I'm trying to add a Buff per each level of an attribute however I don't think this is the right place to add it.
I even added an apply behaviour effect in the Point Gain area.
(note 0.2 armour is from the behaviour on the unit the other 0.2 armour is from the apply effect)
But no dice it seems that it only does it as 1 effect so that doesn't work
You need two behaviours that use requirements. One behaviour adds buff stacks while the other removes them. The requirements then use some logic functions to add any additions, subtractions and multipliers.
An example of a similar system can be found in my choosable attribute system demo map.
Or you could have the buffs add the attributes.
Contribute to the wiki (Wiki button at top of page)
Considered easy altering of the unit textures?
For my public assets look here!
Ok so using an ability I can add and remove AGI attributes (or armour buff) that works fine.
They link I've tried it both ways.
However they don't seem to link at all when it comes to adding them to veterancy which is confusing.
So using the Buff in place of the AI attribute I get this.
Which means that the buff just refuses to be added which is weird.
And I know that it's like because a Buff isn't an attribute but there doesn't seem to be a place to add them here or in the attribute window.
Checked the max stack count of the buff?
Buff stacks can add attribute stacks. The buff is set to hidden while the attribute is not.
You merely use the veterancy levels as a counter while the addition/subtraction system does the rest based on how the requirement is configured. You can easily do 3xvererancy level/10 for an attribute. Also works with items
Max stacks are fine, Buffs >Attributes works fine.
The issue is that you can't add Buff stacks to veterancy or attributes that I can find (or at least without triggers)
As I stated use the veterancy level just as a counter and have a requirement controled addition/subtraction system.
Quote from DrSuperEvil: GoAs I stated use the veterancy level just as a counter and have a requirement controled addition/subtraction system.
From what I gather from that map I'd need at least one requirement per level of buff.
This wont work for me when I have a bit more than 1 per level it's 5 per attribute and 6 of those attributes per level and that is not to meantion if I wanted to add items that give that same attribute.
Which as you can guess adds up very quickly and adding 60,000 requirements might be counter productive.
Please tell me if I'm wrong but I was hoping that there was an easy way to link the two, if it comes to it I can can make a trigger however I'm trying to avoid triggers where possible.
It just seems a bit mad I can't add a buff for each attribute or level.
So you have 6 different attributes, that is 12 requirements and 18 buffs. Items contributions can be included in the same requirement as the levels.
I'm not sure if I'm missing something or explaining pooly, both are possible.
I have 3 attributes.
One of them gives 0.2 wc3 armour in the style of a buff.
I need to be able to have this buff be able to be linked directly to the attribute.
So if the unit gets 1 AGI it gets 1 of the buff.
The buff is limited to 65535 (or something near that editor reason) I want to be able to use up to that amount if possible.
I made the buff give the attribute as that solves the problem of the attribute not being able to add to a buff stck.
This solves the problem for giving this buff via the attribute.
However when it comes to leveling up a hero there seems to be no easy non trigger way to link the data value of a buff and veterency.
So in simple terms of what I want to do
Hero gains 1 level. (veterency)
INT + 6 (attribute)
AGI +6 (attribute)
STR +6 (attribute)
all so easy so far
(attribute + buff)
For each AGI point + 1 stack of the armour buff . (Which you can't do)
So because I can't link it that way I had to reverse it.
(buff + attribute )
So now for each armour buff stack it adds 1 point of AGI which is fine, I have 2 buffs one for AGI and one for standard armour.
Annoying but doable
Now the link from Leveling up to buffs seems a bit broken.
Ok for WC3 style armor you need a trigger based armor system. The attribute will only be a dummy added by the buff for visuals.
Editor works in powers of 2. So close enough.
You can count veterancy levels using requirements using the count behaviour node. Watch the complete hero tutorial by OneTwoSC to see how since he uses requirements for wc3 like level skipping of ability levels.
Using the addition/subtraction system you already have seen you can easily do it. Just have requirements that compares attribute adding buff stacks to 6x hero lvl + any other items stat boosting buff counts.
Ah thank you I get what you mean now, been having a very stupid moment.
I'll give it a bash see how it goes along.
It's not going well.
Could you break down how your attribute counting works.
Much as I'd love to say I get it I really don't.
So far I see it this way.
Level up is ignored, which fine it gives the level up attribute.
The Level up allows the learn ability to be used.
Which provides an instant count.
2 requirements compare this against to match that its equal to the buff, one for lower and one for higher.
However at this point I can't follow how it connects anymore.
How would i make the stats Point count down instead of up?
My system was designed for a d2 like attribute system.
You have two buffs. One increases the attribute buff stacks if they are less than the formula you want while the other removes them if they are more.
In short A > buff increase while if A < buff decrease. A is the sum of all contributing factors.
love it! works great but 1 little annoying thing.
Quick Easy Question: in your map when you spend points the sub menu stays on sub menu 2. in my map for some reason every time i spend 1 point it returns to menu 1, how do i prevent this? its very annoying when trying to spend 20 points constantly having to go back.
It's a bit odd for starting stats but it works well thanks dr.
Under the Units data type make sure the Submenu Sticky flag is enabled.
It is good because it can include item buffs that add and remove attributes.
You must login to post a comment. Don't have an account? Register to get one!