Hi all,
I have got a very simple question but I just cant get this run:
How do I make a passive ability that increases the HP regeneration? Which behaviors and effects i need? Im a bit confused about that two things :D
Thanks!
You don't need behaviors and effects at all for a passive increase of hp regen. There is a attribute on the stats tab of the unit in the data editor for hp regen. However if you really wanted to do this through behaviors you only need a behavior.
Add a buff behavior called HP Regen and go to modifications and under unit at the bottom you can change regeneration. Then you can go to the unit tab and add the behavior to your unit.
Hey, first of all, you need a Button.
1) Go to Buttons, and make a new one(right click in the buttons tab, then Add object), set the Tooltip to smth, and add an Icon.
2) Then, you need a Behavior - go to Behaviors tab, add a New object (right click in the behaviors tab, then Add object)
3) Type in a name, click suggest. Set the Behavior Type to Buff.
4) Then, go to the Behaviors - Modification+, there go to the Unit tab, scroll down, there is Vitals Regeneration, chose Health and modify it.
5) After that, go back to the unit, go to the Ability - Command Card+, add a button you created, set it to Passive, and choose a behavior.
Thats pretty much it!
If some problems, write them here, ill try to answer. ;)
Hmm, no way to make this with an ability? The reason is that it has to be a hero ability so that it can have ability levels :-/ and be addable and increasable by triggers...
eh.... You can make an Ability, wich has some levels (with different lvl behaviors), set the period to 0.0 or to 1000000000....0. So, when he activates the ability, it becomes like passive... Or, you can make a requirement for an ability.... aaaaaaw, my brain at the moment hurts, ill write you tomorrow.
The idea is to have a req. that blocks a behavior... damn, can't even explain.
First off all, make some a quantity of behaviors (if 5 lvl, then 5 beh.), then, make empty ability (that does nothing). also, give it lvls. then, put in your units Learn Abilities that newly created ability. Place a button to the unit, and place buttons to the exact same place, where is the button of an ability. Then, you need a req. - create a new requirement. Go to the Requirement+ field. In there make like i write:
Use:
Equals to:
Count Ability Completed at Unit
Constant 1 (or, level of ability)
Show:
Equals to:
Count Ability Completed at Unit
Constant 1 (or, level of ability)
Add these to corresponding behaviors and you are done.
if you still don't understand, i can make it understandable (with screens, etc.).
I think the key here is that an ability that causes HP regen will eventually use a behavior no matter how you do it (unless you wanted to make it complex and unprofessional by using triggers to do what the behavior does just fine... trust me, you don't). If you wanted to make it all official, you could attach the ability to the behavior, but you can skip a step by creating the button and the behavior, and then changing them both when the unit levels up the ability. You don't actually need an object of the data type "ability" at all to produce the desired game experience for this passive ability.
Hi all, I have got a very simple question but I just cant get this run: How do I make a passive ability that increases the HP regeneration? Which behaviors and effects i need? Im a bit confused about that two things :D Thanks!
@fortuneNext: Go
You don't need behaviors and effects at all for a passive increase of hp regen. There is a attribute on the stats tab of the unit in the data editor for hp regen. However if you really wanted to do this through behaviors you only need a behavior.
Add a buff behavior called HP Regen and go to modifications and under unit at the bottom you can change regeneration. Then you can go to the unit tab and add the behavior to your unit.
Hey, first of all, you need a Button.
1) Go to Buttons, and make a new one(right click in the buttons tab, then Add object), set the Tooltip to smth, and add an Icon.
2) Then, you need a Behavior - go to Behaviors tab, add a New object (right click in the behaviors tab, then Add object)
3) Type in a name, click suggest. Set the Behavior Type to Buff.
4) Then, go to the Behaviors - Modification+, there go to the Unit tab, scroll down, there is Vitals Regeneration, chose Health and modify it.
5) After that, go back to the unit, go to the Ability - Command Card+, add a button you created, set it to Passive, and choose a behavior.
Thats pretty much it!
If some problems, write them here, ill try to answer. ;)
-Dwarfius
Hmm, no way to make this with an ability? The reason is that it has to be a hero ability so that it can have ability levels :-/ and be addable and increasable by triggers...
bump
eh.... You can make an Ability, wich has some levels (with different lvl behaviors), set the period to 0.0 or to 1000000000....0. So, when he activates the ability, it becomes like passive... Or, you can make a requirement for an ability.... aaaaaaw, my brain at the moment hurts, ill write you tomorrow.
The idea is to have a req. that blocks a behavior... damn, can't even explain.
ok, till tomorrow!
-Dwarfius
heh, just got to the computer :D
First off all, make some a quantity of behaviors (if 5 lvl, then 5 beh.), then, make empty ability (that does nothing). also, give it lvls. then, put in your units Learn Abilities that newly created ability. Place a button to the unit, and place buttons to the exact same place, where is the button of an ability. Then, you need a req. - create a new requirement. Go to the Requirement+ field. In there make like i write: Use: Equals to: Count Ability Completed at Unit Constant 1 (or, level of ability) Show: Equals to: Count Ability Completed at Unit Constant 1 (or, level of ability) Add these to corresponding behaviors and you are done.
if you still don't understand, i can make it understandable (with screens, etc.).
gl! -Dwarfius
I think the key here is that an ability that causes HP regen will eventually use a behavior no matter how you do it (unless you wanted to make it complex and unprofessional by using triggers to do what the behavior does just fine... trust me, you don't). If you wanted to make it all official, you could attach the ability to the behavior, but you can skip a step by creating the button and the behavior, and then changing them both when the unit levels up the ability. You don't actually need an object of the data type "ability" at all to produce the desired game experience for this passive ability.
@o3210: Go I just read your post a little more carefully. Looks good.
Basically, o3210 is teaching you how to make the right Passive ability button show up... = good. :) Do it.
@SquarelyCircle: Go
Thanks!