I'm attempting to create a weapon swap ability using a behavior to enable a different weapon.
e.g. disable primary weapon; enable secondary weapon (and vice versa)
With two abilities of this nature, I'm hoping to create a weapon swap effect.
I have two abilities in the same command card slot (one ability for each weapon). How can I enable swapping in the command card so after one ability is used the other ability is then active in the slot?
Currently only the primary ability shows up in the slot. I'd like to have the two abilities alternate when used.
(There A.R.E.S. in Hero Attack has a command card slot that swaps air and ground attacks; this is what I'm looking for).
This is semi-solved. I don't know of any way to achieve this goal in data. However, with triggers it is possible to enable/disable & show/hide buttons on the command card. In conjunction with the "Ability is Used" Event, this provides a solution albeit one that requires triggers.
If I understood well, your abilities works like this :
Ability 1 ==> Applies behavior 1 and removes behavior 2 ==> Enables Weapon 1 and Disables weapon 2
Ability 2 ==> Applies behaviour 2 and removes behavior 1 ==> Enables Weapon 2 and Disables weapon 1
Am I correct ?
If so, just make a requirement for the ability 1 to show when :
Equals
"Count behaviour - Behavior 2 - completed at unit"
constant (1)//
and for ability 2 make a requirement to show when :
Equals
"Count behaviour - Behavior 1 - completed at unit"
constant (1)//
Of course, you will have to give one of your 2 behaviors to the unit for it to work ... But with this, you can put the buttons on the same square on the command card, and they will show/hide depending which behavior is active.
PS : For the "Completed at unit" field in the requirement, I'm not 100% sure it's the good one to use, try total if this one does not work.
You can use behaviors that enable/disable the abilities, or you can use requirements that check which weapon is active to disable the respective ability.
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I'm attempting to create a weapon swap ability using a behavior to enable a different weapon.
e.g. disable primary weapon; enable secondary weapon (and vice versa)
With two abilities of this nature, I'm hoping to create a weapon swap effect.
I have two abilities in the same command card slot (one ability for each weapon). How can I enable swapping in the command card so after one ability is used the other ability is then active in the slot?
Currently only the primary ability shows up in the slot. I'd like to have the two abilities alternate when used.
(There A.R.E.S. in Hero Attack has a command card slot that swaps air and ground attacks; this is what I'm looking for).
@XLIIVI: Go
This is semi-solved. I don't know of any way to achieve this goal in data. However, with triggers it is possible to enable/disable & show/hide buttons on the command card. In conjunction with the "Ability is Used" Event, this provides a solution albeit one that requires triggers.
If I understood well, your abilities works like this :
Ability 1 ==> Applies behavior 1 and removes behavior 2 ==> Enables Weapon 1 and Disables weapon 2
Ability 2 ==> Applies behaviour 2 and removes behavior 1 ==> Enables Weapon 2 and Disables weapon 1
Am I correct ?
If so, just make a requirement for the ability 1 to show when :
Equals
"Count behaviour - Behavior 2 - completed at unit"
constant (1)//
and for ability 2 make a requirement to show when :
Equals
"Count behaviour - Behavior 1 - completed at unit"
constant (1)//
Of course, you will have to give one of your 2 behaviors to the unit for it to work ... But with this, you can put the buttons on the same square on the command card, and they will show/hide depending which behavior is active.
PS : For the "Completed at unit" field in the requirement, I'm not 100% sure it's the good one to use, try total if this one does not work.
@XLIIVI: Go
You can use behaviors that enable/disable the abilities, or you can use requirements that check which weapon is active to disable the respective ability.