Ok, this is kinda hard to explain, I'll tell you about the ability. First, You can upgrade this 3 times.
When you use this ability, it will increase the caster unit's life regeneration value & armor value.
This ability has to be made by a BEHAVIOR, because an EFFECT doen't support these values.
So I made 4 BEHAVIORS: for each level - Level0(default), Level1, Level2, Level3.
The data link is like this: ABILITY - EFFECT(apply behavior) - BEHAVIOR(3 kinds exists for each level).
Since the UPGRADE allows only 2 kind of BEHAVIOR values to modify,
I changed the "EFFECT(apply behavior)" to link the upper level BEHAVIOR.
So the link would be like this:
(if no upgraded) ABILITY - EFFECT(apply behavior) - BEHAVIOR(level 0)
By writing this script in a BUTTON, the value will be shown differently according to an upgrade.
So I had to change the second name(behavior name) since the there are 4 kinds of BEHAVIOR to link.
I went to UPGRADE tab and added BUTTON and modified the second name.
I thought, in this way, the button description would be changed when an upgrade happens.
But WTF? The default button value has been all changed to what I've set earlier in an upgrade tab.
This would be a bug! So I decided to change the whole button when upgrade occurs.
I used REQUIREMENTS to show/hide buttons.
But when requirements doesn't match, the button turns into gray and prevents clicking other usable upgrade.
The button has to be removed when requirements does not match, but I have no idea about this.
Anybody knows how to solve this problem?
Ok, this is kinda hard to explain, I'll tell you about the ability. First, You can upgrade this 3 times. When you use this ability, it will increase the caster unit's life regeneration value & armor value. This ability has to be made by a BEHAVIOR, because an EFFECT doen't support these values. So I made 4 BEHAVIORS: for each level - Level0(default), Level1, Level2, Level3. The data link is like this: ABILITY - EFFECT(apply behavior) - BEHAVIOR(3 kinds exists for each level). Since the UPGRADE allows only 2 kind of BEHAVIOR values to modify, I changed the "EFFECT(apply behavior)" to link the upper level BEHAVIOR. So the link would be like this:
(if no upgraded) ABILITY - EFFECT(apply behavior) - BEHAVIOR(level 0)
(first upgrade done) ABILITY - EFFECT(apply behavior) - BEHAVIOR(level 1)
(second upgrade done) ABILITY - EFFECT(apply behavior) - BEHAVIOR(level 2)
The problem is, I'm trying to write values in a BUTTON.
First, I tried this:
<d ref="Behavior,Recovery,Modification.VitalRegenArray[0]"/>
<d ref="Behavior,Recovery,Modification.LifeArmorBonus"/>
By writing this script in a BUTTON, the value will be shown differently according to an upgrade. So I had to change the second name(behavior name) since the there are 4 kinds of BEHAVIOR to link. I went to UPGRADE tab and added BUTTON and modified the second name. I thought, in this way, the button description would be changed when an upgrade happens. But WTF? The default button value has been all changed to what I've set earlier in an upgrade tab.
This would be a bug! So I decided to change the whole button when upgrade occurs. I used REQUIREMENTS to show/hide buttons. But when requirements doesn't match, the button turns into gray and prevents clicking other usable upgrade. The button has to be removed when requirements does not match, but I have no idea about this. Anybody knows how to solve this problem?