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    posted a message on [Behavior Buff] Making Cloak's energy drain happen AFTER all other behaviors?

     I made a workaround (see below; make cloak drain 0 energy and then simulate it with a trigger), but it causes the unit's energy display to constantly flicker between numbers. If I change the time and amount (to keep the ratio of -8/sec), it will behave differently (for whatever reason?).

    Workaround trigger

     

    I'd still like to know if there's a way to do this properly with behaviors.

    Posted in: Data
  • 0

    posted a message on [Behavior Buff] Making Cloak's energy drain happen AFTER all other behaviors?

    Hi, all.

     

    I'm making a map inspired by Zombie World: Unity. In that game, they have a bug where if you get any buffs that increase energy regen by a % amount, it will cause any abilities that drain energy to actually drain faster rather than slower.

     

    Well, I have discovered why after encountering the same issue. Let's use random numbers to display the issue.

     

    Energy Regeneration Rate: +3/sec

    Cloak Energy Regeneration Rate: -4/sec

    Total Regen While Cloaking: -1/sec

     

    But, now let's say you get a buff that gives you 100% (2x) more energy regeneration.

     

    Energy Regeneration Rate: +6/sec

    Cloak Energy Regeneration Rate: -4/sec

    Total EXPECTED Regen While Cloaking: +2/sec

    Total ACTUAL Regen While Cloaking: -2/sec

     

    Why? Because the % increase is happening AFTER the flat decrease. So, it's 2*(3-4), not (2*3)-4.

     

    Is there any workaround for this? I have to use Buffs due to the nature of the game (upgrades for energy regen, several buffs for energy regen, etc.), but what can I do about Cloak? If nothing else, I could use triggers to constantly drain energy manually, but I'd like to see if there is a Data-method for doing this first. Basically, I just want Cloak (and similar energy-draining abilities) to always be evaluated after other behaviors. Is there any way to control the Execution Order of Behaviors?

     

    Thanks.

    Posted in: Data
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