I'm trying to work out how to create a behaviour that when applied to a unit modifies the energy cost of the unit's abilities.
I thought I could do it through a modify unit effect but as far as I can tell all the stuff related to cost in a modify unit effect is bugged or flat out doesnt work. For instance, if I choose an ability and the change the vital energy value all it does is remove the energy cost of the chosen ability multiplied by the value in the vital field from the units energy.
So basically, I'm wondering if anybody knows how to do this. I'm probably just missing something obvious.
I'm trying to work out how to create a behaviour that when applied to a unit modifies the energy cost of the unit's abilities.
I thought I could do it through a modify unit effect but as far as I can tell all the stuff related to cost in a modify unit effect is bugged or flat out doesnt work. For instance, if I choose an ability and the change the vital energy value all it does is remove the energy cost of the chosen ability multiplied by the value in the vital field from the units energy.
So basically, I'm wondering if anybody knows how to do this. I'm probably just missing something obvious.
Does it have to be a "Behavior"? Can it be an Upgrade? If so, look up the "(Medic) Stabalizer Medpacks" Upgrade. It's under the Campaign dependencies but that will do what you are wanting as a button upgrade.
Solution 1:
From the brief look I took at research items, it was obvious that research can modify abilities in a any way you can image.
However research will obiviously affect all units of a player, not only one unit like a behavior.
Solution 2:
The only other way i can think of right now is using multiple abilities.
Like have an Ability A with 100 energy cost and an Ability B which does the same thing but costs 50.
Then the ability Buttons would have requirements that would show or hide them.
If the unit doesn't have the Behavoir, A is shown and B is hidden.
If the unit has the Behavoir, B is shown and A is hidden.
The obvious downsides are that A and B won't share cooldowns, That you would have to determine if the unit has A or B if you want to order it to use the abiliy for any reason.
And that it will get quite messy if you have more than 2 "Levels" of the Ability.
There's propably more downsides...
---------
None of these solutions are perfect but they might suffice depending on what exactly you want to do.
Is there only 1 possible improvement? Solution 2 might be fine.
Is the user a hero that each player only has one of? Solution 1 will be clean and easy
I'll keep a keen eye on this thread, since i want to do something simliar myself.
Solution 1 would suit me but I'd rather have it more versitile.
Solution 1: From the brief look I took at research items, it was obvious that research can modify abilities in a any way you can image. However research will obiviously affect all units of a player, not only one unit like a behavior.
Hey, im making an ORPG map an i dont want to make 3473 copies of spells just to change their mana cost, an it looks as if this could solve my problem. would u mind elaborating on how i might be able to achieve this? im pretty adept with the editor so a simple step by step on how to get to the right place would help immensly
I don't think you can make ability cost different for one specific unit. Values of those are stored per player, so you'd either need to create a copy of ability and give it to this specific unit with modified cost, or I dunno.
@MangleMind: You could research Set Catalog Field Value trigger function - you can use it to change pretty much any value that can be upgraded, but you can specify the values using variables.
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I'm trying to work out how to create a behaviour that when applied to a unit modifies the energy cost of the unit's abilities.
I thought I could do it through a modify unit effect but as far as I can tell all the stuff related to cost in a modify unit effect is bugged or flat out doesnt work. For instance, if I choose an ability and the change the vital energy value all it does is remove the energy cost of the chosen ability multiplied by the value in the vital field from the units energy.
So basically, I'm wondering if anybody knows how to do this. I'm probably just missing something obvious.
Does it have to be a "Behavior"? Can it be an Upgrade? If so, look up the "(Medic) Stabalizer Medpacks" Upgrade. It's under the Campaign dependencies but that will do what you are wanting as a button upgrade.
Solution 1: From the brief look I took at research items, it was obvious that research can modify abilities in a any way you can image. However research will obiviously affect all units of a player, not only one unit like a behavior.
Solution 2: The only other way i can think of right now is using multiple abilities. Like have an Ability A with 100 energy cost and an Ability B which does the same thing but costs 50.
Then the ability Buttons would have requirements that would show or hide them. If the unit doesn't have the Behavoir, A is shown and B is hidden. If the unit has the Behavoir, B is shown and A is hidden.
The obvious downsides are that A and B won't share cooldowns, That you would have to determine if the unit has A or B if you want to order it to use the abiliy for any reason. And that it will get quite messy if you have more than 2 "Levels" of the Ability. There's propably more downsides...
---------None of these solutions are perfect but they might suffice depending on what exactly you want to do. Is there only 1 possible improvement? Solution 2 might be fine. Is the user a hero that each player only has one of? Solution 1 will be clean and easy
I'll keep a keen eye on this thread, since i want to do something simliar myself. Solution 1 would suit me but I'd rather have it more versitile.
@siege911: Go
Behavior for Unit.
Upgrade for Unit type
I'll keep a keen eye on this thread too
Hey, im making an ORPG map an i dont want to make 3473 copies of spells just to change their mana cost, an it looks as if this could solve my problem. would u mind elaborating on how i might be able to achieve this? im pretty adept with the editor so a simple step by step on how to get to the right place would help immensly
I don't think you can make ability cost different for one specific unit. Values of those are stored per player, so you'd either need to create a copy of ability and give it to this specific unit with modified cost, or I dunno.
@MangleMind: You could research Set Catalog Field Value trigger function - you can use it to change pretty much any value that can be upgraded, but you can specify the values using variables.