i believe what jabbedxorz means is that he/she has an ability or hero with a passive ability that uses energy as shields, while still having abilities powered by the same energy that is being deplete.
However, jaminv's solution would work if you were ok with a somewhat hasty conclusion. You could have all of the abilities of that hypothetical hero deplete its shields rather than its energy.
This prevents you from making this a togglable ability, as it will always be on....
i could be wrong and making a fool of myself on a public forum, and i'm gonna delete this if i am, so tell me if i'm right...
It would probably be best to make a trigger, as I don't see any field that actually reads the amount of damage taken. Unless stacking 1k buffs each reducing the damage by 1 at a certain energy cost actually works. (You'd be applying 1k stacks of this buff every second via a spawner, and remove them all once the spawner expires)
If you make all abilities cost Shields that will greatly interfere with EMP/Feedback type abilities. You could still make the ability toggleable by converting all your current shields to energy and vice-versa (probably via trigger), and swapping the costs of all abilities. It would be very messy though.
What you'd need is a way of converting "damage" to one vital to another, or even merely a way of counting damage taken. Sadly I don't know how to do either in the data editor.
Thanks for the replies. Yeah, I thought of the trigger idea, but there will be too many units in the map to make it feasible. I might just make the ability grant shields to the unit with a high cost (1 energy = 0.75 shield exchange). That will sorta give me what I want.
Still be curious to hear if anyone has gotten something like this to work, though.
Is there a trigger event that causes less lag? There doesn't seem to be a "behavior activated" one, and I would guess "effect used" is even worse than "damage taken".
Have you tried my other suggestion of applying a huge number of stacks where each stack can only trigger once, and reduces damage taken by 1 for a set amount of energy (be sure to exclude energy from valid vital types in the damage reaction), and adding validators to remove all stacks once the unit runs out of energy?
Sorry for the really late reply, but this seems like something that many people would want to do so here goes...
How about a buff that runs a periodic effect very often and have the effect drain X energy and add Y shield/health and put a validator on the effect so it only activates if the unit has energy and doesn't have full health? Kind of a super quick heal instead of an actual shield. The only problem i can think of is that if the unit takes more damage than it's health, it would die even though the shield might have saved it.
Event Hero x takes damage -> condition energy shield ability is on -> run actions
Dunno how it works in Bnet environment because I havent uploaded it yet and any map I run cause lags BUT trigger debugger shows it works ok. Event takes care of number of triggering units so random monsters dont trigger actions and I had to put it anyway because of OneTwo's (thanks!) hero revive system. All shall come out in alpha testing
I find making it with triggers just... simple. Tried data approach but since Im a beginner at data editor, used solution I know of.
im trying to make a similar ability at the moment and im not quite sure what you mean
I understand the part about making a damage response buff that is active as long as the unit has energy its just I don't understand how to reduce energy instead of damage
I have been struggling making this ability for two days now, I just can't seem to get it right on data, If anyone could make a step by step tutorial, would be much appreciated :)
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Is an ability like this possible? I thought it would be a simple damage response behavior, but there doesn't seem to be a good choice for that there.
That's what shields are. You don't need a damage response, just give the unit shields.
@jaminv: Go
i believe what jabbedxorz means is that he/she has an ability or hero with a passive ability that uses energy as shields, while still having abilities powered by the same energy that is being deplete.
However, jaminv's solution would work if you were ok with a somewhat hasty conclusion. You could have all of the abilities of that hypothetical hero deplete its shields rather than its energy.
This prevents you from making this a togglable ability, as it will always be on....
i could be wrong and making a fool of myself on a public forum, and i'm gonna delete this if i am, so tell me if i'm right...
It would probably be best to make a trigger, as I don't see any field that actually reads the amount of damage taken. Unless stacking 1k buffs each reducing the damage by 1 at a certain energy cost actually works. (You'd be applying 1k stacks of this buff every second via a spawner, and remove them all once the spawner expires)
If you make all abilities cost Shields that will greatly interfere with EMP/Feedback type abilities. You could still make the ability toggleable by converting all your current shields to energy and vice-versa (probably via trigger), and swapping the costs of all abilities. It would be very messy though.
What you'd need is a way of converting "damage" to one vital to another, or even merely a way of counting damage taken. Sadly I don't know how to do either in the data editor.
Sorry, I misread.
As a rule, triggering on "damage dealt" is bad, and will cause lag. If there is a data solution, I'd use that.
That said, I'm not sure how this could be done. I'd have to think about it.
Thanks for the replies. Yeah, I thought of the trigger idea, but there will be too many units in the map to make it feasible. I might just make the ability grant shields to the unit with a high cost (1 energy = 0.75 shield exchange). That will sorta give me what I want.
Still be curious to hear if anyone has gotten something like this to work, though.
Is there a trigger event that causes less lag? There doesn't seem to be a "behavior activated" one, and I would guess "effect used" is even worse than "damage taken".
Have you tried my other suggestion of applying a huge number of stacks where each stack can only trigger once, and reduces damage taken by 1 for a set amount of energy (be sure to exclude energy from valid vital types in the damage reaction), and adding validators to remove all stacks once the unit runs out of energy?
@Photoloss: Go
I somehow missed that post. Will try that now. Thanks.
Sorry for the really late reply, but this seems like something that many people would want to do so here goes... How about a buff that runs a periodic effect very often and have the effect drain X energy and add Y shield/health and put a validator on the effect so it only activates if the unit has energy and doesn't have full health? Kind of a super quick heal instead of an actual shield. The only problem i can think of is that if the unit takes more damage than it's health, it would die even though the shield might have saved it.
I got mine working like that:
Event Hero x takes damage -> condition energy shield ability is on -> run actions
Dunno how it works in Bnet environment because I havent uploaded it yet and any map I run cause lags BUT trigger debugger shows it works ok. Event takes care of number of triggering units so random monsters dont trigger actions and I had to put it anyway because of OneTwo's (thanks!) hero revive system. All shall come out in alpha testing
I find making it with triggers just... simple. Tried data approach but since Im a beginner at data editor, used solution I know of.
you can use a dmg response buff which is active as long as the unit has energy and reduce energy instead of dmg
@b0ne123: Go
im trying to make a similar ability at the moment and im not quite sure what you mean
I understand the part about making a damage response buff that is active as long as the unit has energy its just I don't understand how to reduce energy instead of damage
Try Mana Shield in the search, this has been done before.
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 have been struggling making this ability for two days now, I just can't seem to get it right on data, If anyone could make a step by step tutorial, would be much appreciated :)