one more thing:
It now stays in the menu until the user manually exits. Is there a way to make it automatically exit once all points have been distributed?
I expanded on this a bit for my game. I wanted the mana shield to only absorb 90% of incoming damage so this is what i did:
First, i added a validator to the mana shield skill in the data editor so that the skill would be automatically turned off when you run out of energy (see image below).
Second, i changed the value called modify fraction found in behavior->buff->combat:damage response to 0.1.
Third, I changed the trigger a little bit (see image below).
This allows me to make multiple levels of the ability - each with a different absorption%.
Can someone help me find a way to change the damage ratio taken by the mana shield based on the level of the ability? each level will have a different ratio.
That seems to be exactly what i needed. Thank you for your help.
I expanded on this a bit for my game. I wanted the mana shield to only absorb 90% of incoming damage so this is what i did:
First, i added a validator to the mana shield skill in the data editor so that the skill would be automatically turned off when you run out of energy (see image below).
Second, i changed the value called "modify fraction" found in behavior->buff->combat:damage response to 0.0. This allows me to make multiple levels of the ability - each with a different value for "modify fraction".
Third, i made a function that returns different "damage ratio" based on the level of the ability.
Fourth, I changed the trigger a little bit (see image below).
note: idk why but "leftover damage" always comes out negative.
edit: ok nvm it's because i put modify variable instead of set veriable.
How do i make a mana shield that has a absorption% and an efficiency ratio?
if the unit runs out of energy from a hit- the mana shield turns off and the remaining damage not absorbed by the mana shield should go directly to HP.
The mana shield is a toggle ability that has multiple levels. The absorption% and efficiency ratio is based on these levels.
I am kind of new at this. Is there a way to directly edit weapon speed using triggers? is there a way to access an attribute such as agility using triggers? can you move this to the triggers forum?
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Excellent! Thank you for that!
one more thing: It now stays in the menu until the user manually exits. Is there a way to make it automatically exit once all points have been distributed?
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When my hero racks up more than one skill point - If I open the menu to distribute the points it exits the menu after each point point i put in.
is there a way to make it remain in the menu until the user manually exits OR all points have been distributed?
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I found what is causing it in the wiki. if anyone is interested.
on this page: http://www.sc2mapster.com/wiki/galaxy/data/behaviors/veterancy/ it says: Behavior - Veterancy Levels - Modification - Attack Speed Multiplier Is multiplicatory if the Combine Numeric Modifications flag is enabled
at least this is what i thought. But it's still multiplicative and i did not solve my problem.
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is there a tutorial for this somewhere?
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is it possible to share xp with all allied heroes on the map?
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When i create a doodad like "cargo truck" units can't walk through it. When i create the "fallen asteroid" units can walk through it.
How do i make it so units can't walk through certain doodads like the "fallen asteroid"?
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OK i got it! you can see the trigger below.
the function called (nanites) getDamageRatio is just a switch that returns a real value between 0 and 4 depending on the level of the ability.
Thank you for your help. If you think of a way i can improve this you can let me know.
note- idk why my leftover damage comes out negative. edit: ok, nvm it's because i put modify variable when i meant to put set variable.
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@zeldarules28: Go
I don't think that one exists. i might be searching for it incorrectly though.
edit: AH OKAY! it returns an integer! i found it! Thank you!
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I'm trying to do this:
That seems to be exactly what i needed. Thank you for your help.
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I expanded on this a bit for my game. I wanted the mana shield to only absorb 90% of incoming damage so this is what i did:
First, i added a validator to the mana shield skill in the data editor so that the skill would be automatically turned off when you run out of energy (see image below).
Second, i changed the value called "modify fraction" found in behavior->buff->combat:damage response to 0.0. This allows me to make multiple levels of the ability - each with a different value for "modify fraction".
Third, i made a function that returns different "damage ratio" based on the level of the ability.
Fourth, I changed the trigger a little bit (see image below).
note: idk why but "leftover damage" always comes out negative. edit: ok nvm it's because i put modify variable instead of set veriable.
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Is there a way to get the name and level of the behavior associated with an active ability using triggers?
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I guess i messed something up if it works for you guys. i'm just not sure what i messed up.
if anyone thinks of what i might have done to achieve this multiplicative effect plz let me know.
thanks for your help everyone
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How do i make a mana shield that has a absorption% and an efficiency ratio?
if the unit runs out of energy from a hit- the mana shield turns off and the remaining damage not absorbed by the mana shield should go directly to HP.
The mana shield is a toggle ability that has multiple levels. The absorption% and efficiency ratio is based on these levels.
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I did exactly what csmakoinfused suggested. I'm almost 100% positive i did everything correctly.
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I am kind of new at this. Is there a way to directly edit weapon speed using triggers? is there a way to access an attribute such as agility using triggers? can you move this to the triggers forum?