Most of my hero abilities are made from effect-instant and effect-target. I have a couple augment abilities but it doesn't seem you can add levels like you can with effect-instant and effect-target. The effect-effect field only holds 1 effect hence 1 level. The cost field has no spots for levels as well. Anyone figure a way to do this?
I ran into this issue a few weeks ago lol... seems like nothing you can do... for my augment abilities I changed them to instead be Abilities of type Behavior... and just made them an on/off switch instead of autocast. Also, then you just make the behavior do what you want in the Damage Response+ field... ALMOST as good as augment... but definitely I would like to see Augment having levels like the other abilities.
Augments are poorly implemented and are missing a lot of features that other ability types have (for example you can't change their values with an upgrade or by modifying the catalog via triggers.)
Maybe you guys can help me. For a particular ability on one of my heroes I have it built off the zealot charge. The zealot charge comes standard as an augment. I like the setup because in order to trigger the effect you have to be a certain distance from the target and when you do activate the ability the hero will have the behavior applied while charging. I customized this so that movement speed is multiplied by 10 while the behavior is activated, but you have to target an enemy unit and once the first attack goes off it deactivates the speed increase behavior. ITS PERFECT that way. If I did a standard effect-instant then that hero unit could use this ability at any point (dont want him be to able to actiavte ability and travel to the other side of the screen in .5 seconds.
I was tinkering with effect-target but if the target is the enemy that you click on it will apply the buff to that unit instead of your own and it wont deactivate upon attacking. arg! I have some really cool ideas for abilities, but I can't figure this out. Otherwise it would be to easy to manipulate the abilities and it would become imbalanced.
Make a separate upgrade that affects only this weapon. Add a trigger to the map that triggers when your specific unit does whatever you want it to do to keep track on when it should upgrade it, and have the trigger change the upgrade affecting the weapon.
This way you can add things like a weapon upgrading after it having been fired 10 times etc.
Most of my hero abilities are made from effect-instant and effect-target. I have a couple augment abilities but it doesn't seem you can add levels like you can with effect-instant and effect-target. The effect-effect field only holds 1 effect hence 1 level. The cost field has no spots for levels as well. Anyone figure a way to do this?
@Etravex: Go
I ran into this issue a few weeks ago lol... seems like nothing you can do... for my augment abilities I changed them to instead be Abilities of type Behavior... and just made them an on/off switch instead of autocast. Also, then you just make the behavior do what you want in the Damage Response+ field... ALMOST as good as augment... but definitely I would like to see Augment having levels like the other abilities.
@OneTwoSC: Go
Augments are poorly implemented and are missing a lot of features that other ability types have (for example you can't change their values with an upgrade or by modifying the catalog via triggers.)
@RileyStarcraft: Go
Maybe you guys can help me. For a particular ability on one of my heroes I have it built off the zealot charge. The zealot charge comes standard as an augment. I like the setup because in order to trigger the effect you have to be a certain distance from the target and when you do activate the ability the hero will have the behavior applied while charging. I customized this so that movement speed is multiplied by 10 while the behavior is activated, but you have to target an enemy unit and once the first attack goes off it deactivates the speed increase behavior. ITS PERFECT that way. If I did a standard effect-instant then that hero unit could use this ability at any point (dont want him be to able to actiavte ability and travel to the other side of the screen in .5 seconds.
I was tinkering with effect-target but if the target is the enemy that you click on it will apply the buff to that unit instead of your own and it wont deactivate upon attacking. arg! I have some really cool ideas for abilities, but I can't figure this out. Otherwise it would be to easy to manipulate the abilities and it would become imbalanced.
@Etravex: Go
You could probably do this with a bypass.
Make a separate upgrade that affects only this weapon. Add a trigger to the map that triggers when your specific unit does whatever you want it to do to keep track on when it should upgrade it, and have the trigger change the upgrade affecting the weapon.
This way you can add things like a weapon upgrading after it having been fired 10 times etc.