Vital Array in Modify Unit Effect. Modify Unit is a type of Effects that modifies units, and you can edit Vital Array of such effect to change the vitals of a unit. There, you can add/subtract life or shield or energy by a set amount or ratio.
Make a Data Collection for a data that you're going to upgrade. Make an upgrade and set what it does in Effect Array Template, referring the upgrade target correctly. Then put that upgrade into the Tech Info Upgrade Used in the Data Collection you've made.
I've attached some images of an example. This upgrade would increase the armor of units that use this upgrade by their own number set in Upgrade Info Unit Life Armor Per Level(2 for Archon, 1 for Zealot), and increase their shields amount by 30%. Data Collections for Archon and Zealot are just made using Auto Fill Data Collection here. Did not test it, but this should work fine unless I've made some silly typos or something.
Edit: You have to put Upgrade Info Unit Life Armor Per Level in curly baskets when you're referring it, like {DataCollection,^ParamId^,UpgradeInfoUnitLifeArmorPerLevel}
The last image is another example. It applies to all variations of Ultralisk, increasing their max life by 300, and life regen by 1.
I'm trying to make a blink ability which can be granted to any unit. I think I know how to do that in general, but this time I wanted to make the distance of the Blink effect to (8-unit's supply cost). Using switch effect and making the Validator+Blink effect for every supply cost possible in melee would do that, but then I remembered that there's a thing called "Accumulator".
Now, I never used accumulators before, so I have no idea of how to use it or how does it work at all. I looked into those in War3 Melee AI System but I couldn't understand it as I'm not familiar with XML. I also searched for an answer on google and here in Mapster, but I couldn't find one.
So, my question is: Is it possible to use accumulators to change the range of an ability/effect according to unit's supply cost? If possible, how can I do that?
Can you please elaborate? I looked into it but I don't see the way to implement it.
If I wasn't being clear, I have no problem of getting closest&furthest enemy around Duelist every certain seconds. I just can't distinguish which Duelist marked which unit when there are more than 1 Duelist.
Hello, I'm currently making a mod, and working on a behavior called "Duelist", which is obtainable by pretty much any unit.
Its mechanism would be simple: its owner deals 30% more damage to the closest enemy within radius of 7, and takes 30% less damage from the furthest enemy within same radius.
I've made it to search area and apply each dummy behaviors to closest&furthest enemies, but here's the problem: different Duelist units of same player may deal additional damage to closest enemy of other Duelist units, and vice versa. That's not what I want.
I know that marker may be key, but idk if you can utilize marker to make what I want work here. I've tried it several times(not fully understanding how it works), but failed.
Can someone please tell me if this is achievable with data? And if so, how can I do that? Thanks.
P.S. I think I have grasp of way to make it work with triggers, but I don't want to have triggers that happens whenever a unit takes/deals damage because that would make my mod even more laggy.
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In reply to TheInfernoKraken:
Vital Array in Modify Unit Effect. Modify Unit is a type of Effects that modifies units, and you can edit Vital Array of such effect to change the vitals of a unit. There, you can add/subtract life or shield or energy by a set amount or ratio.
0.962191468112427
Quite of a vast question, but here is basics:
Give the structure a Behavior, set period of the Behavior as you desire, and make and link a Search Effect to periodic effect of the Behavior.
Then make and link a Modify Unit Effect to the Search Effect, setting the amount of healing as you want in vital array.
It should work, although with no vfx/sfx. You have to make actors and stuffs to make it more lively.
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Make a Data Collection for a data that you're going to upgrade. Make an upgrade and set what it does in Effect Array Template, referring the upgrade target correctly. Then put that upgrade into the Tech Info Upgrade Used in the Data Collection you've made.
I've attached some images of an example. This upgrade would increase the armor of units that use this upgrade by their own number set in Upgrade Info Unit Life Armor Per Level(2 for Archon, 1 for Zealot), and increase their shields amount by 30%. Data Collections for Archon and Zealot are just made using Auto Fill Data Collection here. Did not test it, but this should work fine unless I've made some silly typos or something.
Edit: You have to put Upgrade Info Unit Life Armor Per Level in curly baskets when you're referring it, like {DataCollection,^ParamId^,UpgradeInfoUnitLifeArmorPerLevel}
The last image is another example. It applies to all variations of Ultralisk, increasing their max life by 300, and life regen by 1.
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Hi.
I'm trying to make a blink ability which can be granted to any unit. I think I know how to do that in general, but this time I wanted to make the distance of the Blink effect to (8-unit's supply cost). Using switch effect and making the Validator+Blink effect for every supply cost possible in melee would do that, but then I remembered that there's a thing called "Accumulator".
Now, I never used accumulators before, so I have no idea of how to use it or how does it work at all. I looked into those in War3 Melee AI System but I couldn't understand it as I'm not familiar with XML. I also searched for an answer on google and here in Mapster, but I couldn't find one.
So, my question is: Is it possible to use accumulators to change the range of an ability/effect according to unit's supply cost? If possible, how can I do that?
Thank you.
0
In reply to DrSuperEvilGamepedia:
I've checked how Liberator does that and did the same, and now it works as I wanted. Thank you so much!
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Can you please elaborate? I looked into it but I don't see the way to implement it.
If I wasn't being clear, I have no problem of getting closest&furthest enemy around Duelist every certain seconds. I just can't distinguish which Duelist marked which unit when there are more than 1 Duelist.
0
Hello, I'm currently making a mod, and working on a behavior called "Duelist", which is obtainable by pretty much any unit.
Its mechanism would be simple: its owner deals 30% more damage to the closest enemy within radius of 7, and takes 30% less damage from the furthest enemy within same radius.
I've made it to search area and apply each dummy behaviors to closest&furthest enemies, but here's the problem: different Duelist units of same player may deal additional damage to closest enemy of other Duelist units, and vice versa. That's not what I want.
I know that marker may be key, but idk if you can utilize marker to make what I want work here. I've tried it several times(not fully understanding how it works), but failed.
Can someone please tell me if this is achievable with data? And if so, how can I do that? Thanks.
P.S. I think I have grasp of way to make it work with triggers, but I don't want to have triggers that happens whenever a unit takes/deals damage because that would make my mod even more laggy.