I originally posted this question in another thread, but given that the title had (solved) in it, it has probably gone under the radar!
While poking around on the forums, I've found out how to increase or decrease the % of damage a unit takes through Damage Response's "Modify Fraction" field. However, this effect seems to be global (in terms of damage sources/types) and I was wondering, would it be possible to make this % damage taken apply to a specific source of damage (a Damage-over-Time Debuff, for instance)? Or is this something I'd have to accomplish through triggers?
There should be an "effect" field somewhere in the damage response where you can set a specific effect, or effects, that are required for the damage response to apply.
Add the specific effect that you want it to respond to in there, and it will only respond to that effect. Add multiple, and it will respond to any of them.
It is also possible to make damage responses only respond to certain types of damage. There's a Combat Damage Response - Type field. Should seem pretty obvious.
On a related note, would there be any way to make it so that an ability (say, a Search Area effect) only triggers on units possessing a particular buff? I've tried accomplishing this with Markers, but it seems there's only a No Markers Validator (as opposed to "Marked" or something similar)...
Almost every effect has it's scope (like effect tree) think of it as of a launched copy of trigger with it's own variables. Every unit when enters map/being created gets his unique id number(integer). When you using validator like "No Markers" you excluding the unit, which has already been under your effect. So for ricochete ability it's like hitting the target with some damage effect, stores the id of a target unit in variable and then checking if next target unit was/wasn't affected. That's it for markers no other cases in which they might be useful.
From what i understand you have search area with apply behaviour effect. So you need just create validator which will check the number of stacks of particular behaviour on the unit ( > 0 in your case), and then add it to your "apply behaviour" effect, It's like:
If unit has "slow" buffs = 0 then apply buff, else do nothing
If you want a search area effect to only occur on units that have a certain behavior, you will need to make a "Unit Compare Behavior Count" validator that checks that the target has greater than 0 of that specific behavior.
And this validator goes on whatever effect your search effect runs, not the search effect itself.
Created and applied the Validator, and everything works as intended!
(After fiddling with Validators a few days ago, I decided to avoid creating my own for a while because I had no idea which Validators did what or which fields to put what in to reach the intended effect - but it turns out they're actually pretty straightforward, at least as far as Unit Compare Behavior Count goes!)
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I originally posted this question in another thread, but given that the title had (solved) in it, it has probably gone under the radar!
While poking around on the forums, I've found out how to increase or decrease the % of damage a unit takes through Damage Response's "Modify Fraction" field. However, this effect seems to be global (in terms of damage sources/types) and I was wondering, would it be possible to make this % damage taken apply to a specific source of damage (a Damage-over-Time Debuff, for instance)? Or is this something I'd have to accomplish through triggers?
There should be an "effect" field somewhere in the damage response where you can set a specific effect, or effects, that are required for the damage response to apply.
@ItemsGuy: Go
Combat Damage Response - Required Effect Array.
Add the specific effect that you want it to respond to in there, and it will only respond to that effect. Add multiple, and it will respond to any of them.
It is also possible to make damage responses only respond to certain types of damage. There's a Combat Damage Response - Type field. Should seem pretty obvious.
@MasterWrath: Go
Worked like a charm!
On a related note, would there be any way to make it so that an ability (say, a Search Area effect) only triggers on units possessing a particular buff? I've tried accomplishing this with Markers, but it seems there's only a No Markers Validator (as opposed to "Marked" or something similar)...
No markers needed.
Almost every effect has it's scope (like effect tree) think of it as of a launched copy of trigger with it's own variables. Every unit when enters map/being created gets his unique id number(integer). When you using validator like "No Markers" you excluding the unit, which has already been under your effect. So for ricochete ability it's like hitting the target with some damage effect, stores the id of a target unit in variable and then checking if next target unit was/wasn't affected. That's it for markers no other cases in which they might be useful.
From what i understand you have search area with apply behaviour effect. So you need just create validator which will check the number of stacks of particular behaviour on the unit ( > 0 in your case), and then add it to your "apply behaviour" effect, It's like:
If unit has "slow" buffs = 0 then apply buff, else do nothing
@ItemsGuy: Go
abvdzh is correct.
If you want a search area effect to only occur on units that have a certain behavior, you will need to make a "Unit Compare Behavior Count" validator that checks that the target has greater than 0 of that specific behavior.
And this validator goes on whatever effect your search effect runs, not the search effect itself.
@MasterWrath: Go
Created and applied the Validator, and everything works as intended!
(After fiddling with Validators a few days ago, I decided to avoid creating my own for a while because I had no idea which Validators did what or which fields to put what in to reach the intended effect - but it turns out they're actually pretty straightforward, at least as far as Unit Compare Behavior Count goes!)