I would like to know if someone comes up with a solution to this because I've been looking long and hard for a solution. Unfortunately I think we'll need to wait for the DOTA map blizzard will release to get such features in the data editor.
Make a behavior of type: Buff for your caster unit. Give the behavior a period, this will determine at what rate it looks for units around it to mind control. Make a Search Area Effect and put it in the Periodic Effect in the Effects section of your behavior. Set the search effect's information as you like (target filters, max/min units, radius, ect.) Create an Effect of type Modify Unit. Set the effect to change the ownership of the unit to Caster Unit and target to Target Unit. That's it, you have yourself a mind control aura.
This is unfortunately the only way I found to do what you want. I looked for a solution to this question for long periods of time but could not get one. Make multiple buttons or make 1 button with the information of all 3 levels in it.
In the actor of the unit you want to change, go to the death animation AnimPlay command. Set TimeVariant to the time you want the animation to play in and then set the last one on the list to "duration". The animation will play in the time specified under Time Variant.
If I recall correctly, buffs have 2 vital modifications. You might need to check but I think that if you set the "Vitals Fraction" to the 10% amount you need instead of the "Vitals", it will scale properly with your attributes.
We are aware of this issue and working on a solution. The Threat issue occurs when a player leaves the game after the heroes have spawned (after the selection screen.)
Thanks for the feedback. If you see any more issues feel free to let us know.
I'm not sure what the purpose of the behavior in your game is but to answer your question, you can make a Set to whatever uses the "Apply Behavior" of Behavior B. In the set you can put a "remove Behavior" effect that removes "Behavior A", and the "Apply Behavior" that applies "Behavior B". Then just set Behavior B to give 7 damage, and A to give 5 damage.
Unfortunately, the Data Editor cannot handle this type of ability just yet. If you look at the map my team is working on Dungeons - Guardians of Fire, we tried implementing Zeratul's Critical Strike Passive, Jim Raynors Passive ect ect but these are the problems we encountered. Unlike the castable abilities, when a passive ability was added to the Learn Skills, even if you had not yet learned it, you would see it as one of your skills on your command card (however it would be grayed out) so this would look quite ugly. Our solution to this was simply making the ability an auto-cast castable ability that did what u needed to do automatically. I expect they will release a solution to this problem with the release of their DOTA map because there are many passive abilities that will need to work in that game.
We will be adding some sort of reset system on a future release. For the time being, we implemented player ratings (a number from 0 to 10 that the players can award to the rest of their team mates one per game. This should help judge the players one is playing with for now.
Update: November 3, 2010 Dungeons - Guardians of Fire v1.21
-Egon Stetmann's Replenishment ability has been revamped. Replenishment now costs 25 Energy on all 3 levels and has a 7 second cooldown for all levels. In addition to removing all dispellable negative effects from the target, it will now give the target a healing over time buff. (Level 1 = 280 life over 8 seconds, Level 2 = 400 Life over 8 seconds and Level 3 = 520 Life over 8 seconds)
-The Hydralisk has been renamed to Top Shtudent.
-Top Shtudent Eggs will now correctly spawn near the Top Shtudent.
-Fixed an issue that caused Drazzan's Curse of Demise to be placed incorrectly on the target leaving only the bubble effect.
-Fixed an issue that cause Drazzan's Hallowed Ground creep to disappear during the encounter.
-Fixed an issue that caused Krishan's Crystal formation animation to restart before completion.
-Rory Swann's Sunder Armor will now cap at 5 stacks as intended.
-Changed the cooldown of Psionic Plague to 90/60/30 seconds for levels 1/2/3 respectively. (It was originally constant 180 seconds on all levels)
-Rory Swann's Blast Rounds now has an attack animation.
-Scrolling Combat Text now implemented! Players can turn the scrolling combat text On or Off by simply clicking on the Combat Text button located at the top right corner of the screen.
Update: November 1, 2010, Dungeons - Guardians of Fire v1.18
Here are the changes to Dungeons - Guardians of Fire version 1.18. ENJOY!
- Egon Stetmann's Power Source 15 damage increase changed to 15% attack speed increase.
- Fixed an issue that caused heroes to lose current energy pool amounts when losing Egon Stetmann's Power Source buff.
- Players can now mouse over the party unit frames on the left of the screen to display the names of the players controlling the heroes.
- When controlling the Egon Stetmann hero, the player can now mouse over the Unit frames on the left of the screen for a list of usable commands to help in healing and shielding targets directly.
- Fixed an issue that caused threat to be handled incorrectly.
- Rory Swann's Taunt ability Level 1 Cooldown changed to 20 (up from 15.)
- Rory Swann's Taunt ability now reduces in cooldown for every additional level trained. (Level 1 = 20 seconds, Level 2 = 15 seconds and Level 3 = 10 seconds.)
Quite a few changes in this one. Hope you all enjoy!
Update: October 31, 2010 Dungeons - Guardians of Fire v1.16
- Egon Stetmann's Energy regeneration now has a tooltip explaining the mechanics.
- Blast Rounds Area of Effect impact will no longer damage allies.
- Fixed an issue causing Egon Stetmann's out of combat regen to occur after casting Guardian Shield.
- Drazzan's Psionic Interference is now red.
- Drazzan's Mind Link cast timer increased to 45 (up from 30.)
- Drazzan now has 3 different cast timers for his Curse of Demise ability based on level Difficulty: Easy = 45 seconds, Normal = 35 seconds, Hard = 25 seconds.
- Drazzan no longer has Psionic Interference when played on the Easy difficulty.
- Drazzan's Enrage timer has been reduced to 420 seconds, the same as Ter'Ama's.
- Jim Raynor's Impact rounds now has an animation.
- Power Source now grants all party members a 50% increase in their total Life and Energy, changed from a constant 350 Life and 150 Energy.
- Power Source's Life bar is now fitting to its model size.
- Attunement bar adjusted to fit image.
- Power Source's buff model is now slightly more transparent to avoid blocking of other behavior's models.
- Zeratul's Hemorrhaging Wound now can stack up to 5 times and has a 2 second cooldown.
- Critical Strike now works as intended.
- Critical Strike chance percentage changed to 20%,40%,60% (up from 20%, 30%, 40%.)
- Fixed and issue that caused Tassadar's Regeneration Siphon to last past the expected duration on allied players.
- Jim Raynor's Impact Rounds range changed to 10 (up from 8.)
- Information on various tooltips have been adjusted accordingly.
- Rory Swann's Taunt ability cooldown changed to 15 seconds (up from 10.)
- The trash mobs will now reset properly after all 5 players become incapacitated after pulling them.
- Zeratul's Disorient now has decreasing cooldown time with each level. (Level 1 = 28 seconds, Level 2 = 24 Seconds, Level 3 = 20 Seconds.)
- Boss Timers have been adjusted accordingly to accommodate the ability changes.
- Difficulty Behavior display on bosses now describes the individual boss changes when moused over.
- Initial Roach has been relocated to avoid early wipes when players spawn.
- NEW GAME MODE: Hardcore. This difficulty is the same as Hard with the exception that all heroes start with 0 lives.
0
Update: November 16, 2010 v1.30
-Geroge Psionic Plague will no longer remain on Incapacitated Heroes.
-Damage Meter will now correctly show the default filter type when it appears.
-Geroge will now cast Stetmann's default heal when he is the Healer in addition to Blast Heal and Guardian Shield.
-Zeratul's False Target ability will now reduce in cooldown for every additional level trained to 60/50/40 respectively.
-Map Bounds have now been implemented for every Boss's respective zone.
0
I would like to know if someone comes up with a solution to this because I've been looking long and hard for a solution. Unfortunately I think we'll need to wait for the DOTA map blizzard will release to get such features in the data editor.
0
Make a behavior of type: Buff for your caster unit. Give the behavior a period, this will determine at what rate it looks for units around it to mind control. Make a Search Area Effect and put it in the Periodic Effect in the Effects section of your behavior. Set the search effect's information as you like (target filters, max/min units, radius, ect.) Create an Effect of type Modify Unit. Set the effect to change the ownership of the unit to Caster Unit and target to Target Unit. That's it, you have yourself a mind control aura.
0
This is unfortunately the only way I found to do what you want. I looked for a solution to this question for long periods of time but could not get one. Make multiple buttons or make 1 button with the information of all 3 levels in it.
0
The Bank issue has been fixed now. It might reset one time on the new version and that's it.
0
In the actor of the unit you want to change, go to the death animation AnimPlay command. Set TimeVariant to the time you want the animation to play in and then set the last one on the list to "duration". The animation will play in the time specified under Time Variant.
0
If I recall correctly, buffs have 2 vital modifications. You might need to check but I think that if you set the "Vitals Fraction" to the 10% amount you need instead of the "Vitals", it will scale properly with your attributes.
0
Update: November 7, 2010 v1.24
-Krishan Bathia's Shtupid Shtudents ability now works as intended.
-Top Shtudent Eggs Life changed to 1100, up from 700.
-Fixed an issue that caused Drazzan's Hallowed Ground creep to disappear.
-Players can now see individual player information on the rating screen (i.e. Games Played and Bosses Downed.)
-The Damage Meter has been added to the game with various different sub menu filters.
-Jim Raynor's Railgun Snipe can now target Air Units.
-Top Shtudents damage changed to 40, up from 30.
-The Winged Guardian now patrols the lair of the Leviathan. Take great caution when engaging the beast, Heroes.
0
We are aware of this issue and working on a solution. The Threat issue occurs when a player leaves the game after the heroes have spawned (after the selection screen.)
Thanks for the feedback. If you see any more issues feel free to let us know.
0
I'm not sure what the purpose of the behavior in your game is but to answer your question, you can make a Set to whatever uses the "Apply Behavior" of Behavior B. In the set you can put a "remove Behavior" effect that removes "Behavior A", and the "Apply Behavior" that applies "Behavior B". Then just set Behavior B to give 7 damage, and A to give 5 damage.
0
Unfortunately, the Data Editor cannot handle this type of ability just yet. If you look at the map my team is working on Dungeons - Guardians of Fire, we tried implementing Zeratul's Critical Strike Passive, Jim Raynors Passive ect ect but these are the problems we encountered. Unlike the castable abilities, when a passive ability was added to the Learn Skills, even if you had not yet learned it, you would see it as one of your skills on your command card (however it would be grayed out) so this would look quite ugly. Our solution to this was simply making the ability an auto-cast castable ability that did what u needed to do automatically. I expect they will release a solution to this problem with the release of their DOTA map because there are many passive abilities that will need to work in that game.
0
We will be adding some sort of reset system on a future release. For the time being, we implemented player ratings (a number from 0 to 10 that the players can award to the rest of their team mates one per game. This should help judge the players one is playing with for now.
0
Update: November 3, 2010 Dungeons - Guardians of Fire v1.21
-Egon Stetmann's Replenishment ability has been revamped. Replenishment now costs 25 Energy on all 3 levels and has a 7 second cooldown for all levels. In addition to removing all dispellable negative effects from the target, it will now give the target a healing over time buff. (Level 1 = 280 life over 8 seconds, Level 2 = 400 Life over 8 seconds and Level 3 = 520 Life over 8 seconds)
-The Hydralisk has been renamed to Top Shtudent.
-Top Shtudent Eggs will now correctly spawn near the Top Shtudent.
-Fixed an issue that caused Drazzan's Curse of Demise to be placed incorrectly on the target leaving only the bubble effect.
-Fixed an issue that cause Drazzan's Hallowed Ground creep to disappear during the encounter.
-Fixed an issue that caused Krishan's Crystal formation animation to restart before completion.
-Rory Swann's Sunder Armor will now cap at 5 stacks as intended.
-Changed the cooldown of Psionic Plague to 90/60/30 seconds for levels 1/2/3 respectively. (It was originally constant 180 seconds on all levels)
-Rory Swann's Blast Rounds now has an attack animation.
-Scrolling Combat Text now implemented! Players can turn the scrolling combat text On or Off by simply clicking on the Combat Text button located at the top right corner of the screen.
0
Update: November 1, 2010, Dungeons - Guardians of Fire v1.18
Here are the changes to Dungeons - Guardians of Fire version 1.18. ENJOY!
- Egon Stetmann's Power Source 15 damage increase changed to 15% attack speed increase.
- Fixed an issue that caused heroes to lose current energy pool amounts when losing Egon Stetmann's Power Source buff.
- Players can now mouse over the party unit frames on the left of the screen to display the names of the players controlling the heroes.
- When controlling the Egon Stetmann hero, the player can now mouse over the Unit frames on the left of the screen for a list of usable commands to help in healing and shielding targets directly.
- Fixed an issue that caused threat to be handled incorrectly.
- Rory Swann's Taunt ability Level 1 Cooldown changed to 20 (up from 15.)
- Rory Swann's Taunt ability now reduces in cooldown for every additional level trained. (Level 1 = 20 seconds, Level 2 = 15 seconds and Level 3 = 10 seconds.)
0
Quite a few changes in this one. Hope you all enjoy!
Update: October 31, 2010 Dungeons - Guardians of Fire v1.16
- Egon Stetmann's Energy regeneration now has a tooltip explaining the mechanics.
- Blast Rounds Area of Effect impact will no longer damage allies.
- Fixed an issue causing Egon Stetmann's out of combat regen to occur after casting Guardian Shield.
- Drazzan's Psionic Interference is now red.
- Drazzan's Mind Link cast timer increased to 45 (up from 30.)
- Drazzan now has 3 different cast timers for his Curse of Demise ability based on level Difficulty: Easy = 45 seconds, Normal = 35 seconds, Hard = 25 seconds.
- Drazzan no longer has Psionic Interference when played on the Easy difficulty.
- Drazzan's Enrage timer has been reduced to 420 seconds, the same as Ter'Ama's.
- Jim Raynor's Impact rounds now has an animation.
- Power Source now grants all party members a 50% increase in their total Life and Energy, changed from a constant 350 Life and 150 Energy.
- Power Source's Life bar is now fitting to its model size.
- Attunement bar adjusted to fit image.
- Power Source's buff model is now slightly more transparent to avoid blocking of other behavior's models.
- Zeratul's Hemorrhaging Wound now can stack up to 5 times and has a 2 second cooldown.
- Critical Strike now works as intended.
- Critical Strike chance percentage changed to 20%,40%,60% (up from 20%, 30%, 40%.)
- Fixed and issue that caused Tassadar's Regeneration Siphon to last past the expected duration on allied players.
- Jim Raynor's Impact Rounds range changed to 10 (up from 8.)
- Information on various tooltips have been adjusted accordingly.
- Rory Swann's Taunt ability cooldown changed to 15 seconds (up from 10.)
- The trash mobs will now reset properly after all 5 players become incapacitated after pulling them.
- Zeratul's Disorient now has decreasing cooldown time with each level. (Level 1 = 28 seconds, Level 2 = 24 Seconds, Level 3 = 20 Seconds.)
- Boss Timers have been adjusted accordingly to accommodate the ability changes.
- Difficulty Behavior display on bosses now describes the individual boss changes when moused over.
- Initial Roach has been relocated to avoid early wipes when players spawn.
- NEW GAME MODE: Hardcore. This difficulty is the same as Hard with the exception that all heroes start with 0 lives.