referring to them how? in an upgrade? in a tooltip? getting them for a catalog?
<d ref="Behavior,RegenerationAura3,Modification.VitalMaxFractionArray[Shields]"/> that would work for a tooltip. replacing "RegenerationAura3" with the ID of the behavior. or if it is a flat bonus, replace "fraction" with, idk, "bonus" or whatever the text for it is.
For a catalog, i think it is a little more self explained, since you can just click all of the parameter values and find presets for everything.
I want refer to behaviour data as catalog field value, f.e. behaviour add 100 shields, so instead using var=100 in triggers I want refer to this value, but trigger asked for some index of modification type .. So here I strucked.
Using not for tooltip, but as actual buff field value.
So for example, to check the shield max bonus of a buff behavior:
shieldsmaxbonus=(ValueofBehaviorsRestoreShieldsModification.VitalMaxArray[1] for player 1 as an integer) <Integer>
You can figure out these indexes by enabling "View Raw Data" and drilling down in the field column (double-click to expand/collapse arrays). This is easier if you've already changed the values as it will be highlighted in green near the top of the table. Indexes are 0-based.
how I can refer to behaviour max shields bonus, or attack speed or other stuff in modification column? Which are indexes for this?
@Form01: Go
referring to them how? in an upgrade? in a tooltip? getting them for a catalog?
<d ref="Behavior,RegenerationAura3,Modification.VitalMaxFractionArray[Shields]"/> that would work for a tooltip. replacing "RegenerationAura3" with the ID of the behavior. or if it is a flat bonus, replace "fraction" with, idk, "bonus" or whatever the text for it is.
For a catalog, i think it is a little more self explained, since you can just click all of the parameter values and find presets for everything.
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I know this
I want refer to behaviour data as catalog field value, f.e. behaviour add 100 shields, so instead using var=100 in triggers I want refer to this value, but trigger asked for some index of modification type .. So here I strucked.
Using not for tooltip, but as actual buff field value.
For shields, use index 1.
So for example, to check the shield max bonus of a buff behavior:
You can figure out these indexes by enabling "View Raw Data" and drilling down in the field column (double-click to expand/collapse arrays). This is easier if you've already changed the values as it will be highlighted in green near the top of the table. Indexes are 0-based.
Thanks.thats I looked for