I have an effect where its hit chance is 65%. I'm trying to make an upgrade that increases the hit chance of the effect, how would I achieve this? I can't find anything in the "Effects +" for the upgrade
The effect chance is a new field they just added in for patch 1.1 The upgrade probably doesnt have it. Best bet is to make the upgrade modify your abilities (link to another premade effect that have higher chance). Its should be similar to medivac double healing or some upgrade in campaign. I'm not really sure how.
So preferably I'd like to add this effect via a Passive button on a unit's command card. I have the appropriate Requirement(s) setup and I noticed the "Behavior" dropbox. So I added the appropriate behavior and it doesn't seem to be working. Am I using this properly?
You want to have two separate (but similar) behaviors/abilities where one has a higher hit chance (or links to the effect with a higher hit chance). Give the "upgraded" one a validator for having the upgrade, and give the other one a validator for not having the upgrade.
Passive buttons don't do anything, they're only there for looks and a tooltip.
What I did was created an identical effect of the effect that's applied from the unit's weapon and added more chance to this new effect. Within the "Improved Hit" upgrade, I added the following effect:
Weapon -> Set <weapon> -> Effect: <new effect>
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I have an effect where its hit chance is 65%. I'm trying to make an upgrade that increases the hit chance of the effect, how would I achieve this? I can't find anything in the "Effects +" for the upgrade
bump
@Zurom: Go
The effect chance is a new field they just added in for patch 1.1 The upgrade probably doesnt have it. Best bet is to make the upgrade modify your abilities (link to another premade effect that have higher chance). Its should be similar to medivac double healing or some upgrade in campaign. I'm not really sure how.
Hmm, this is true. Thanks for the insight. I'll give that a shot :)
So preferably I'd like to add this effect via a Passive button on a unit's command card. I have the appropriate Requirement(s) setup and I noticed the "Behavior" dropbox. So I added the appropriate behavior and it doesn't seem to be working. Am I using this properly?
@Zurom: Go
You want to have two separate (but similar) behaviors/abilities where one has a higher hit chance (or links to the effect with a higher hit chance). Give the "upgraded" one a validator for having the upgrade, and give the other one a validator for not having the upgrade.
Passive buttons don't do anything, they're only there for looks and a tooltip.
Finished!
What I did was created an identical effect of the effect that's applied from the unit's weapon and added more chance to this new effect. Within the "Improved Hit" upgrade, I added the following effect:
Weapon -> Set <weapon> -> Effect: <new effect>