If I remember correctly, you must create a new behavior which adds a value to a specific attribute and can stack. Then add (or remove) that new behavior to the unit. Adding a veterancy attribute behavior won't work.
Does that mean, if I want to increase agility by 10 (permenently) I will have to have a behavior stay on the unit for the entire game? Or is there a way to make the effect of a behavior persist, when removing it?
(It's a solution, so thank you, I am just conserned that if I have to use this method, having 5 different behaviors each with 600+ stacks. That would end up making the game lag)
Does that mean, if I want to increase agility by 10 (permenently) I will have to have a behavior stay on the unit for the entire game? Or is there a way to make the effect of a behavior persist, when removing it?
(It's a solution, so thank you, I am just conserned that if I have to use this method, having 5 different behaviors each with 600+ stacks. That would end up making the game lag)
Yes, these additional behaviors would have to remain on the units. You could create more behavior types to replace smaller amounts. For example, if you have 10 strength+1 behaviors, you could remove those 10 and add 1 strength+10 behavior. This will minimize the total number of behaviors present on each unit.
Thank you for the help, I set up a system that changes 10 "+1 attribute" into a "+10 attributes", a changes 10 "+10 attributes" into a "+100 attributes".
How do I increase the amount for an attribute behavior (the same way as it's done with a veterancy behavior) with a trigger?.
I tried using the:
But it does not increase the amount, it just tries to add the behavior to the unit, which it already got.
If I remember correctly, you must create a new behavior which adds a value to a specific attribute and can stack. Then add (or remove) that new behavior to the unit. Adding a veterancy attribute behavior won't work.
@BasharTeg: Go
Does that mean, if I want to increase agility by 10 (permenently) I will have to have a behavior stay on the unit for the entire game? Or is there a way to make the effect of a behavior persist, when removing it?
(It's a solution, so thank you, I am just conserned that if I have to use this method, having 5 different behaviors each with 600+ stacks. That would end up making the game lag)
Yes, these additional behaviors would have to remain on the units. You could create more behavior types to replace smaller amounts. For example, if you have 10 strength+1 behaviors, you could remove those 10 and add 1 strength+10 behavior. This will minimize the total number of behaviors present on each unit.
@BasharTeg: Go
Thank you for the help, I set up a system that changes 10 "+1 attribute" into a "+10 attributes", a changes 10 "+10 attributes" into a "+100 attributes".
@Demtrod: Go
No problem. Good luck on your map!