How would I go about making my behavior last 30 seconds max OR able to absorb a total of 525 damage? Whichever happens first, removes the behavior.
I tried a bunch of stuff and I don't think I'm doing a good job, haha. I've been playing around in the Combat Response + field, but it seems... unattainable? LOL. This is the first time I delve into Combat Response +.
Other than that, abilities are coming alot great, along with the requirements and validators. I'll worry about the visuals/sounds once I get the abilities working fully.
EDIT: was thinking... am I better off setting starting shields to 0, max shields to 525, shield regen to 0, and when the buff is applied, initially modify unit's shields to 525... periodic effect, search for self, validator shields = 0, remove behavior? It seems kinda hacky... but would likely work. Any input into a Combat Response + method would be appreciated first and foremost, obviously!
Why not look at the Shield Ability from the Campaign I believe Tosh gets? Im pretty sure it lasted a duration or absorbed 300 damage.
Edit: But thinking about it you dont need a periodic.
Steps:
Make a Behavior that lasts 30 Seconds.
Create a Validator that checks to see if Shields are >= 0.
In the Behavior add to Behavior-Remove the validator you just created.
The only issue would be if you added shields to something that already has shields.
Quite simple to setup! Your Validator idea is the exact same way blizzard did it. No shields at all on tosh, just modify unit effect set shield to 1 fraction, the behavior gives the unit 300 shield, no shield validator on the behavior. Perfect!
So I've figured out how to make Death Grip, using the apply force effect. It works pretty well, but I'm turning to you all for some help. I'm having trouble with the actor events. I want to have a Beam Actor occur between the caster and the target unit while its being pulled in. If anyone knows how to link and actor between two units, I would appreciate some advice. Thank you in advance.
Edit: I'll post a video once I get the actors working.
When I test this in game, the target receives the Target damage and the Area damage... it takes 220 damage...WTF?? And 3 of his friends take 110 damage(works fine) but then again, if I have a max of 3 targets, shouldn't it only deal 440 damage total (110 target +110x3), not 550 total (110 target + 330 other targets + 110 target)? Shouldn't target count as 1 from this max 3 target?? basically If I exclude target from the Area Damage's Search, shouldn't it NOT hit him??
I still can't get it to not double-hit the target, and I double checked with the Siege Tank because that's how I remember it being done, and same thing... exclude Target in the Area Damage effect... I'm at a loss.
I tried setting the Target Damage effect to 55 damage and the base target would receive 165 damage, so it's DEFINITELY the Area Damage effect hitting the original target for some reason....
EDIT: decided to test this VS a thor (400 health) and I end up doing 330 damage to the thor... Grrr. I don't want to resort to using dummy buffs and stuff...
OK, well I ended up solving my own problem after rebuilding my effects for Shadow Cleave from the ground up twice more, hahahahaa..... So simple it's stupid, and makes me wonder why I ever thought of trying to make it so complex, hahaha...
It hits the Target for 110 damage, and does a Search, finding 3 units, and dealing 110 each. Will not retarget a unit already struck by it(ie the main target) and if there are only 2 units total (Target + 1 other) it will not deal 220 each. Perfecto~
I got it working on the first shot, but a slight little problem
Demon Charge.
It casts a missile that looks like the Demon Warlock. on Impact, Stuns and Damages the target + teleports the warlock to the target...
the problem I have is that regardless of if I "Demon Charge" from above, below, left or right of the target unit, my Demon Warlock always ends up below the unit.
I've tried setting Target - Placement Arc from 0 to 360, I've tried many numbers(to me this appears like it should control where "around". My Warlock is always placed below. Any Idea how I can factor in the original launch location in relation to the 'landing' position??
Changed Impact Location + from Target Unit to Target Unit/Point, added a +1 Y offset in Impact Offset, and added 1 to Impact Range.
This made it work, except the target unit was no longer stunned or damaged.
Had to modify the Damage effect's
Target - Impact Location + to include the FIRST effect of the ability, basically from (None):(Target Unit) to ((Set Chain)):Target Unit
and did the same to the Apply Stun effect's Unit - Unit+ field, had to reference the first effect of the ability.
Now, I just need to add and modify all the visuals!!
I'm done basically, just going over the minor details, adding graphics to the spells. All ... Nevjmac did say this was going to be a 2 Week Data Exercise, so... Tomorrow should be the next one up.
Like I said, I'm just finishing up some last touches, and adding sounds. 10 spells, a transformation, full casting animations for regular and transformation. And all.
There are Hundreds more that you could do, and I will be leaving this WDE up for more than a week so you don't have to limit yourself to just one spell
Yea I am here, but apparently not allowed to have a holiday. I am still overseas and that is the reason why I prepared a slightly longer WDE, I don't see you making an entry for this one, so don't hassle me for a new one, atm I am basically making WDE for BorgDragon to make abilities and don't see any point in rushing him if nobody else is going to participate.
You hate it when data challenges go dead, I haven't left one up for longer than 3 weeks since I started running them.
Sorry if this comes across rude, but that really pissed me off...
@zeropoints: Go
I don't understand the point in your validator, what do you need it to do?
@nevjmac: Go
I think he thinks that the validator will filter what targets it can affect... ?
I will clean up something and post it here in the next few days but.
I built a Data Only Combo Point System, I want to see if I can make a cleaner finisher(Not having 5 different effects).
ye you want the heal to only affect ally/player. (might not have worked because i hadn't set alliances up)
@zeropoints: Go
you don't usually use a validator for that, in the effect search, you can flag whether it heals allies/enemies etc
@Lilianna: Go
Oh! that sounds awesome!
aak thanks
How would I go about making my behavior last 30 seconds max OR able to absorb a total of 525 damage? Whichever happens first, removes the behavior.
I tried a bunch of stuff and I don't think I'm doing a good job, haha. I've been playing around in the Combat Response + field, but it seems... unattainable? LOL. This is the first time I delve into Combat Response +.
Other than that, abilities are coming alot great, along with the requirements and validators. I'll worry about the visuals/sounds once I get the abilities working fully.
EDIT: was thinking... am I better off setting starting shields to 0, max shields to 525, shield regen to 0, and when the buff is applied, initially modify unit's shields to 525... periodic effect, search for self, validator shields = 0, remove behavior? It seems kinda hacky... but would likely work. Any input into a Combat Response + method would be appreciated first and foremost, obviously!
Thanks!
@BorgDragon:
Why not look at the Shield Ability from the Campaign I believe Tosh gets? Im pretty sure it lasted a duration or absorbed 300 damage.
Edit: But thinking about it you dont need a periodic.
Steps:
Make a Behavior that lasts 30 Seconds.
Create a Validator that checks to see if Shields are >= 0.
In the Behavior add to Behavior-Remove the validator you just created.
The only issue would be if you added shields to something that already has shields.
@Lilianna: Go
OOoooh ya! Tosh gets that ability, thanks alot!
Quite simple to setup! Your Validator idea is the exact same way blizzard did it. No shields at all on tosh, just modify unit effect set shield to 1 fraction, the behavior gives the unit 300 shield, no shield validator on the behavior. Perfect!
Thanks Lilianna!
So I've figured out how to make Death Grip, using the apply force effect. It works pretty well, but I'm turning to you all for some help. I'm having trouble with the actor events. I want to have a Beam Actor occur between the caster and the target unit while its being pulled in. If anyone knows how to link and actor between two units, I would appreciate some advice. Thank you in advance.
Edit: I'll post a video once I get the actors working.
@Southpaw444: Go
This is real simple, and for some reason, evading me!!
I'm currently finishing up the last few spells, and Shadow Cleave is one of them...
My ability's effect is Cleave (Set) which has 2 damage effects, (Target) and (Area).
Here is Shadow Cleave (Area Damage) damage effect...
Demon Form - Shadow Cleave (Area Damage)
Combat - Amount 110
Search - Area + (135):(3):(3):(0):(0):(1):((None)) - 135arc, 3radius, 3max, 1fraction
Search - Exclude + ((None)):(Target)
Search - Exclude + (Demon Form - Shadow Cleave (Target Damage)):(Target) tried this
Search - Exclude + (Demon Form - Shadow Cleave (Set)):(Target) tried this
Search - Maximum Count 3
Search - Search Filters Excluded: Self, Player, Ally, Neutral, Structure, Missile, Destructible, Item, Stasis, Dead, Hidden, Invulnerable
Search - Search Flags Same Cliff Level
Target - Impact Location + (None):Target Unit
Target - Impact Location + (None):Target Unit/Point DEFAULT: tried this
Target - Target Sorts + (TSRandom):3:1
When I test this in game, the target receives the Target damage and the Area damage... it takes 220 damage...WTF?? And 3 of his friends take 110 damage(works fine) but then again, if I have a max of 3 targets, shouldn't it only deal 440 damage total (110 target +110x3), not 550 total (110 target + 330 other targets + 110 target)? Shouldn't target count as 1 from this max 3 target?? basically If I exclude target from the Area Damage's Search, shouldn't it NOT hit him??
I still can't get it to not double-hit the target, and I double checked with the Siege Tank because that's how I remember it being done, and same thing... exclude Target in the Area Damage effect... I'm at a loss.
I tried setting the Target Damage effect to 55 damage and the base target would receive 165 damage, so it's DEFINITELY the Area Damage effect hitting the original target for some reason....
EDIT: decided to test this VS a thor (400 health) and I end up doing 330 damage to the thor... Grrr. I don't want to resort to using dummy buffs and stuff...
@BorgDragon: Go
OK, well I ended up solving my own problem after rebuilding my effects for Shadow Cleave from the ground up twice more, hahahahaa..... So simple it's stupid, and makes me wonder why I ever thought of trying to make it so complex, hahaha...
All I needed, was 1 Damage effect.
Combat - Amount 110
Effect - Chance 1
Effect - Death Blast
Effect - Flags Notification
Effect - Kind Spell
Effect - Response Flags Acquire, Flee
Effect - Total Maximum
Search - Area + (135):(3):(2):(0):(0):(1):((None))
Search - Exclude + ((None)|(None)):(Target|Caster)
Search - Maximum Count 3
Search - Search Filters Excluded: Self, Player, Ally, Neutral, Resource (Raw), Resource (Harvestable), Missile, Destructible, Item, Stasis, Dead, Hidden, Invulnerable
Search - Search Flags Same Cliff Level
Target - Impact Location + (None):Target Unit
It hits the Target for 110 damage, and does a Search, finding 3 units, and dealing 110 each. Will not retarget a unit already struck by it(ie the main target) and if there are only 2 units total (Target + 1 other) it will not deal 220 each. Perfecto~
Well shit, another problem.... my last ability.
I got it working on the first shot, but a slight little problem
Demon Charge.
It casts a missile that looks like the Demon Warlock. on Impact, Stuns and Damages the target + teleports the warlock to the target...
the problem I have is that regardless of if I "Demon Charge" from above, below, left or right of the target unit, my Demon Warlock always ends up below the unit.
I've tried setting Target - Placement Arc from 0 to 360, I've tried many numbers(to me this appears like it should control where "around". My Warlock is always placed below. Any Idea how I can factor in the original launch location in relation to the 'landing' position??
EDIT: HAHAHA I got it working!
Demon Form - Demon Charge (Launch)
Target - Impact Location + (None):Target Unit/Point
Target - Impact Offset (0,1,0)
Target - Impact Range 1
Changed Impact Location + from Target Unit to Target Unit/Point, added a +1 Y offset in Impact Offset, and added 1 to Impact Range.
This made it work, except the target unit was no longer stunned or damaged.
Had to modify the Damage effect's
Target - Impact Location + to include the FIRST effect of the ability, basically from (None):(Target Unit) to ((Set Chain)):Target Unit
and did the same to the Apply Stun effect's Unit - Unit+ field, had to reference the first effect of the ability.
Now, I just need to add and modify all the visuals!!
Is there any1 still doing this WDE?
hate it when data challenges go dead hello nevjamc you in there
They're probably working on it. Some of the spells did seem like they might take a while to do.
@Keyeszx: Go
I'm done basically, just going over the minor details, adding graphics to the spells. All ... Nevjmac did say this was going to be a 2 Week Data Exercise, so... Tomorrow should be the next one up.
Like I said, I'm just finishing up some last touches, and adding sounds. 10 spells, a transformation, full casting animations for regular and transformation. And all.
@Tekaichi: Go Yea there are, and I did say I would be leaving this one up for a bit
@aczchef: Go
Yea I am here, but apparently not allowed to have a holiday. I am still overseas and that is the reason why I prepared a slightly longer WDE, I don't see you making an entry for this one, so don't hassle me for a new one, atm I am basically making WDE for BorgDragon to make abilities and don't see any point in rushing him if nobody else is going to participate.
You hate it when data challenges go dead, I haven't left one up for longer than 3 weeks since I started running them.
Sorry if this comes across rude, but that really pissed me off...
as in dead i meant no one is working on it and it felt more like 3-4 weeks for me sorry lol
i've got an idea, if anybody knows how to redirect the dmg all units in an area are taking