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    posted a message on Catalog Field

    You've got to be kidding me. Why would blizzard give us an editor that can't even modify ability cast times?

    Posted in: Triggers
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    posted a message on Catalog Field

    It gives me the same thing that I already have there, "CastIntroTime[0]", and it still does not work. Any other ideas?

    Posted in: Triggers
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    posted a message on Catalog Field

    I'm trying to use Catalog Field Value Set to change the cast time of an ability, but I can't figure out what the correct field is. I'm using "CastIntroTime[0]", just like it says in the view raw data mode of the data editor, and it doesn't work. Can anyone help me out?

    Edit: Also, are there certain fields that the catalog function can't change?

    Posted in: Triggers
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    posted a message on Modifying behavior damage response chance

    @DrSuperEvil: Go

    Right. But at 20 stacks of a 50% chance, I should be just about untouchable, but it still works out to be almost 50%, indicating that the extra stacks don't add extra chances. Disappointing.

    Also, taking a unit with 500 Life and giving an upgrade multiplying its Life by 1.2 comes out to 599, it drops the last 1 for some reason. But when I bump it up to 40%, it goes up to 699, so it seems to be just the first 20% that's calculated wrong. Now I only just started college, but I can tell that those numbers are wrong.... Are there fractions hiding somewhere that isn't obvious?

    Posted in: Data
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    posted a message on Modifying behavior damage response chance

    @DrSuperEvil: Go

    Pretty sure, Max stack count: 20, Max stack count per caster: 20, Add 20 "Dodge" to Marine1 from Marine1.

    All the player heroes would have some amount of dodge as well as critical strike chance.

    I appreciate the help anyway. I think the chance is unaffected by stacks, but the actual reductions will stack up. Haven't tested that, but it won't matter in my case. I might test it later for reference.

    Posted in: Data
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    posted a message on Modifying behavior damage response chance

    @DrSuperEvil: Go

    Sounds good in theory, but I want to change it by .1% at a time, and I am NOT going to make 1000 different versions of this 1 behavior, especially considering I'd have to do something similar for critical strikes. Any other thoughts? Triggering it could cause B-NET to puke all over the place, so I'm trying to avoid that.

    Edit: I made a simple trigger to count the number of hits and misses and create a text message displaying the % of attacks that missed. 2 tests with 20 stacks of a behavior at a 50% chance yielded .509 and .519, each with over 150 attacks. If it stacked, it would have been 1.00

    Posted in: Data
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    posted a message on Modifying behavior damage response chance

    Hello, first time posting here. I searched the forums and never found anything conclusive on how to do this.

    I set up a behavior called "dodge" which has a chance to set the incoming damage fraction to 0. It works great and all, except I can't figure out any ways to change the chance of it happening (I am making an ORPG and I want to have a chance to dodge based on the character's stats/talents). Stacking the behavior has no effect on the chance of occurrence, and upgrades don't let you modify behaviors. Does anyone have a way to do this?

    Thanks!

    Posted in: Data
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