- I want an upgrade that increases marine health by 5.
- This upgrade can be purchased 10 times.
- On levels 3, 7, and 10 I'd like it to increase marine damage by 1.
The example above is not what I am actually doing, but is very similar. Can anyone think of a way to do this in the data editor? I've tried using fractions (like 0.4857 per level) but the game will use decimals and display strange things in-game.
What do you mean by levels? Are you refering to a hero, or levels of the ability?
If you are refering to levels of the ability, instead of making an upgrade that increases its own price (which is what most people do) instead make an actual leveling ability, and then assign that buff to the unit you want to increase.
If you don't want to do that, I would recommend going into the ability itself, and making another ability that is only researchable when the upgrade reaches levels 5, 7, and 10.
Also, I am sure that there is an algorithm that you could get to 5, 7, and 10 with. If you find it, you can go behond 5, 7, and 10.
You can do it through triggers too. Make a global variable, title it "times researches". And then simply have a condition to research a hidden ability that increases the damage when that value reaches 5, 7, or 10. (or any other numbers). Simply disable to notification for the second upgrade being researched, and then the user will never know that it is actually 2 upgrades being researched. You can also set another if-then statement for the numbers before, (4,6, and 9) to change the button of the ability to notify the user that upgrading that ability will upgrade attack as well.
Essentially you are recommending making those non-incremental upgrades into individual abilities or working it via a global variable to count researches using triggers right? I think I can do that without any problems. I guess I was hoping there might have been an easy way to do this strictly within the data editor (and without having to create duplicates of a single ability).
If you want to only use the data editor, (which is sometimes not the best option), you would want to follow the third option which I will now explain further.
The idea is that you create an upgrade that upgrades itself, like most upgrades like that do. Then find an algorithm that fits the points (0,0), (1,5), (2,7), (3,10) and have the second buff only apply when the algorithm is met. You can find what this is using a graphing calculator.
There are more complex ways of doing it, but some of them require a lot of work and will mess with the UI. (You could apply attributes to the hero, and then have the second bonus, the attack bonus, upgrade on levels 5, 7, and 10 of the first)
I'm not sure if you have to make the unit a hero as well, I have never tried to do such an odd ability leveling system before.
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For example:
- I want an upgrade that increases marine health by 5.
- This upgrade can be purchased 10 times.
- On levels 3, 7, and 10 I'd like it to increase marine damage by 1.
The example above is not what I am actually doing, but is very similar. Can anyone think of a way to do this in the data editor? I've tried using fractions (like 0.4857 per level) but the game will use decimals and display strange things in-game.
@Lucavious: Go
What do you mean by levels? Are you refering to a hero, or levels of the ability?
If you are refering to levels of the ability, instead of making an upgrade that increases its own price (which is what most people do) instead make an actual leveling ability, and then assign that buff to the unit you want to increase.
If you don't want to do that, I would recommend going into the ability itself, and making another ability that is only researchable when the upgrade reaches levels 5, 7, and 10.
Also, I am sure that there is an algorithm that you could get to 5, 7, and 10 with. If you find it, you can go behond 5, 7, and 10.
You can do it through triggers too. Make a global variable, title it "times researches". And then simply have a condition to research a hidden ability that increases the damage when that value reaches 5, 7, or 10. (or any other numbers). Simply disable to notification for the second upgrade being researched, and then the user will never know that it is actually 2 upgrades being researched. You can also set another if-then statement for the numbers before, (4,6, and 9) to change the button of the ability to notify the user that upgrading that ability will upgrade attack as well.
If you have any questions, feel free to ask.
(Sorry if I was unclear, I was in a rush)
Great to be back and part of the community again!
@TacoManStan: Go
Essentially you are recommending making those non-incremental upgrades into individual abilities or working it via a global variable to count researches using triggers right? I think I can do that without any problems. I guess I was hoping there might have been an easy way to do this strictly within the data editor (and without having to create duplicates of a single ability).
Thanks Taco!
@Lucavious: Go
Np.
If you want to only use the data editor, (which is sometimes not the best option), you would want to follow the third option which I will now explain further.
The idea is that you create an upgrade that upgrades itself, like most upgrades like that do. Then find an algorithm that fits the points (0,0), (1,5), (2,7), (3,10) and have the second buff only apply when the algorithm is met. You can find what this is using a graphing calculator.
There are more complex ways of doing it, but some of them require a lot of work and will mess with the UI. (You could apply attributes to the hero, and then have the second bonus, the attack bonus, upgrade on levels 5, 7, and 10 of the first)
I'm not sure if you have to make the unit a hero as well, I have never tried to do such an odd ability leveling system before.
Great to be back and part of the community again!