Drunken Haze is a little more complex in that it uses an Apply Behavior effect that applies a Buff behaviour. The buff slows the movement speed using the Movement - Modification - Movement Speed Multiplier field and has a damage response using the Combat - Damage Resonse - Chance (set to your chance to miss), the Combat - Damage Resonse - Location (set to Attacker) and the Combat - Damage Resonse - Handled fields. The buff also emits a periodic aura that applies a hidden buff to all nearby units that has a damage response on the defender that nulifies damage to 0 (look at immortal buff for right fields) and in the Combat - Damage Resonse - Require Effect Array it has the dummy effect of the Combat - Damage Resonse - Handled field of the first buff.
What I can't produce is the attack miss debuff.
Here's my logic and understanding:
The debuff (Behavior) has a damage response with the chance and location set for the attacker, and I put a Dummy effect (which applies a short duration of dummy behavior to the enemy). And the periodic aura buff of dodge has a Damage Response on the defender that reduces the damage to 0 (modify fraction set to 0) and chance to 1, it also requires the Effect Array of the Dummy Effect. So the attack will have a chance to apply a dummy effect to the enemy, and the enemy with dodge buff will receive 0 damage when the dummy effect is applied to him.
But somehow it doesn't work when i tested it. Can anyone point where is the flaw of this logic? Thank you.
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I've had a question about these two values in Data editor.
Currently I am practicing the data editor and I encountered one issue in the guide / hint in this thread: http://www.sc2mapster.com/forums/development/data/23928-creating-wc3-ability-assets/
Drunken Haze is a little more complex in that it uses an Apply Behavior effect that applies a Buff behaviour. The buff slows the movement speed using the Movement - Modification - Movement Speed Multiplier field and has a damage response using the Combat - Damage Resonse - Chance (set to your chance to miss), the Combat - Damage Resonse - Location (set to Attacker) and the Combat - Damage Resonse - Handled fields. The buff also emits a periodic aura that applies a hidden buff to all nearby units that has a damage response on the defender that nulifies damage to 0 (look at immortal buff for right fields) and in the Combat - Damage Resonse - Require Effect Array it has the dummy effect of the Combat - Damage Resonse - Handled field of the first buff.
What I can't produce is the attack miss debuff. Here's my logic and understanding:
The debuff (Behavior) has a damage response with the chance and location set for the attacker, and I put a Dummy effect (which applies a short duration of dummy behavior to the enemy). And the periodic aura buff of dodge has a Damage Response on the defender that reduces the damage to 0 (modify fraction set to 0) and chance to 1, it also requires the Effect Array of the Dummy Effect. So the attack will have a chance to apply a dummy effect to the enemy, and the enemy with dodge buff will receive 0 damage when the dummy effect is applied to him.
But somehow it doesn't work when i tested it. Can anyone point where is the flaw of this logic? Thank you.