If the integer value is between 0 and 9, then add a "0" to the beginning of a text variable containing the integer value as text.
if it is within -9 and -1, you can do the same thing. You would just need to add "-0" and use the absolute value of the integer.
So you got:
value = your integer value
text = conversion of value to text
if
0 <= value <= 9
then
text = Combine "0" and text
Buggy morphing costs:
- Displayed value:
[ability's technology costs] + [costs of target unit] - [costs of source unit's subgroup alias unit]
- Value used for red markers & requirement:
[ability's technology costs] + [costs of target unit] - [costs of source unit]
- Value that you actually pay:
[costs of target unit] - [costs of source unit]
Morph costs during the arcade beta and maybe before:
- Displayed value:
[ability's technology costs] + [costs of target unit] - [costs of source unit's subgroup alias unit]
- Value used for red markers & requirement:
[ability's technology costs] + [costs of target unit] - [costs of source unit]
- Value that you actually pay:
[costs of target unit] - [costs of source unit]
So, don't use the technology cost and set the subgroup alias to the unit itself.
It would surprise me, if preload does more than being a dummy entry for the editor to create entries in an xml on compiling, which determines which banks are loaded for which player before the map is initialized. :S
But it's worth a try. I didn't spot the source of the problem in the posted triggers.
1. High Templar - Feedback (Damage Target based on Energy) -> Flags -> Tick "Kill".
This will kill the targeted unit.
2. Set the ability's target filter to allow targets without energy.
3.Copy the "Has Energy" validator. Change type to "Maximum", set Compare to "Greater Than" and set Value to "0", set the failure result to "Must target energy capable units" and set the "Result - Failure" to "Must target energy capable units", too.
4. Add that validator to the feedback's effect set.
0
If the integer value is between 0 and 9, then add a "0" to the beginning of a text variable containing the integer value as text.
if it is within -9 and -1, you can do the same thing. You would just need to add "-0" and use the absolute value of the integer.
So you got:
value = your integer value
text = conversion of value to text
if
0 <= value <= 9
then
text = Combine "0" and text
0
How about just using the Unit construction progress event?
Then do the actions that need to run when it is finished.
Set a variable to track the state (like "currentlyBuilding" = true), if you require its state somewhere else.
0
right click -> add new parameter or add new element
0
morph to lair:
costs of lair - costs of hatchery
morph to hive:
costs of hive - costs of lair
0
Buggy morphing costs:
- Displayed value:
[ability's technology costs] + [costs of target unit] - [costs of source unit's subgroup alias unit]
- Value used for red markers & requirement:
[ability's technology costs] + [costs of target unit] - [costs of source unit]
- Value that you actually pay:
[costs of target unit] - [costs of source unit]
0
Normally mods are in the bottom of the dependency list. At least I would load mods after the default dependencies.
0
Morph costs during the arcade beta and maybe before:
- Displayed value:
[ability's technology costs] + [costs of target unit] - [costs of source unit's subgroup alias unit]
- Value used for red markers & requirement:
[ability's technology costs] + [costs of target unit] - [costs of source unit]
- Value that you actually pay:
[costs of target unit] - [costs of source unit]
So, don't use the technology cost and set the subgroup alias to the unit itself.
0
Window -> Console -> enter "browse" -> search the file you want to export -> select it -> right click -> export
0
I approve this.
0
@Talon0815: Go
It would surprise me, if preload does more than being a dummy entry for the editor to create entries in an xml on compiling, which determines which banks are loaded for which player before the map is initialized. :S
But it's worth a try. I didn't spot the source of the problem in the posted triggers.
0
1. High Templar - Feedback (Damage Target based on Energy) -> Flags -> Tick "Kill".
This will kill the targeted unit.
2. Set the ability's target filter to allow targets without energy.
3.Copy the "Has Energy" validator. Change type to "Maximum", set Compare to "Greater Than" and set Value to "0", set the failure result to "Must target energy capable units" and set the "Result - Failure" to "Must target energy capable units", too.
4. Add that validator to the feedback's effect set.
That's it.
0
Date Module -> GameUI Data -> Default SC2 UI Settings -> "UI: World Console Bottom" 0 instead of 200
0
In the unit. I assume that it's something with "alias" in the name. Maybe it's "selection alias".
0
Right click the download button and click something like "save as" or "save target as"...
0
Use data for periodic searches. Cause a dummy effect on the unit which triggers one of your trigger events. Do what you need to do then.