im working on some items right now, i searched the forum for some of these issues but most of the threads are very old, some even from the beta phase of the game, and im pretty sure for some of these issues there are new very easy solutions.
so i thought i just ask about the easiest way to create some behaviours or abilities.
also some of these things i have not tried to create yet, but would like to know how it wcould be created.
what im looking for is right now mostly stuff from wc3, like auras, crit and stuff like that.
1. i have a working vampire aura - easy, sure - problem is now, it needs percentual lifeleech and not a fixed value. any ideas on this one?
i would want to make it on an item with a fixed % value, and create an hero abilitie out of it, that has 3 to 6 levels increasing the % lifeleech value on every level.
2. the critical strike - i found some threads on this, but they all looked like some temporary non performant way to deal with it - is there some solution to this now, to create an ability - also 3 to 6 levels - that adds an percentual proccing critical strike? (hope thats actually a readable sentence, lol)
kinda the same thing would be evasion, it would make the unit evade a percentage of incoming attacks.. but how?
3. i would like to create something like an AMS from wc3 (Anti Magic Shield). it would be an item with x charges of an castable shield (on every unit, allied same or enemy - no structures) preventing the use of abilities on the affected unit, like stun bolts, roots, healings etc..
any help on one of these things would be very nice!
These ideas are a bit rough from the top of my head, but they are suggestions nonetheless.
For the vampiric aura, the easiest way, not sure if it's the most elegant, would be to trigger it, and just give the unit a passive button. Something like, when <unit type> attacks, and has <specific ability> give unit % hp based on damage dealt, then create some particle effect of some description to make it realistic.
(Also as I was just looking over the data editor there is a Effect - Leach Fraction field in the damage effect of weapons. This might be another option to look into).
The critical strike, I might create a secondary weapon damage effect and have that damage effect have a small chance to hit corresponding with the amount of damage you want the crit to do. (There is a field for hit chance).
The evasion, can't think of anything at the moment, but i'll get back to you on that...
As for the AMS, I would possibly use the sentry guardian shield as a base and simply alter the behavior to something else that is given to the effected units, i'm sure there is an effect you can use that will give units the immunity you are looking for. If not, give them a behavior that will give them an additional attribute in which your spell you have can't hit, something like structure, or w/e.
Coming from a WC3 editor background myself, the ideas may seem a bit complex compared to what the newer SC2 editor has to offer, and i'm sure someone else might come up with more efficient ideas. But in any case, I hope my suggestions helped.
i'll try to work on that vampiric aura thing first, so i have a question..
is it possible to change that leach fraction effect based on a behaviour thats carried my an item? it still would have to be an aura, so probably that value has to be reset to 0 if the aura isnt in range anymore.. hmm
i'll try to work on that vampiric aura thing first, so i have a question..
is it possible to change that leach fraction effect based on a behaviour thats carried my an item? it still would have to be an aura, so probably that value has to be reset to 0 if the aura isnt in range anymore.. hmm
Not sure. I forgot about the aura part. Hopefully someone can give you a clear cut answer about the leach fraction, my guesses won't help any.
But if you do wind up using a trigger of some sort, you can create a dummy buff/aura and trigger the effect based on units with the buff on them, or use a event based on if a unit gets in range of unit Z, where unit Z is your hero.
looks like its even easier than vampire aura. just needs an effect now anyhow..
i just created an behaviour with "Combat - Damage Response - Chance" and changed that value to .xx what makes it xx% (i think at least..) and changed the Combat - Damage Response - Modify Fraction to 0.
tested it and it works, the unit sometimes takes no damage. problem now is, i would like to have some info to see when it actually evaded damage, like in wc3 the "miss" text.
You can trigger that text to appear over the units head. As far as an event, possibly something alone the lines of when a unit is attacked and then add the conditions checking if the unit has the behavior or whatnot on it. I don't think there is another way to do this without triggers.
For the crit strike just add a set effect to the weapon and have several damage effects with Effect - Chance of whatever you want the chance to be and a Effect - Validators set to a Player Requirement validator and have the requirement just count the level of your crit strike ability.
For your evasion text just make an actor and do like the automated refinery text kicker which creates a text of any colour you want and gets a mover to move it up before vanishing.
For your ams just give all the spells affected by it a validator for a behavior of the Unit Compare Behavior Count type, that way if the target unit has the behavior it will not be affected.
You can trigger that text to appear over the units head. As far as an event, possibly something alone the lines of when a unit is attacked and then add the conditions checking if the unit has the behavior or whatnot on it. I don't think there is another way to do this without triggers.
i know and i tried, the problem is the effect actuall does not "trigger" - you know, the unit has the behaviour all the time, but the evasion procs only randomly 50% of the time, and you cant check when it does.
the text showing is no problem, i have to find a way to check if the unit was damaged or not. i tried compareing current life with current life, but that didnt worked.
Why don't you set the trigger to if <enemy unit does damage> != then display text, and the action would be when your unit type is attacked.
So in short, if your hero is being attacked, it checks if it takes damage, if it returns false then display text.
i tried now, look at the attached picture..
the triggering damage amount is disabled because it just does not work, i teste if the "Miss!" comes up on that trigger event.
also the amount is set to 0.1 because sometimes the evasion seems to let .1 damage through anyways (wouldnt be a problem)
edit: looks like i got it - after some testing converting the damage value from real to int, what makes obviously sense, works very fine.
thank you very much guys!
---------------
next thing - critical strike. i'll test some things, if anyone has an idea or could post what exactly i could do, that would be a big help^^
i tried to create a simple Effect with type Damage - looks pretty obvious, there is the effect chance and an damage amount - would work if i would want to make the crit hit for an fixed amount, but in need the actual damage from the unit that has the crit, to make 2x 3x or 4x the actual damage the unit does.
Couldn't you just do something similar to the immortal's behavior for your evasion visual? I'm pretty sure you can just make an actor, and in the events+, add something like
Due to my lack of extreme knowledge of all of the effects in the data editor, I would have to suggest going to triggers yet again. But i'm sure there is a way to set it up, in fact, I think there are units in the campaign that have critical strike. But in the meantime, you can trigger the entire ability, when <unit> attack, <insert your chance function> have <unit> deal <X> damage to attacked unit.
Again, i'm more than sure this can be done with the data editor, but I offer a temporary solution.
I'll see what I can find and get back to you if I find a better solution.
important thing is, that the damage has to base on the heroes actual damage.
it is easy possible with an fixed amount, but i need a realcrit, because the heroes in this game will have damage values starting around 20 and if the game is long they can have up to 1000 and more - so it would just suck to limit it on a fixed amount.
Well you can base the crit on the damage done and simply replace the damage with the higher crit value equation. So you can base it from a percent trigger wise. My previous example with the double damage effect was a fixed value.
Hey everyone.
im working on some items right now, i searched the forum for some of these issues but most of the threads are very old, some even from the beta phase of the game, and im pretty sure for some of these issues there are new very easy solutions. so i thought i just ask about the easiest way to create some behaviours or abilities.
also some of these things i have not tried to create yet, but would like to know how it wcould be created.
what im looking for is right now mostly stuff from wc3, like auras, crit and stuff like that.
1. i have a working vampire aura - easy, sure - problem is now, it needs percentual lifeleech and not a fixed value. any ideas on this one? i would want to make it on an item with a fixed % value, and create an hero abilitie out of it, that has 3 to 6 levels increasing the % lifeleech value on every level.
2. the critical strike - i found some threads on this, but they all looked like some temporary non performant way to deal with it - is there some solution to this now, to create an ability - also 3 to 6 levels - that adds an percentual proccing critical strike? (hope thats actually a readable sentence, lol)
kinda the same thing would be evasion, it would make the unit evade a percentage of incoming attacks.. but how?
3. i would like to create something like an AMS from wc3 (Anti Magic Shield). it would be an item with x charges of an castable shield (on every unit, allied same or enemy - no structures) preventing the use of abilities on the affected unit, like stun bolts, roots, healings etc..
any help on one of these things would be very nice!
@PatchOne: Go
These ideas are a bit rough from the top of my head, but they are suggestions nonetheless.
For the vampiric aura, the easiest way, not sure if it's the most elegant, would be to trigger it, and just give the unit a passive button. Something like, when <unit type> attacks, and has <specific ability> give unit % hp based on damage dealt, then create some particle effect of some description to make it realistic.
(Also as I was just looking over the data editor there is a Effect - Leach Fraction field in the damage effect of weapons. This might be another option to look into).
The critical strike, I might create a secondary weapon damage effect and have that damage effect have a small chance to hit corresponding with the amount of damage you want the crit to do. (There is a field for hit chance).
The evasion, can't think of anything at the moment, but i'll get back to you on that...
As for the AMS, I would possibly use the sentry guardian shield as a base and simply alter the behavior to something else that is given to the effected units, i'm sure there is an effect you can use that will give units the immunity you are looking for. If not, give them a behavior that will give them an additional attribute in which your spell you have can't hit, something like structure, or w/e.
Coming from a WC3 editor background myself, the ideas may seem a bit complex compared to what the newer SC2 editor has to offer, and i'm sure someone else might come up with more efficient ideas. But in any case, I hope my suggestions helped.
hey thanks!
i'll try to work on that vampiric aura thing first, so i have a question..
is it possible to change that leach fraction effect based on a behaviour thats carried my an item? it still would have to be an aura, so probably that value has to be reset to 0 if the aura isnt in range anymore.. hmm
edit: a question...
Combat - Modification - Vital Leeched from Damage Dealt - Damage Kind
is what i used, and the tooltip says: amount of health that is gained for every point of damage that is dealt
wouldnt that mean that if i set it to, lets say .25 it would be like 25% lifeleech?
am i missing something?
Not sure. I forgot about the aura part. Hopefully someone can give you a clear cut answer about the leach fraction, my guesses won't help any.
But if you do wind up using a trigger of some sort, you can create a dummy buff/aura and trigger the effect based on units with the buff on them, or use a event based on if a unit gets in range of unit Z, where unit Z is your hero.
well as my edit already said, im just stupid^^
the tooltip clearly says "for every damage point dealt" and that makes it obvious.
.xx would mean xx% lifeleech, just tested it and its working perfectly fine.
@PatchOne: Go
Cool, glad you got it.
okay now working on evasion.
looks like its even easier than vampire aura. just needs an effect now anyhow..
i just created an behaviour with "Combat - Damage Response - Chance" and changed that value to .xx what makes it xx% (i think at least..) and changed the Combat - Damage Response - Modify Fraction to 0.
tested it and it works, the unit sometimes takes no damage. problem now is, i would like to have some info to see when it actually evaded damage, like in wc3 the "miss" text.
anyone any idea how i could do that?
@PatchOne: Go
You can trigger that text to appear over the units head. As far as an event, possibly something alone the lines of when a unit is attacked and then add the conditions checking if the unit has the behavior or whatnot on it. I don't think there is another way to do this without triggers.
For the crit strike just add a set effect to the weapon and have several damage effects with Effect - Chance of whatever you want the chance to be and a Effect - Validators set to a Player Requirement validator and have the requirement just count the level of your crit strike ability.
For your evasion text just make an actor and do like the automated refinery text kicker which creates a text of any colour you want and gets a mover to move it up before vanishing.
For your ams just give all the spells affected by it a validator for a behavior of the Unit Compare Behavior Count type, that way if the target unit has the behavior it will not be affected.
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 know and i tried, the problem is the effect actuall does not "trigger" - you know, the unit has the behaviour all the time, but the evasion procs only randomly 50% of the time, and you cant check when it does.
the text showing is no problem, i have to find a way to check if the unit was damaged or not. i tried compareing current life with current life, but that didnt worked.
@PatchOne: Go
you can always add a dummy effect to the damage response to trigger on. :)
@PatchOne: Go
Why don't you set the trigger to if <enemy unit does damage> != then display text, and the action would be when your unit type is attacked.
So in short, if your hero is being attacked, it checks if it takes damage, if it returns false then display text.
how exactly? sorry, i seriously suck at the data editor.. stuff i do now comes mostly from tutorials.
i tried now, look at the attached picture..
the triggering damage amount is disabled because it just does not work, i teste if the "Miss!" comes up on that trigger event. also the amount is set to 0.1 because sometimes the evasion seems to let .1 damage through anyways (wouldnt be a problem)
edit: looks like i got it - after some testing converting the damage value from real to int, what makes obviously sense, works very fine.
thank you very much guys!
---------------next thing - critical strike. i'll test some things, if anyone has an idea or could post what exactly i could do, that would be a big help^^
i tried to create a simple Effect with type Damage - looks pretty obvious, there is the effect chance and an damage amount - would work if i would want to make the crit hit for an fixed amount, but in need the actual damage from the unit that has the crit, to make 2x 3x or 4x the actual damage the unit does.
For the evasion im surprized you didnt just have an effect handled dummy effect to trigger the text using an actor.
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
Couldn't you just do something similar to the immortal's behavior for your evasion visual? I'm pretty sure you can just make an actor, and in the events+, add something like
behavior.evasion.damageresponse
create
yeah thanks for the hints guys, but that problem is already fixed.
next issue is the critical strike, and im totally stuck - i have no clue how to do that.
@PatchOne: Go
Due to my lack of extreme knowledge of all of the effects in the data editor, I would have to suggest going to triggers yet again. But i'm sure there is a way to set it up, in fact, I think there are units in the campaign that have critical strike. But in the meantime, you can trigger the entire ability, when <unit> attack, <insert your chance function> have <unit> deal <X> damage to attacked unit.
Again, i'm more than sure this can be done with the data editor, but I offer a temporary solution. I'll see what I can find and get back to you if I find a better solution.
thanks for the help.
important thing is, that the damage has to base on the heroes actual damage. it is easy possible with an fixed amount, but i need a realcrit, because the heroes in this game will have damage values starting around 20 and if the game is long they can have up to 1000 and more - so it would just suck to limit it on a fixed amount.
@PatchOne: Go
Well you can base the crit on the damage done and simply replace the damage with the higher crit value equation. So you can base it from a percent trigger wise. My previous example with the double damage effect was a fixed value.
i tried several things now and i failed.. kinda depressing now :(
is anyone out there that could create an actual working, on the heroes damage based crit, and upload some screenshots/the map for it..?