I am currently working on some heroes for a map and am having trouble working out how to make the abilities for one of the heroes. Without getting into its backstory and all that jazz the abilities i am trying to give him are the following:
Passive, every time he kills a mob, they have a chance to drop an item, when he picks up the item he grows a little larger and his max hp increases, But if his Size exceeds his Strength attribute he begins to move slower. (perhapse creating a invisible attribute called size?)
Active, He sheds a percentage of his size (gained through the previous ability) and reduces his max HP, but removes debuffs and such. (I know the second part of that can be achieved through buffs/modify unit)
Passive,a permanent debuff that causes him to lose size until he reaches a base size, after which he starts taking damage.
Passive,a related buff to prior, reduces the rate of loss of previous size loss.
Are these possible using only data or do i have to make some triggers for them? If i do have to make triggers for them is it possible to make them scale with the abilities rank/level? Thank you in advance for any help.
Ok mod wise you need there to be a damage response on death that enumerates area that it is the last of the mob before using a Create Unit effect (probably in a set) to create your item unit. Use a stacking buff that adds your size attribute. Have a buff that uses a Requirement which checks if the two attribute behaviours are not correctly proportioned resulting in the buff that slows being disabled.
Second one just needs some Remove Behavior effects in a set and a requirement that checks it has enough stacks to use.
Use a buff with a periodic that uses a Remove Behavior effect to remove the stacks and a second one that activates when the stack count is below a certain level using a Unit Compare Behavior Count validator that has a -ve life regen.
Please give more detail as to the fourth one. Could be done by having the stack removing buff being stackable and having a chance to remove a stack of itself reducing the rate of size degeneration.
Altering the unit size needs actor events using the Status Increment and Set Scale event actions.
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I am currently working on some heroes for a map and am having trouble working out how to make the abilities for one of the heroes. Without getting into its backstory and all that jazz the abilities i am trying to give him are the following:
Are these possible using only data or do i have to make some triggers for them? If i do have to make triggers for them is it possible to make them scale with the abilities rank/level? Thank you in advance for any help.
Ok mod wise you need there to be a damage response on death that enumerates area that it is the last of the mob before using a Create Unit effect (probably in a set) to create your item unit. Use a stacking buff that adds your size attribute. Have a buff that uses a Requirement which checks if the two attribute behaviours are not correctly proportioned resulting in the buff that slows being disabled.
Second one just needs some Remove Behavior effects in a set and a requirement that checks it has enough stacks to use.
Use a buff with a periodic that uses a Remove Behavior effect to remove the stacks and a second one that activates when the stack count is below a certain level using a Unit Compare Behavior Count validator that has a -ve life regen.
Please give more detail as to the fourth one. Could be done by having the stack removing buff being stackable and having a chance to remove a stack of itself reducing the rate of size degeneration.
Altering the unit size needs actor events using the Status Increment and Set Scale event actions.
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