I want to have strength adjust my hero's stats based on an equation. Everything I see as far as bahavior modifications has to be static. Am I missing something?
Is there some data editing way to have a buff adjust its value based on another value?
A simple example of what I mean:
attack = strength * level
I'm pretty positive it's undoable as you described in data editor. Data values are static saved per player mostly, your best bet is to create stackable behavior with small amount of what you need (like +1 attack) and apply appropriate number of stacks based on calculation thru triggers.
Thats the problem. The result of my calcualtion isnt always a number I could predetermine. For example(again =P) If I have the result be 1.5 then I would need the behavior to add .5 then just apply 3 behaviors. But, if the result is 1.6, then I would have to make another behavior for .2 and apply the first behavior twice and the next behavior 3 times. The combinations are crazy but you get the point. I guess I will just have to dumb down what I want and go with simple calculations and modifiers.
Which is fine, I can still use the simple method, it wont seem simple to the user. ^_^
I guess I overcomplicate.
I want to have strength adjust my hero's stats based on an equation. Everything I see as far as bahavior modifications has to be static. Am I missing something?
Is there some data editing way to have a buff adjust its value based on another value? A simple example of what I mean: attack = strength * level
I'm pretty positive it's undoable as you described in data editor. Data values are static saved per player mostly, your best bet is to create stackable behavior with small amount of what you need (like +1 attack) and apply appropriate number of stacks based on calculation thru triggers.
Thats the problem. The result of my calcualtion isnt always a number I could predetermine. For example(again =P) If I have the result be 1.5 then I would need the behavior to add .5 then just apply 3 behaviors. But, if the result is 1.6, then I would have to make another behavior for .2 and apply the first behavior twice and the next behavior 3 times. The combinations are crazy but you get the point. I guess I will just have to dumb down what I want and go with simple calculations and modifiers.
Which is fine, I can still use the simple method, it wont seem simple to the user. ^_^ I guess I overcomplicate.
@BasicGear: Go
When in doubt, use triggers! hahah