Ok, so you have a behavior/buff that can stack up to 100. Each stack would represent 1% chance to critical strike and technically could even represent .1% if you use 1000 stacks.
You also have a behavior/attribute. Every time you put a point into this attribute it would increase the buffs stacks depending on how much you want to increase the crit. That is pretty much where my brainstorming has led so far.
I'm not sure how to go about the rest, but I have ideas I'm not even sure are valid.
You'd make a 3rd behavior that is a buff. This buff is always on the unit, but it will disable and enable itself based on some sort of die roll based on the number of stacks of the first buff. This die roll would occure every time the unit causes damage to another unit or perhaps every time your weapon is about to fire. When active it would give you a 200% damage buff for one attack then disable itself.
Edit: I finally got crits working like an attribute after a lot of tweaking and I'm actually kinda surprised at how clean the results are. Even got text tags to work adding together normal damage plus crits! It ended up being a combination of trigger and data editing.
Just use the automated refinery actor events as a lead and it's textkicker. You can add small pictures too (eg the vespene symbol) so you arent just limited to text.
Just took a look. Seems very doable, but I'm wondering about how flexible the text entries for text actors can be. I like how you can insert just about anything into them from variables for triggers to effects and behaviors. I'm just wondering if say for example you make the text entry a variable if it will show the value in the variable or just the variables name.
edit: I just noticed the drop down menu next to the insert button. Wow, text actors are ridiculously amazing.
edit: holy crap, formulas are awsome!!! I'm not exactly a expert with validators, but would it be possible to some how use a validator to mearsure a units damage done then use it in the formula field?
edit: I'm really not sure how to actually track damage then apply it to the text actors. I get the feeling I either have no idea how to use text actors or that maybe these things aren't very flexible in game.
Ok, so you have a behavior/buff that can stack up to 100. Each stack would represent 1% chance to critical strike and technically could even represent .1% if you use 1000 stacks.
You also have a behavior/attribute. Every time you put a point into this attribute it would increase the buffs stacks depending on how much you want to increase the crit. That is pretty much where my brainstorming has led so far.
I'm not sure how to go about the rest, but I have ideas I'm not even sure are valid.
You'd make a 3rd behavior that is a buff. This buff is always on the unit, but it will disable and enable itself based on some sort of die roll based on the number of stacks of the first buff. This die roll would occure every time the unit causes damage to another unit or perhaps every time your weapon is about to fire. When active it would give you a 200% damage buff for one attack then disable itself.
Any ideas?
I just found an interesting Post with a trigger that might solve the last half of this.
Simply change
(Random integer between 0 and 1) == 1
to
(Random integer between 1 and 100) <= (Stack count of Crit% on (Damaging unit))
Critical Chance is the name of the buff I made that stacks to 100. If I wanted to use the 1000 stack method I would make the 100 a 1000
Edit: Lol, my trigger editing is terrible. Changed condition.
Edit: I finally got crits working like an attribute after a lot of tweaking and I'm actually kinda surprised at how clean the results are. Even got text tags to work adding together normal damage plus crits! It ended up being a combination of trigger and data editing.
You use a text actor or triggers for the text tags?
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
Triggers.
Is there a way to create text tags using the data editor? If there is then that's probably something id like to look into.
Just use the automated refinery actor events as a lead and it's textkicker. You can add small pictures too (eg the vespene symbol) so you arent just limited to text.
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
Word of warning about text actors: I hear they aren't concealed by fog of war.
@OneSoga: Go
You can probably just hide them for people you don't want to see them, yeah?
@DrSuperEvil: Go
Just took a look. Seems very doable, but I'm wondering about how flexible the text entries for text actors can be. I like how you can insert just about anything into them from variables for triggers to effects and behaviors. I'm just wondering if say for example you make the text entry a variable if it will show the value in the variable or just the variables name.
edit: I just noticed the drop down menu next to the insert button. Wow, text actors are ridiculously amazing.
edit: holy crap, formulas are awsome!!! I'm not exactly a expert with validators, but would it be possible to some how use a validator to mearsure a units damage done then use it in the formula field?
edit: I'm really not sure how to actually track damage then apply it to the text actors. I get the feeling I either have no idea how to use text actors or that maybe these things aren't very flexible in game.