I need to make some items that (upon equiping) add +dmg vs shields but not againsed regular life. I tried looking for a field to modify in behaviors but I could not find one that did what I wanted. How can I set somthinglike this up?
@s3rius: Go
Well my units each will be holding 2 weapons at a time and i need to attack the EMP effect to the items not the weapon if i added effects to the weapon then i dont know how to make the effect work when the item is equipped and at different levels.
This has me stumped...
I made an upgrade of max level 255 and the upgrade adds 1 bonus shield damage to all units that need this bonus when they carry the items. i made 3 behaviors EmpWep1 and EmpWep2, each one is attached to an item that is named Empwep1 and empwep2 respectively. Empwep1 is supposed to add 7 shield damage and empwep2 is supposed to add 1. I have a Variable unit array of size 14 named IMMORTALS it is assigned to each hero that will be holding the items for each player, ex Immortals [1] is the hero for player one and immortals [2] is player 2s hero. I made this trigger to set the correct upgrade level of Empattacks.
Immortals EMP damage
Events
Timer - Every 0.5 seconds of Game Time
Local Variables
Conditions
Actions
General - Pick each integer from 1 to 14, and do (Actions)
Actions
Tech Tree - Set EmpAttacks upgrade level to (((((Stack count of EmpWep1 on IMMORTALS[(Picked integer)]) * 7) + ((Stack count of EmpWep2 on IMMORTALS[(Picked integer)]) * 1)) + 0) for player (Picked integer)
But it dose not work, has 0 effect on the hero what am i doing wrong? am i on the right track with this solution or do i need to do something totally different?
If I were to tackle this problem, I would try using the Validator IsShieldCapable or HasShields for the attack. If you look at Actor->ShieldImpact, you would see that it has the validator in it. So, I would create a new damage Effect with the validator. Everytime something gets hit by an attack, the Effect checks via validator to see if the unit under fire has shields, then create the damage effect at the unit.
okay after working at it for awhile i got it, what i did was instead of making my own upgrade to change the shield damage i modified the Protoss ground weapon upgrade and had it add 1 bonus shield damage to the damage effect of my hero. Using the same trigger i posted above i set the upgrade level of the upgrade accordingly. Then i tested my map to see if this had fixed my problem when i picked up the item that gave my hero empwep1 (should set upgrade level to 7) it did not work, i got rid of the empwep1 and grabbed an empwep2, as soon as i picked it up, Presto!, upgrade level set to 1, when i moused over my weapon i got a "Damage 20, Vs. Shields 21". Puzzled about why Empwep1 dident work (Since it should have added 7) i realized i forgot to change the "Max Level" Field in the Data editor under the Upgrade. I quickly minimized my SCII and changed the field, i found out that i could only increase the max level to 255, so i set it too 255 and retested the map. I equipped the empwep1, and it had 0 success, i tried ecuipping the empwep2 and it didn't work anymore either. This confused me, but after messing with the "Max Level" field in the Upgrade section i eventually found out that the upgrade dose not work when you enter a number greater than 127. 127 is the key number, so for all you editors out there who might read this, an upgrade dose not work if you set the Max level field to any number greater than 127.
Now that my upgrade level is 127 everything works just fine. hopefully this info will help somebody with a problem they may be having at some point (Or even better blizzard will fix this)
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I need to make some items that (upon equiping) add +dmg vs shields but not againsed regular life. I tried looking for a field to modify in behaviors but I could not find one that did what I wanted. How can I set somthinglike this up?
You can add another effect to your attack that simply deals shield damage (like EMP) and use it as your bonus damage.
@s3rius: Go Well my units each will be holding 2 weapons at a time and i need to attack the EMP effect to the items not the weapon if i added effects to the weapon then i dont know how to make the effect work when the item is equipped and at different levels.
@Antimatterthunder: Go
Bump
This has me stumped... I made an upgrade of max level 255 and the upgrade adds 1 bonus shield damage to all units that need this bonus when they carry the items. i made 3 behaviors EmpWep1 and EmpWep2, each one is attached to an item that is named Empwep1 and empwep2 respectively. Empwep1 is supposed to add 7 shield damage and empwep2 is supposed to add 1. I have a Variable unit array of size 14 named IMMORTALS it is assigned to each hero that will be holding the items for each player, ex Immortals [1] is the hero for player one and immortals [2] is player 2s hero. I made this trigger to set the correct upgrade level of Empattacks. Immortals EMP damage Events Timer - Every 0.5 seconds of Game Time Local Variables Conditions Actions General - Pick each integer from 1 to 14, and do (Actions) Actions Tech Tree - Set EmpAttacks upgrade level to (((((Stack count of EmpWep1 on IMMORTALS[(Picked integer)]) * 7) + ((Stack count of EmpWep2 on IMMORTALS[(Picked integer)]) * 1)) + 0) for player (Picked integer)
But it dose not work, has 0 effect on the hero what am i doing wrong? am i on the right track with this solution or do i need to do something totally different?
If I were to tackle this problem, I would try using the Validator IsShieldCapable or HasShields for the attack. If you look at Actor->ShieldImpact, you would see that it has the validator in it. So, I would create a new damage Effect with the validator. Everytime something gets hit by an attack, the Effect checks via validator to see if the unit under fire has shields, then create the damage effect at the unit.
@Pragm4: Go Well if i do that then how do i set different amounts of damage based on what items the attacker has.
okay after working at it for awhile i got it, what i did was instead of making my own upgrade to change the shield damage i modified the Protoss ground weapon upgrade and had it add 1 bonus shield damage to the damage effect of my hero. Using the same trigger i posted above i set the upgrade level of the upgrade accordingly. Then i tested my map to see if this had fixed my problem when i picked up the item that gave my hero empwep1 (should set upgrade level to 7) it did not work, i got rid of the empwep1 and grabbed an empwep2, as soon as i picked it up, Presto!, upgrade level set to 1, when i moused over my weapon i got a "Damage 20, Vs. Shields 21". Puzzled about why Empwep1 dident work (Since it should have added 7) i realized i forgot to change the "Max Level" Field in the Data editor under the Upgrade. I quickly minimized my SCII and changed the field, i found out that i could only increase the max level to 255, so i set it too 255 and retested the map. I equipped the empwep1, and it had 0 success, i tried ecuipping the empwep2 and it didn't work anymore either. This confused me, but after messing with the "Max Level" field in the Upgrade section i eventually found out that the upgrade dose not work when you enter a number greater than 127. 127 is the key number, so for all you editors out there who might read this, an upgrade dose not work if you set the Max level field to any number greater than 127. Now that my upgrade level is 127 everything works just fine. hopefully this info will help somebody with a problem they may be having at some point (Or even better blizzard will fix this)