At the moment I have a Veterancy Level behavior with several levels defined. I want to have some effects occur when the Hero unit gains a level. Right now I am achieving this by applying "execute effect on unit" when "any unit gains a level" with an effect named Level Gained. An Event on the actor for the Hero adds a Glow effect for the message Effect.LevelGained.Start. An Event on a Sound Actor plays a sound when Effect.LevelGained.Start. The unit is healed to 100% health by the trigger after it applies the Level Gained effect.
Is there any way to do all this in a data driven manner? I would like a glow effect applied to the Hero, a sound effect played for the owner of the unit, and for it to be healed to 100% health. I feel like there must be a way that requires no triggers.
Replying on my iPhone so I can't actually confirm the first part of my statement until later. What I would try and do is check the level up functionality see if you can apply any other behavior (I know you can apply attributes , but what we need is some kind of buff behavior that is temporary.) when you level. If you can you could make something like that happen then you could link that behavior to quite afew things, actors come to mind first. However, I can't remember all the functionality in the veternacy behavior. Sadly sometimes there isn't a way to do stuff all data side. I'll post again later when I am in front of my computer and can investigate more closely. P.s. Sometimes it's a lot more work to do something all data side, now I don't mind that but I'm a data guy and try to avoid triggers as much as possible (not that I hate triggers I'm just not as good with them.
I feel like as much as possible should be done by data. And triggers more for non mechanics aspects of the game. While at first it seems easier to do this by trigger, I think it may just be more obvious as we (I) am unfamiliar with the data editor at this point. Hope it becomes less overwhelming / burdening. Looking forward to you see what you can do :D
After looking at the veterancy behavior I believe this should be possible. What you need to do is go to the Behavior - Veterancy Levels+ field and go into the menu there. Click on the Behaviors tab and scroll down a little past the middle where it has "Behaviors Disabled" and "Behaviors Enabled" fields. Make a dummy behavior buff, make it temporary just a couple seconds or something and you can then go into the actors and create the sound actor and visual actor you want and make it occur based on when any unit gains your dummy behavior. Also in the dummy behavior just have it apply a modify unit effect and use the vital fraction entry to make it heal the unit back to full. That should work only issue is that you will have to click on each level in your Veterancy Levels+ and tell it to enable that behavior. A lot more work but, it does reduce the load on your triggers if that might become an issue for you. I actually didn't try this I'm just guessing but after looking at it I believe that will work.
So enabling a behavior that is temporary, it will be removed after its duration is up? And the next level enabling it again should allow the effect to recur? I shall try in a bit
that's what I haven't tested, that but it would be what I would try and see. Hope that it works for you and I wouldn't mind knowing myself if it worked for you or not, Ill give it a try myself when I have some extra time.
I am also looking for a way to run an effect on level up through the veterancy system, though the behaviors enabled section doesn't seem to do the trick. I don't suppose anybody has found a working solution on the data side?
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At the moment I have a Veterancy Level behavior with several levels defined. I want to have some effects occur when the Hero unit gains a level. Right now I am achieving this by applying "execute effect on unit" when "any unit gains a level" with an effect named Level Gained. An Event on the actor for the Hero adds a Glow effect for the message Effect.LevelGained.Start. An Event on a Sound Actor plays a sound when Effect.LevelGained.Start. The unit is healed to 100% health by the trigger after it applies the Level Gained effect.
Is there any way to do all this in a data driven manner? I would like a glow effect applied to the Hero, a sound effect played for the owner of the unit, and for it to be healed to 100% health. I feel like there must be a way that requires no triggers.
Master mappers, please advise.
Thank you :D
Replying on my iPhone so I can't actually confirm the first part of my statement until later. What I would try and do is check the level up functionality see if you can apply any other behavior (I know you can apply attributes , but what we need is some kind of buff behavior that is temporary.) when you level. If you can you could make something like that happen then you could link that behavior to quite afew things, actors come to mind first. However, I can't remember all the functionality in the veternacy behavior. Sadly sometimes there isn't a way to do stuff all data side. I'll post again later when I am in front of my computer and can investigate more closely. P.s. Sometimes it's a lot more work to do something all data side, now I don't mind that but I'm a data guy and try to avoid triggers as much as possible (not that I hate triggers I'm just not as good with them.
@alderis: Go
I feel like as much as possible should be done by data. And triggers more for non mechanics aspects of the game. While at first it seems easier to do this by trigger, I think it may just be more obvious as we (I) am unfamiliar with the data editor at this point. Hope it becomes less overwhelming / burdening. Looking forward to you see what you can do :D
@crutex: Go
After looking at the veterancy behavior I believe this should be possible. What you need to do is go to the Behavior - Veterancy Levels+ field and go into the menu there. Click on the Behaviors tab and scroll down a little past the middle where it has "Behaviors Disabled" and "Behaviors Enabled" fields. Make a dummy behavior buff, make it temporary just a couple seconds or something and you can then go into the actors and create the sound actor and visual actor you want and make it occur based on when any unit gains your dummy behavior. Also in the dummy behavior just have it apply a modify unit effect and use the vital fraction entry to make it heal the unit back to full. That should work only issue is that you will have to click on each level in your Veterancy Levels+ and tell it to enable that behavior. A lot more work but, it does reduce the load on your triggers if that might become an issue for you. I actually didn't try this I'm just guessing but after looking at it I believe that will work.
@alderis: Go
So enabling a behavior that is temporary, it will be removed after its duration is up? And the next level enabling it again should allow the effect to recur? I shall try in a bit
@crutex: Go
that's what I haven't tested, that but it would be what I would try and see. Hope that it works for you and I wouldn't mind knowing myself if it worked for you or not, Ill give it a try myself when I have some extra time.
I am also looking for a way to run an effect on level up through the veterancy system, though the behaviors enabled section doesn't seem to do the trick. I don't suppose anybody has found a working solution on the data side?