Use a Behavior type ability that is levelled that uses Buff behaviours with a damage response with a % chance to work that reduces the damage on defender to 0%. The Combat: Damage Response - Modify Fraction field is the one you want.
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DrSuperEvilGamepedia posted a message on Suggestion for me? All posibiles upgrades on unit...Posted in: DataUnder the Units data type:
The Armor Formula for life, energy and shield
Revive Cost
Tactical AI Range
Tactical AI used
Hit Test Priority
Subgroup Priority
Revive Cost Per Level
Cost
Acceleration
Collision flags and radius
The Mover used
Turn Rate
energy and shield regeneration
Mass
Repair Time
Vision Height
UI Description (tooltip)
Random Names
UI Subtitle
the Unit: Effect on birth death create and revive
Idle Command
Loot
Under the Move ability:
Smart Priority
Follow Filters
Move Filters
Under the Attack ability:
Smart Priority
Supported Filters
Under the Morph abilities:
Cancel Unit
Default Button
Button Requirements
Command flags
everything in the Ability: Info array
UI Activity tooltip
That is not even starting with the weapon and actors.
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DrSuperEvilGamepedia posted a message on Suggestion for me? All posibiles upgrades on unit...Posted in: DataGo to the data editor and look at all data types associated with the unit. Those with a ^ next to the field name can be upgraded.
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Forge_User_04585675 posted a message on Not able to spawn unit : Error: Parameter ouf bounds in 'sUnitCreate' ...Posted in: Triggers...owner by 'any' = it's seem to make me the number of active player (and it doesn't give me any error)
Any is not a valid parameter to make a unit with. A unit must be owned and any is not a valid owner.
Parameter ouf bounds in 'sUnitCreate' (Value: 16, min: 0, max: 15) (this is what I don't know how to solve it)
Player 16 is not a valid value for the player. I am guessing it is failing to find a unit so you are getting the owner of null and hence it returns an invalid player number.
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DrSuperEvilGamepedia posted a message on Triggers, probability system variable! Help!Posted in: TriggersFor a start SC2 uses Galaxy not Jass (the trigger language of WC3).
To do random chance you will use a Set Variable action definition to set an Integer type local variable using a Random Percent function. You will then have If Then Else action definitions that use Comparison conditions to compare the value of the variable against a Arithmetic (Integer) function of 100 minus a global variable of the Integer type which is your percent chance using a greater than or equals comparator. That way if the random value is larger than the other number it will do your desired actions. If you are storing your units in an array this process could be built into a For Each Integer loop using a second local variable of the Integer type which is used in the loop to correlate unit type with the percent chance.
For the dialogs I would use Label dialog items and Set Dialog Item Text actions that use a Combine Text function and a Convert Integer To Text function. That way you can use your variable for the percent chance to adjust what is displayed next to the fixed text for the unit type.
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DrSuperEvilGamepedia posted a message on Gain Ability Point Every Second Level?Posted in: DataUse a requirement. OneTwoSC had a video tutorial on this at one stage. Or look at my symbiont demo map since I used the same requirement setup to determine host/item interaction.
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