wind walk data editor problems +rep for help (yes i mean u siretu :P)

GFreak45

I didnt slap you, i high 5'd your face.
I am making an old school wc3 windwalk ability, and im having some problems, the ability is on the unit, the button is visible but when i cast it nothing happens

heres what i have so far:

Trigger:
  • Wind Walk (Ability)
    • Behaviors
      • Wind Walk (Buff)
        • Applies invisibility, move speed bonus, changes the movement plane of the unit to stop collision, and passive unit state
      • Wind Walk (Time/Damage Check)
        • Final Effect: Wind Walk (Removal) to remove the Wind Walk (Buff) behavior with a duration of 30 seconds and a validator as follows
        • Validators
          • -> requires the unit does not attack
    • Buttons
      • Wind Walk (Button)
        • Added the ability to a zergling and attached the button to bottom left (after removing default ability buttons) made the button type Ability and the ability attached Wind Walk
    • Effects
      • Wind Walk (Apply Buff)
        • Instant Effect -> applies Wind Walk (Buff) to the casting unit
      • Wind Walk (Apply Time/Damage Check)
        • Instant Effect -> applies Wind Walk (Time/Damage Check) to the casting unit
      • Wind Walk (Removal)
        • Final Effect of the Time/Damage Check that removes the Wind Walk (Buff) attribute behavior
 

GFreak45

I didnt slap you, i high 5'd your face.
UPDATE:
the ability is working fine now, the problem was that the effect wasnt correctly linking to the behavior, but now i have another problem...
the ability is using only 1 effect, i need it to use both the Wind Walk (Apply Buff) and Wind Walk (Apply Time/Damage Check) on cast, but its only doing the apply buff effect
 

Monsterous

In the Shadows, Lurking.
Put the two effects into a set effect, and trigger the set effect. It will now do both effects.
Or atleast it should do.
 

GFreak45

I didnt slap you, i high 5'd your face.
did that, got it just before i saw this post :/
but now i have another problem, the final effect doesnt trigger when the time/damage check behavior is removed from a validator, how i could i remove an attribute behavior on a validator that a unit attacks?
 

Siretu

Starcraft 2 Editor Moderator
Staff member
I would just put the validator in Wind Walk (buff)'s Behavior: Validators (Remove) and give the buff a 30 second duration. It would save you one behavior and 2 effects.
 

Siretu

Starcraft 2 Editor Moderator
Staff member
I was talking about the behavior you called "Wind walk (buff)". I assume that is a buff and not an attribute?

I mean, the entire point of adding the attribute with a duration that is removed by a validator is to remove the wind walk buff, right? So why not skip all the extra work and just put the validator in the buff? Should work, if I'm not missing something.

On a slightly related note, I don't know why you would use attributes for that at all. Attributes are used to add fields like strength/agility/intelligence to the hero and it even modifies the unit's UI. Using a hidden buff is what you want to do most of the time.
 

GFreak45

I didnt slap you, i high 5'd your face.
nope its an attribute, you cant change the movespeed of units with a buff if im correct, and you also cant change the state of the unit to passive, cloaked, suppressed collision
unless i just dont know how
 

Siretu

Starcraft 2 Editor Moderator
Staff member
Then why did you call it "(buff)" if it's an attribute?

Make it a buff. You can change the movement speed and flags like passive, cloaked and suppressed collision in the buff's "Behavior:Modification" field. You do it in the same way as you do it in the attribute.
 

GFreak45

I didnt slap you, i high 5'd your face.
im still used to the wc3 editor, that was just a way to organize it to me, in my head a buff is something that improves a unit temporarily in some way lol

ill try that when i get home, thanks for the help
 

GFreak45

I didnt slap you, i high 5'd your face.
still having issues with the bonus damage 1 time on melee/ranged attack...
it just simply wont do it, how would you remove a buff that deals bonus damage after an attack but still apply the bonus damage?
 

Siretu

Starcraft 2 Editor Moderator
Staff member
Oh, forgot this wasn't solved. Sorry :)

Anyway, let's modify it slightly. You want a "Remove behavior" effect with the behavior set to Wind walk(Buff).

You don't need the validator so you can remove it from the "Behavior: Validators (Remove)". Instead open up the Combat: Damage response.

Start out by modifying the first field, "Chance" to 1. Scroll down half the way and find the field called "Handled". Change this to the "Remove Behavior" effect you created earlier. Scroll down some more and find the "Location" field. Set this to Attacker. Press okay, now you're done.

What does this do? Basically, there's now a 1(100%) chance that the effect specified in the "Handled" field starts whenever the unit with the behavior attacks another unit. If you want to do it the other way around and remove it when the wind walking unit takes damage you just set it to defender instead.
 

GFreak45

I didnt slap you, i high 5'd your face.
i had already tried this and it didnt work, the damage was never dealt so the unit just had invis removed
 

Siretu

Starcraft 2 Editor Moderator
Staff member
I assume the problem comes from the fact that the behavior is removed before the extra damage modifier you have in the behavior(you do have some extra damage modification in the buff, right?) can be applied.

In this case, a simple solution would be to do what I said in my last post but change it to a set effect containing two effects. One that deals extra damage to the target and one that removes the behavior.
 

GFreak45

I didnt slap you, i high 5'd your face.
ahh good idea, but wouldnt i have to switch it to defender to apply that?
 

Siretu

Starcraft 2 Editor Moderator
Staff member
No, the damage response's location only handles what type of damage it responds to(damage taken by unit with buff or damage taken by unit attacked by unit with buff). You have to make sure the effects have the correct targets though but it usually works out fine with default.
 
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