Yeah. Has to be 2 skills due to how the different classes or events (like Event_Trigger, Event_Start, etc) work. None of them work like an Event_Unit_Not_Hit. Also, with a looping damage shape layout, the only class that's called separately with each loop and can apply an effect to a different target (not the unit hit) is Event_Unit_Hit. Weird, right?
Also, Kwa8i, I'm pretty sure 4 was in a different post somewhere.
It works, but a little unclear. I will act step by step.
This Steam Tech Recycler(Recombiner) determines how I should implement a starting location. If I implement this feature - it means that Steam Tech Recycler can be carried in inventory, if not - then it should be permanently placed in the starting area. It is very important for me.
I started working on this Kva. It isn't working properly yet, but I understand what the stat, skills and affixes/effects are supposed to achieve and I believe it is doable.
3. Create a hidden looping passive that applies SKILL DISABLE for every active skill with a duration slightly longer than its loop period -- unless that skill's respective stat equals 1. (I'm not 100% sure in my memory that SKILL DISABLE works on players. If it doesn't SET SKILL COOLDOWN REMAINING would accomplish the same result.)
Is making me think of testing if this will work for your disappearing Recombiner
Kill Spell is always active, but "disabled" by the looping passive. The looping passive is looking for the player to be "in range". As soon as the player is out of range, the looping passive stops diabling the Kill Spell and the Recombiner "dies"...
Hey @Kva3imoda I hope you don't mind but I can't seem to solve this on my own and I think we should ask for help
So hey guys, this is a request for help from 2 modders (Kva and I) who aren't that good with skill-crafting!
Kva's Recombiner unit is supposed to de-spawn if you leave it alone for a short while (10+ seconds). To do this it has 2 skills which it applies to itself upon spawning... - a KILL skill which watches for a STAT to be '0' - a WATCHER skill which watches for the PLAYER to be nearby and, it he/she is, adds to the STAT to keep it greater than '0'
I think I have narrowed the problem down to 2 areas: one is the STAT and how it behaves, and the other is the STAT WATCHER skill and why it isn't incrementing the STAT.
1. The STAT
1.A. In the GUTS combatlog, if you start the STAT with a default value of '0' you can see the KILL skill apply the KILL affix immediately (I put the kill effects into an affix so I could monitor their application) and after 5 seconds (the "TIME_TO_HEAL" duration in the affix) the unit dies.
1.B. If you start the stat with a value of '1' the KILL affix does not apply the KILL affix (so the KILL skill including the STATWATCHER part seems to be working properly). The STAT is supposed to decrement itself to '0' after 5 seconds, so that the KILL skill can apply the affix (as in 1.A. above). But the KILL affix never gets applied, which means the STAT did not decrement itself to '0'.
Here is the latest code for the STAT. Hoping someone can critique this pls...
2. The STAT WATCHER/Incrementer Skill
This skill uses a looping 10m-range damage shape to check if the PLAYER unit is nearby (EVENT_UNITHIT). If it "sees" the PLAYER the Recombiner uses the skill to apply an ADD STAT affix on itself which increments the STAT by '1'.
The damage shape loops once every second, so even if you start the STAT with default value '0', it should increment to '1' after 1 second if the WATCHER SKILL is working properly (the PLAYER is "seen" and the ADD STAT affix is applied). But since the KILL affix gets applied after 5 seconds (see 1.A. above) I have to assume the WATCHER SKILL is defective somehow. Also, in the combatlog, I never saw the INCREMENTING affix get applied.
I am also hoping someone could critique the components of the WATCHER/INCREMENTER skill...