I don't think so. Usually the behavior's are pretty much set however you like it, and that's it.
HOWEVER, if you want the +2 damage from Behavior B, but ONLY when Behavior A is on Target Unit, then give Behavior B a validator that checks to see if Behavior A is on target unit, and just give Behavior B +2 damage, with a duration of -1. You would set your validator in the Validator (Remove) field of the behavior.
I'm not sure what the purpose of the behavior in your game is but to answer your question, you can make a Set to whatever uses the "Apply Behavior" of Behavior B. In the set you can put a "remove Behavior" effect that removes "Behavior A", and the "Apply Behavior" that applies "Behavior B". Then just set Behavior B to give 7 damage, and A to give 5 damage.
Hey,
I'm trying to create a behaviour that changes a specific value of another behaviour.
So I have behaviour A wich increases damage by 5 for example
And with Behaviour B I would like to change the 5 to for example 7.
Is this possible?
Thanks!
@dudeim: Go
I don't think so. Usually the behavior's are pretty much set however you like it, and that's it.
HOWEVER, if you want the +2 damage from Behavior B, but ONLY when Behavior A is on Target Unit, then give Behavior B a validator that checks to see if Behavior A is on target unit, and just give Behavior B +2 damage, with a duration of -1. You would set your validator in the Validator (Remove) field of the behavior.
That should be a good place to begin with.
I'm not sure what the purpose of the behavior in your game is but to answer your question, you can make a Set to whatever uses the "Apply Behavior" of Behavior B. In the set you can put a "remove Behavior" effect that removes "Behavior A", and the "Apply Behavior" that applies "Behavior B". Then just set Behavior B to give 7 damage, and A to give 5 damage.
Thanks got it working now;)