Quote from thequiet: GoI couldn't find the info in your tutorial but I'd really love some help here. I made an "Agility" attribute, like the WC3 one, that increments in level. It's a behavior attribute and I want to reference it it's tooltip so a player can see the damage he can do. For example: "Ability does "Agilityx5" damage to target unit.
When I reference my behavior attribute, the damage always stays at 0, even in-game.
Note: There will always only be 1 copy of this unit on the map, so there won't be any interference with extra numbers. Help please! :x
I dont know how you set your attribute, but you can use a combination of abilities, effects, and upgrades to achieve what you want. It's complicated but heres what I do:
On level up, player clicks the "add agility button", the button is a learn ability, which triggers a "behavior ability". The behavior has an effect: initial of "Effect: Type: Set". The set effect links to 2 effects. 1 adds a stack to the "agility behavior", the other is an effect of type "Issue Order". The order is linked to a research ability, in this case lets call it "research upgrades". Index 0 is strength, 1 is intelligence, and 2 is agility. These link respectively to an upgrade which increases our dummy "Agility Behavior Count" effect's "add stack count" field. Then in the tooltip, we link the modifiers to our dummy effect, so <d ref="Behavior,Agility,Modification[0],FractionalDamage[Spell] * Effect,AgilityDummyCounter,StackCount"/>
Breaking it down
Ability: Learn->Ability: Behavior Ability:Behavior->Dummy Behavior for each level Dummy Behavior triggers Effect: Set Effect: Set -> Effect: Add 1 to Agility; Effect: Issue Order, Ability: Hero Research, Index 2 Ability: Hero Research->Agility Upgrade->Adds 1 to Effect: (Add behavior) Agility Counter Stack count
thequiet Regular ShmoeAny more specific than that? Perhaps the event/action? I'm pretty retarded with this catalog business. I understand the tutorial above, it's just not specifically what I'm looking for.