i am still working on my unit-levelsystem and reached the point where i need abilitylevels. The best way for my levelsystem is to just "buff" the abilitys, i dont need to rework them with each level.
Is there a way to use behaviors to improve abilitys? like +dmg or -manacoast for single abilitys from the unit?
You can add a behavior with triggers to the unit each time the hero learns another level of the ability. With each learn, an additional stack of the behavior would be added.
However, what you can do with an ability is limited. One way to modify the damage of a specific spell could be to change each spell on each hero to a different type of damage (ranged, splash, spell, etc). These types are different only in their name.
In the behavior you add, set it to only affect a specific type of damage. As long as you don't have more damage abilities on each hero than damage types, this could work. I'm not really sure what else you could modify with a behavior on a per-spell basis.
You may be better off using upgrades that are researched upon learning an ability. But this only works if each player can only have one of each hero.
Hmmm i am using stacked behaviors for the attribute bonus on units. Each time a unit get a levelup a dialog shows and ask for +10 hp, +10 energy or +1 damage.
Now i want a second dialog plop up and ask for spellimprovements. spell a) +10dmg , spell b)-10mana, spell c)-5sec cooldown
and yes each player only has 1 unit to handle. but i am not sure how to work with this upgrades, i need to stack these spellbonuseffect somehow... need to work with integer than i think.
can you tell me more about the upgrade way to handel abilityimprovements?
When a player selects an improvement from your dialog, use a trigger to increase an upgrade. By upgrade, I mean the things used for parts of the game such as the melee weapon and armor increases.
i never worked with these ones.. looking at the upgrades right now, but still not got how to improve spelldamage with it. i need to dublicate effects and link them to the upgrades or smth?
edit: or does it stack automaticly when i apply 1 uprade like 5 times?
You can set the stats of an effect using an upgrade. You can set it to "add" a specific number to a stat of an effect, weapon, unit field, etc. You can have multiple sets and adds per upgrade.
If you set it to add each upgrade, you don't need to make more than one, because each time it is used, it will add.
Find your damage effect in the list of effects, and set the upgrade to add to the damage field of that effect.
I'm sure you can use a similar process for the other properties you'd like to modify.
Ah right i understand now. 1 More thing (or maybe 2;) )
What kind of upgrade i have to use? Default or Research? I am trying to get effects in my new upgrade, but there is no button to add some. Looking right now... maybe i am just blind. :) Thanks so far!
I forgot. I'm not exactly sure what your question refers to. I'm not at my desktop at the moment, so I can't give answers to specific details just methodology.
I'm not sure if that matters if you can accomplish your desired functionality without knowing what that field does.
Does it work if you research it without triggers (give the ability to research it to a unit)?
Try to identify if the problem is in the upgrade, or the trigger. The best way to do this is to use a data-only test to eliminate the possibility of a trigger problem.
I am doing that yeah, i am not sure, but i think i need to apply to upgrade somehow to the player first with cheat, or techtreecheat, but i am not sure about that, will go on searching
allright, ill get some food now, cant get it :( tryed to create a "research" ability to test the upgrade data only, but didnt find the option to add a upgrade there...sucks to be a noob :D
Allright, i am not sure what to do now. i dont know how to give the upgrade to a unit just with data, sorry. i tryed to create a ability for that, but it not worked. my triggers to apply the upgrade on the unit work for sure, but it seems like i missed something.
the upgrade is shown in the unit upgrades for the hero.i still think i need to activate it or something like that.... but tryed this with triggers and not worked. i will try to apply other upgrades(like +1dmg) on this unit now and see if that work...
hmm the unit is a marinecopy and still had the terran infantry upgrades in, i tryed to add 1 of them, but even that not worked -_-a
its for sure 1 of this stupid beginner mistakes :D hope i will find it soon
Allright, new record. FUCKING MOST STUPID MISTAKE I EVER MADE...
i checked the player props before testing 1 time... and did not see that i switched the user for testing to other playerslot...... upgrade allways applyed to other player... NICE :(
sorry for stealing your time. well at least i found the mistake ^^
With using this Spelllevelsystem now, i need a way to show which level the spells are, or at least how much damage they do. There is a way to link effect values to tooltips isnt it?
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Hi there,
i am still working on my unit-levelsystem and reached the point where i need abilitylevels. The best way for my levelsystem is to just "buff" the abilitys, i dont need to rework them with each level.
Is there a way to use behaviors to improve abilitys? like +dmg or -manacoast for single abilitys from the unit?
Please help :)
@Tarbald: Go
You can add a behavior with triggers to the unit each time the hero learns another level of the ability. With each learn, an additional stack of the behavior would be added.
However, what you can do with an ability is limited. One way to modify the damage of a specific spell could be to change each spell on each hero to a different type of damage (ranged, splash, spell, etc). These types are different only in their name.
In the behavior you add, set it to only affect a specific type of damage. As long as you don't have more damage abilities on each hero than damage types, this could work. I'm not really sure what else you could modify with a behavior on a per-spell basis.
You may be better off using upgrades that are researched upon learning an ability. But this only works if each player can only have one of each hero.
Hmmm i am using stacked behaviors for the attribute bonus on units. Each time a unit get a levelup a dialog shows and ask for +10 hp, +10 energy or +1 damage.
Now i want a second dialog plop up and ask for spellimprovements. spell a) +10dmg , spell b)-10mana, spell c)-5sec cooldown and yes each player only has 1 unit to handle. but i am not sure how to work with this upgrades, i need to stack these spellbonuseffect somehow... need to work with integer than i think.
can you tell me more about the upgrade way to handel abilityimprovements?
@Tarbald: Go
When a player selects an improvement from your dialog, use a trigger to increase an upgrade. By upgrade, I mean the things used for parts of the game such as the melee weapon and armor increases.
i never worked with these ones.. looking at the upgrades right now, but still not got how to improve spelldamage with it. i need to dublicate effects and link them to the upgrades or smth?
edit: or does it stack automaticly when i apply 1 uprade like 5 times?
@Tarbald: Go
You can set the stats of an effect using an upgrade. You can set it to "add" a specific number to a stat of an effect, weapon, unit field, etc. You can have multiple sets and adds per upgrade.
If you set it to add each upgrade, you don't need to make more than one, because each time it is used, it will add.
Find your damage effect in the list of effects, and set the upgrade to add to the damage field of that effect.
I'm sure you can use a similar process for the other properties you'd like to modify.
Ah right i understand now. 1 More thing (or maybe 2;) )
What kind of upgrade i have to use? Default or Research? I am trying to get effects in my new upgrade, but there is no button to add some. Looking right now... maybe i am just blind. :) Thanks so far!
allright can add effects now ;) just need to now if default or research upgrade
@Tarbald: Go
I forgot. I'm not exactly sure what your question refers to. I'm not at my desktop at the moment, so I can't give answers to specific details
just methodology.I'm not sure if that matters if you can accomplish your desired functionality without knowing what that field does.
hmmm i now created the upgrade. With 20 Levels.
(add:)(effect:greatspell)(amount: 10)
like this.
the unit is in the effected unit array.
and i try to apply it with a trigger like that:
tech tree - add 1 to greatspell upgrade player 1
but it not works, no changes at all... i am gonna look over the triggers and the upgrade, maybe i can find the mistake
@Tarbald: Go
Does it work if you research it without triggers (give the ability to research it to a unit)?
Try to identify if the problem is in the upgrade, or the trigger. The best way to do this is to use a data-only test to eliminate the possibility of a trigger problem.
I am doing that yeah, i am not sure, but i think i need to apply to upgrade somehow to the player first with cheat, or techtreecheat, but i am not sure about that, will go on searching
allright, ill get some food now, cant get it :( tryed to create a "research" ability to test the upgrade data only, but didnt find the option to add a upgrade there...sucks to be a noob :D
back in 10mins
Allright, i am not sure what to do now. i dont know how to give the upgrade to a unit just with data, sorry. i tryed to create a ability for that, but it not worked. my triggers to apply the upgrade on the unit work for sure, but it seems like i missed something.
the upgrade is shown in the unit upgrades for the hero.i still think i need to activate it or something like that.... but tryed this with triggers and not worked. i will try to apply other upgrades(like +1dmg) on this unit now and see if that work...
@Tarbald: Go
I can't answer off the top of my head. I will look at the editor when I get back from class.
hmm the unit is a marinecopy and still had the terran infantry upgrades in, i tryed to add 1 of them, but even that not worked -_-a its for sure 1 of this stupid beginner mistakes :D hope i will find it soon
thanks for your help man
Allright, new record. FUCKING MOST STUPID MISTAKE I EVER MADE...
i checked the player props before testing 1 time... and did not see that i switched the user for testing to other playerslot...... upgrade allways applyed to other player... NICE :(
sorry for stealing your time. well at least i found the mistake ^^
@Tarbald: Go
No problem. Glad I could help.
With using this Spelllevelsystem now, i need a way to show which level the spells are, or at least how much damage they do. There is a way to link effect values to tooltips isnt it?