So I've been working on an evasion buff, which allows the unit with such a buff to dodge an attack. The problem with the evasion buff though was that you could not tell when it was activated or not visually. As a solution, I created an apply and remove effect for the behavior to solve that. The problem now is having a passive effect that is on all the time and checks each time the unit is attacked and if it dodges the attack or not. How do I make an effect that applies the apply behavior effect and is on all the time and checking if the unit dodges the attack or not?
I set mine through a damage response on a buff, with a %chance with a modification of 0 damage (can specify type) and a blank dummy effect applied. then i made a text tag actor with event effect.nameddummyeffect.start->create and it creates the text tag upon activating nicely.
i guess what I'm getting at is that i used the actual evasion buff itself to activate the text tag actor, i don't see a use for a dummy behavior, just a dummy effect.
under the handled field of the damage response of the evasion buff. any effect, i think i did a DMG of .001 or something stupid, you could just make it add a bahavior that lasts .01 seconds or w/e, but I've heard theres like a 24 limit to the number of behaviors on a unit, and if i can avoid one for that reason alone I do, as by the end of a game the behavior count can really go up and it reduces the chance of overflow IF it should ever occcur. Does that make sense?
Okay. So far I've gotten the "Miss!" text to appear above the unit who attacks the unit with evade when it is activated. Now the only problem is that the text tag doesn't go away. Other than that it is working.
Alright. I managed to get it to work like it should. What I did was make a dummy damage effect, but it would only activate if the unit was an enemy unit (validator Target is Enemy). I duped the show text from one of the automated extractors and added the effect event at the end.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I've been working on an evasion buff, which allows the unit with such a buff to dodge an attack. The problem with the evasion buff though was that you could not tell when it was activated or not visually. As a solution, I created an apply and remove effect for the behavior to solve that. The problem now is having a passive effect that is on all the time and checks each time the unit is attacked and if it dodges the attack or not. How do I make an effect that applies the apply behavior effect and is on all the time and checking if the unit dodges the attack or not?
im not quite sure how you set yours up....
I set mine through a damage response on a buff, with a %chance with a modification of 0 damage (can specify type) and a blank dummy effect applied. then i made a text tag actor with event effect.nameddummyeffect.start->create and it creates the text tag upon activating nicely.
i guess what I'm getting at is that i used the actual evasion buff itself to activate the text tag actor, i don't see a use for a dummy behavior, just a dummy effect.
I made the buff like that myself, but how should I setup the dummy effect?
@jwh741: Go
under the handled field of the damage response of the evasion buff. any effect, i think i did a DMG of .001 or something stupid, you could just make it add a bahavior that lasts .01 seconds or w/e, but I've heard theres like a 24 limit to the number of behaviors on a unit, and if i can avoid one for that reason alone I do, as by the end of a game the behavior count can really go up and it reduces the chance of overflow IF it should ever occcur. Does that make sense?
Okay. So far I've gotten the "Miss!" text to appear above the unit who attacks the unit with evade when it is activated. Now the only problem is that the text tag doesn't go away. Other than that it is working.
@jwh741: Go
under the subject header in the "Host: Hosting+" field to type "*alias" value "_FloatingText"
you can look up the parent of PickUpText under Actor Type: Text Parent: Pickup Text Default
Alright. I managed to get it to work like it should. What I did was make a dummy damage effect, but it would only activate if the unit was an enemy unit (validator Target is Enemy). I duped the show text from one of the automated extractors and added the effect event at the end.