I'm not even sure if this is possible, I would assume it is but I can't seem to get it going.
Here's what I want to do:
a 5 level ability has a link to an Effect - Target, which then calls the same Effect - Switch regardless of level.
The Effect Switch is comprised of validations to verify the level of the ability calling, and triggers a Effect (damage) according to level.
Here's a picture that roughly creates an image of how the switch is comprised of:
Each validator - Player Requirement is linked to a Requirement - Unit that uses an expression like so:
CountAbil(OdinsVigor,CompleteOnlyAtUnit)[TechTreeCheat] == 3
The problem is that these validations are not working. I'm not sure if it's the scope of the ability, or if it's even possible to do without tagging an ability as player-wide instead of unit wide, or if it has to do with what type of "Validator" is being passed (Caster/Player/Source etc), I've been messing with settings but have been getting issues having it validate properly.
Anyways, Let me know if you have any suggestions.
Side Note: If I call the requirement via a behavior buff, using the Requirements field, it will work properly. This leads me to believe the requirement expression is correct, but the validator/requirement, or ability linker info is being miscarried for some reason.
I'm not even sure if this is possible, I would assume it is but I can't seem to get it going.
Here's what I want to do:
a 5 level ability has a link to an Effect - Target, which then calls the same Effect - Switch regardless of level.
The Effect Switch is comprised of validations to verify the level of the ability calling, and triggers a Effect (damage) according to level.
Here's a picture that roughly creates an image of how the switch is comprised of:
Each validator - Player Requirement is linked to a Requirement - Unit that uses an expression like so:
CountAbil(OdinsVigor,CompleteOnlyAtUnit)[TechTreeCheat] == 3
The problem is that these validations are not working. I'm not sure if it's the scope of the ability, or if it's even possible to do without tagging an ability as player-wide instead of unit wide, or if it has to do with what type of "Validator" is being passed (Caster/Player/Source etc), I've been messing with settings but have been getting issues having it validate properly.
Anyways, Let me know if you have any suggestions.
Side Note: If I call the requirement via a behavior buff, using the Requirements field, it will work properly. This leads me to believe the requirement expression is correct, but the validator/requirement, or ability linker info is being miscarried for some reason.
I'm leaning towards this being impossible and will just cause the original ability to run the 5 effects uniquely.