of the buff. I don't think validators apply to buttons.
Could always make a biphasic buff system that on unit death the one buff activates removing itself and adding a second buff that when the unit is no longer known as dead does the reverse and uses an Issue Order effect to use the ability.
Maybe the Permanent flag might help since that sould prevent buff removal on death (not sure but some flag was added in 1.5)
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
Thanks, I will look into the Permanent flag.
Regarding the multilevel buttons, I just wanted to add that I put 5 buttons beneath the main disappearing button (one for each level) and associated each button with each buff level (I had to make 5 diff buffs for each level).
I think we might have just come up with a new way of emulating passive abilities. In fact, making it Auto Cast and Auto Cast Initially On proved to be a better workaround since the "dummy" buttons covered up for the fact it is an auto cast ability.
Note: I did have to make requirements for the buttons to avoid conflict. The ability name is Reinforced Airframe. Here are the working requirements.
CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 1 <= lvl 1 button
CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 2 <= lvl 2 button
CountAbility(ReinforcedAirframe,CompleteOnlyAtUnit) == 3 <= lvl 3 button
and so on...
Edit: I also want to add that this will also work:
CountBehavior(BehaviorNameLevel1,CompleteOnlyAtUnit) == 1
CountBehavior(BehaviorNameLevel2,CompleteOnlyAtUnit) == 2
These are separate behaviors used for abilities in order to level. I am not sure which is better yet, CountBehavior or CountAbility.
So solved?
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
Yes, solved. Post #9 shows how I did it. I will later look into permanent flags.