Then it works as i expected. I may edit the values via triggers since each player only will have one unit (a hero) that has behaivors which modifies the ability values. However this may cause problems if i have units under my controll temporarily (like a pet) and wish to modify it's values to lets say: "The pet gains 20% of the heroes Stamina (Hit Points) as bonus health, and 40% of the heroes strength (damage modifier) as bonus damage.".
If i want to use the same "attribute behaivors" for heroes and units, then i will encounter a tooltip problem. A solution could be to create a new "attribute behaivor" for each controllable unit. But that may result in a lot of behaivors :(
I will think about it, probably i'll just add a bonus formula and let the player calculate for themselves if they are interested to know the exact amount. Otherwise it's always visible in the "Text Tag damage display" system that i created for a Final Fantasy alike scrolling combat text.
Thanks a lot OneTwo, i've been looking everywhere for something like this :D
One Question: Is it possible to track the number of stacks of a behaivor that is currently applied to a unit in the data editor?
I would like to set the damage to "(Amount) + (Number of stacks of (Behaivor) on (Unit) * 4)
This will include the bonus damage that the ability gains from buffs and attributes :)
I assume you need to edit this field via triggers each time the unit gains attribute points that increases the ability damage to update the tooltip. Unless there are another solution accessed from the data editor.
@OneTwoSC: Go
Then it works as i expected. I may edit the values via triggers since each player only will have one unit (a hero) that has behaivors which modifies the ability values. However this may cause problems if i have units under my controll temporarily (like a pet) and wish to modify it's values to lets say: "The pet gains 20% of the heroes Stamina (Hit Points) as bonus health, and 40% of the heroes strength (damage modifier) as bonus damage.".
If i want to use the same "attribute behaivors" for heroes and units, then i will encounter a tooltip problem. A solution could be to create a new "attribute behaivor" for each controllable unit. But that may result in a lot of behaivors :(
I will think about it, probably i'll just add a bonus formula and let the player calculate for themselves if they are interested to know the exact amount. Otherwise it's always visible in the "Text Tag damage display" system that i created for a Final Fantasy alike scrolling combat text.
Thanks for clarifying :)
@OneTwoSC: Go
Thanks a lot OneTwo, i've been looking everywhere for something like this :D
One Question: Is it possible to track the number of stacks of a behaivor that is currently applied to a unit in the data editor?
I would like to set the damage to "(Amount) + (Number of stacks of (Behaivor) on (Unit) * 4)
This will include the bonus damage that the ability gains from buffs and attributes :)
I assume you need to edit this field via triggers each time the unit gains attribute points that increases the ability damage to update the tooltip. Unless there are another solution accessed from the data editor.