I do question why you are applying damage with triggers when it is easily added in with the data screenshot you have provided. I think you have just not set up the data link correctly for it to be applying damage in the way you want to.
Why not use an upgrade with, say, 100 max levels (or however many you need), and add/remove levels to the upgrade via triggers as necessary? It's really easy to use an upgrade to modify effects' damage.
This was the revised trigger, but it didn't work right. It killed the unit regardless of the damage amount set. I just tried the upgrade thing u just suggested, and it worked like a charm and was ten times easier. THANKS
Now how do I change the upgrade amount per upgrade. There is a field in the data editor that says max levels which I set to 5. How do you change what each level does? Right now each level just adds the base effect amount again.
Am I just going to have to make a new upgrade for each level of damage I want to be different?
EDIT:
Duh... I just changed the base ability effect damage back to 25 then the upgrade amount is how much it goes up by each level. As long as it's constant it works out. THANK you again!!
Kinda funny, I actually made a Defensive Matrix thing myself.
You can't change behavior stats via upgrades, unfortunately. I actually resorted to making a second Defensive Matrix behavior, more effects, and more actors, myself. For some effects, although I don't think it'll work for increasing max shields, a periodic effect, or an initial effect and expire effect in a behavior, can be substituted, and that is upgradeable. You could make your defensive matrix behavior add 500 max shields and then make its effect add 200 shields plus however much per upgrade.
Also, for the upgrade, your amount per level doesn't necessarily have to be constant. You can make the effect of the upgrade just +1 and add 5 of it for one level, 7 of it for the next, and 10 of it for the third, if you wanted.
Damn just removed all the duplicate crap I made for each stupid one. I think I'll try adding that effect that increase shield amounts and see if it works.
As for the constant thing didn't even think to add more then 1 so ya that works. Awesome man, thanks :D
Ok I couldn't get the added effect to work properly so I just re-duplicated it over and over again.
Now I'm trying to make reference to defensive matrix's amount in the tooltip per level and can't figure it out. The hero learns it via a learn type ability. How do I change the tooltip for each level that reflects the next's level's amount?
To get the next level's value? If you do go with constant values per level, you should be able to make a reference as a formula in the tooltip like this:
<d ref="Effect,DefensiveMatrixModifyUnit,VitalArray[Shields].Change[0]+5"/>
If you don't, you might have to use Catalog Field Value Set via triggers to set the tooltip text each level. Alternatively, you could make a dummy copy of the upgrade, and you set that one to the next level each time you level up the ability, and that dummy upgrade would upgrade a dummy effect, and you would reference *that* dummy effect in your tooltip. Using triggers is probably less messy, but I kinda like the dummy upgrade/effect pair idea. :P
Each level it goes up by 125 shields. If I were to add +125 after that reference would it change every time you level the ability up via the learn ability?
No, since the behavior's value stays constant, it would just add 125. You'd have to use the ID of something that actually changes in value, like the effect that fills up the shields that the behavior adds to the unit.
Ok. So what about adding an effect that modifies the unit for X amount of shields which doesn't work on defensive matrix but call this effect for the tooltip update? I think this will work actually, going to test it.
Ya, I know. I just was being hard headed and not wanted to do that haha.
Yep got it working :D
NOW for my next problem :\
How do you do multiple spell levels threw that learn ability for a behavior ability. Like an aura.
I got everything linking correctly and you have to have an actual ability for the aura to be applied. So I made an effect instant type and also created an apply behavior effect for the one needed for the aura then linked the ability so then when used it applies the behavior.
The only problem with this, is it is not passive. I tried changing the ability type from instant to behavior and it works the same way, you click once for the behavior but this time the button disappears.
How do you make this work ?
EDIT:
I just thought off a way to do it threw triggers. Like once the ability is learned/clicked issue order for the unit to USE the ability and it would put the buff/behavior up. The only thing is the button would be clickable which is DUMB cause it's a freaking aura aka passive button.
You can do it with just a behavior with a periodic Create Persistent effect (might not be necessary) that uses a Search Area effect, which then applies an Apply Behavior effect to each unit in its search area, and that effect applies another behavior that is actually the buffs or whatever. I made an aura tower for my map like that.
The damage effect used is set to 0 base damage. This isn't adding any damage. What is wrong? Is it because it's a persistent effect?
Attached is the picture of all effects used by the ability.
You're using triggers, that's what you're doing wrong. . .
har har har har!
I hate triggers. . . gah. . .
(Has no clue)
You've been trolled, how does it feel?
what are you trying to do zero? i dont understand? are you trying to make the graviton prison deal damage?
I do question why you are applying damage with triggers when it is easily added in with the data screenshot you have provided. I think you have just not set up the data link correctly for it to be applying damage in the way you want to.
lol...
I am editing the damage based on multiple spell levels...
Instead of having to duplicate every single freaking effect. I'm trying to make it easier. FOR those of you trolling, really?
Why not use an upgrade with, say, 100 max levels (or however many you need), and add/remove levels to the upgrade via triggers as necessary? It's really easy to use an upgrade to modify effects' damage.
@DeProgrammer: Go
This was the revised trigger, but it didn't work right. It killed the unit regardless of the damage amount set. I just tried the upgrade thing u just suggested, and it worked like a charm and was ten times easier. THANKS
NEW SETUP:
Now how do I change the upgrade amount per upgrade. There is a field in the data editor that says max levels which I set to 5. How do you change what each level does? Right now each level just adds the base effect amount again.
Am I just going to have to make a new upgrade for each level of damage I want to be different?
EDIT:
Duh... I just changed the base ability effect damage back to 25 then the upgrade amount is how much it goes up by each level. As long as it's constant it works out. THANK you again!!
Ok. How do you change a behaviors stats threw the upgrades?
When I change it from effect to behavior it only lets me change is the duration and requirements.
For example I'm trying to make defensive matrix shield amount increase per level which is created/altered threw a behavior.
Kinda funny, I actually made a Defensive Matrix thing myself.
You can't change behavior stats via upgrades, unfortunately. I actually resorted to making a second Defensive Matrix behavior, more effects, and more actors, myself. For some effects, although I don't think it'll work for increasing max shields, a periodic effect, or an initial effect and expire effect in a behavior, can be substituted, and that is upgradeable. You could make your defensive matrix behavior add 500 max shields and then make its effect add 200 shields plus however much per upgrade.
Also, for the upgrade, your amount per level doesn't necessarily have to be constant. You can make the effect of the upgrade just +1 and add 5 of it for one level, 7 of it for the next, and 10 of it for the third, if you wanted.
@DeProgrammer: Go
Damn just removed all the duplicate crap I made for each stupid one. I think I'll try adding that effect that increase shield amounts and see if it works.
As for the constant thing didn't even think to add more then 1 so ya that works. Awesome man, thanks :D
Ok I couldn't get the added effect to work properly so I just re-duplicated it over and over again.
Now I'm trying to make reference to defensive matrix's amount in the tooltip per level and can't figure it out. The hero learns it via a learn type ability. How do I change the tooltip for each level that reflects the next's level's amount?
@Zero0018: Go
To get the next level's value? If you do go with constant values per level, you should be able to make a reference as a formula in the tooltip like this:
<d ref="Effect,DefensiveMatrixModifyUnit,VitalArray[Shields].Change[0]+5"/>
If you don't, you might have to use Catalog Field Value Set via triggers to set the tooltip text each level. Alternatively, you could make a dummy copy of the upgrade, and you set that one to the next level each time you level up the ability, and that dummy upgrade would upgrade a dummy effect, and you would reference *that* dummy effect in your tooltip. Using triggers is probably less messy, but I kinda like the dummy upgrade/effect pair idea. :P
@DeProgrammer: Go
Well right now there is literally only one button you can tie to the ability. On that tooltip it already makes reference like this:
"<d ref="Behavior,DefensiveMatrix,Modification.VitalMaxArray[1]"/>"
Each level it goes up by 125 shields. If I were to add +125 after that reference would it change every time you level the ability up via the learn ability?
No, since the behavior's value stays constant, it would just add 125. You'd have to use the ID of something that actually changes in value, like the effect that fills up the shields that the behavior adds to the unit.
@DeProgrammer: Go
Ok. So what about adding an effect that modifies the unit for X amount of shields which doesn't work on defensive matrix but call this effect for the tooltip update? I think this will work actually, going to test it.
Yup, that'll certainly work. I did mention just such a dummy effect a few posts back! :P
Ya, I know. I just was being hard headed and not wanted to do that haha.
Yep got it working :D
NOW for my next problem :\
How do you do multiple spell levels threw that learn ability for a behavior ability. Like an aura.
I got everything linking correctly and you have to have an actual ability for the aura to be applied. So I made an effect instant type and also created an apply behavior effect for the one needed for the aura then linked the ability so then when used it applies the behavior.
The only problem with this, is it is not passive. I tried changing the ability type from instant to behavior and it works the same way, you click once for the behavior but this time the button disappears.
How do you make this work ?
EDIT:
I just thought off a way to do it threw triggers. Like once the ability is learned/clicked issue order for the unit to USE the ability and it would put the buff/behavior up. The only thing is the button would be clickable which is DUMB cause it's a freaking aura aka passive button.
@Zero0018: Go
You can do it with just a behavior with a periodic Create Persistent effect (might not be necessary) that uses a Search Area effect, which then applies an Apply Behavior effect to each unit in its search area, and that effect applies another behavior that is actually the buffs or whatever. I made an aura tower for my map like that.
@DeProgrammer: Go
The aura ability is already created and works fine. I'm asking how u would implement it into a multi-ability threw the learn ability
I got it working. I will post results if anyone is interested, if not, peace out!
Thanks everyone for the awesome help, save the stupid trolls.