Ok guys, good news! i think i just found the easiest way to upgrade hero stats per level without going through the grueling task of adding stats to each individual veterency level! a stackable buff.
Data Editor
Create a regular veterency level thing for heroes, and the only thing you need to change here is the minimum amount of EXP needed to level, dont add any behaviors regarding stats.
Create "x" number of behaviors representing the stats you want, set them to attributes (drop down menu under suggest ID).
Next make a new behavior and make it a buff (drop down menu just under "suggest ID")
Go into behavior and set the stats it'll have, this will be the amount of stats you want the hero to get every time he levels (and starts out with).
Scroll down to where it says "Maximum stack count" and "maximum stack count per caster" set both of these to the max level u want your heroes to reach.
Go to the unit tab and under "Behaviors +" add all these to it's behaviors: "Hero level, all your stats, and the buff you made".
As an example of what mine is i have 4 stats, agility, skill power, atk power, and stamina. my hero class is called ranger, so the stacking buff i have is called ranger stats, and then i have the generic hero level, that will apply to all heroes. my behavior tab for the ranger hero has all of these including in that field.
You are now done messing with the Data Editor
Triggers
The only draw back i see to this method is each hero class (that will recieve a different amount of stats per level than another class) will need it's own trigger, unless of course u wanna get fancy.
Open up your trigger editor and make a new trigger. I labeled mine "Set Ranger Stats"
Event - UNIT any unit gains an experience level
Conditions - (unit type of (Triggering unit)) == Ranger
Action - (add 1 Ranger stats to (triggering unit) from player (owner of (Triggering unit))
(make sure you pick the (add behavior from player) not from caster.)
Congratulation you are all done!
Conclusion
I hope this helps anyone that hates the process of adding each individual stat and stat amount to each hero level, I prolly just saved myself at least a couple hours of work on hero setup alone on my map, was helpful enough to me that i'd post my findings here. plesae reply an let me know what ya guys think.
This is a really nice finding, stackable buffs is clever :) By the way, I have edited your post to add markup, the wall of text was previously unreadable.
awsome, will do ill put one up in a little bit so people can check it out. currently only have it in the actual map im working on.
also to add, you wil need to add a few variables if you want to make sure that the hero keeps their stacked buffs when they revive, save/load, and all that kinda stuff. i use an integer variable and every time i increase the stack, i set the variable to "itself + 1"
Now in theory you could say if experience level is 5 or 10 or 15 or 20 or 25, then add ranger stats 2 and have a different set, but this gets confusing when you have different decimals that don't line up, and no one wants 10 sets of rangers stats for the possible combinations of 2.8 strength, 1.7 agility, 2.3 stamina, and 2.1 intellect. you would need to need 24 different sets of stats for those gains i believe. And than why not just do veterency levels 25 times and save space over all.
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Ok guys, good news! i think i just found the easiest way to upgrade hero stats per level without going through the grueling task of adding stats to each individual veterency level! a stackable buff.
Data Editor
As an example of what mine is i have 4 stats, agility, skill power, atk power, and stamina. my hero class is called ranger, so the stacking buff i have is called ranger stats, and then i have the generic hero level, that will apply to all heroes. my behavior tab for the ranger hero has all of these including in that field.
You are now done messing with the Data Editor
Triggers
The only draw back i see to this method is each hero class (that will recieve a different amount of stats per level than another class) will need it's own trigger, unless of course u wanna get fancy.
Open up your trigger editor and make a new trigger. I labeled mine "Set Ranger Stats"
Congratulation you are all done!
Conclusion
I hope this helps anyone that hates the process of adding each individual stat and stat amount to each hero level, I prolly just saved myself at least a couple hours of work on hero setup alone on my map, was helpful enough to me that i'd post my findings here. plesae reply an let me know what ya guys think.
This is a really nice finding, stackable buffs is clever :) By the way, I have edited your post to add markup, the wall of text was previously unreadable.
It would be nice to add a small demo map too :)
Thanks
awsome, will do ill put one up in a little bit so people can check it out. currently only have it in the actual map im working on. also to add, you wil need to add a few variables if you want to make sure that the hero keeps their stacked buffs when they revive, save/load, and all that kinda stuff. i use an integer variable and every time i increase the stack, i set the variable to "itself + 1"
the only problem with this is if you have different stat gains for instance, a 2.8 str gain means that your levels look like this:
Level 1: 3 strength Level 2: 3 Strength Level 3: 3 Strength Level 4: 3 Strength Level 5: 2 Strength repeat.
Now in theory you could say if experience level is 5 or 10 or 15 or 20 or 25, then add ranger stats 2 and have a different set, but this gets confusing when you have different decimals that don't line up, and no one wants 10 sets of rangers stats for the possible combinations of 2.8 strength, 1.7 agility, 2.3 stamina, and 2.1 intellect. you would need to need 24 different sets of stats for those gains i believe. And than why not just do veterency levels 25 times and save space over all.