Hi i made this using triggers and unit custom parameters. Any way to make it with data? I also would like to know how to decrease all coldowns on spells for particular unit with data.
Also have second question: i have almost 10 custom parameters on every unit on map, i made following: every attribute point = point of my custom value, so my units have like 10 behaviours (attributes) with 100-300 stacks each. Is it ok for performance? I also want to mention that map will be diablo-like rpg so there wont be too many units on the screen and very large armies
Hp regen increasing by %
Hi i made this using triggers and unit custom parameters. Any way to make it with data?
Do you mean something like regenerate 1% HP per second? I would use a Behavior, which periodically executes a Modify Unit effect.
Quote:
I also would like to know how to decrease all coldowns on spells for particular unit with data.
I don't think, it is easily possible. You could set the Time Scale with a Behavior, but this would affect everything, from movespeed to regeneration, not only the cooldowns. You could also try upgrades to set the cooldowns.
Quote:
Also have second question: i have almost 10 custom parameters on every unit on map, i made following: every attribute point = point of my custom value, so my units have like 10 behaviours (attributes) with 100-300 stacks each. Is it ok for performance? I also want to mention that map will be diablo-like rpg so there wont be too many units on the screen and very large armies
Behaviors with a huge stack cound tend to cause performance issues. Usually, it is suggested to not use stacking counts > 256, however 300 might be okay, since it is not that much higher.
However, are you sure, you need 10 behaviors with 300 stacks? If you need them just as a custom value, I would suggest to just use the trigger custom value.
1) no, i mean hero can have 25 hp regen/sec for example and +200% overall regen so the total regen will be 25 + 25x2 = 75hp reg/sec
3) Actually all this behaviours are dummy, only to set the custom values for units. I just dont know how to access this stuff with event, for example i need my status update when the custom value changed i dont know how to make it. Also i didnt test yet can i modify custom values directly when wielding weapons(mean items from inventory, not the unit's weapon) or not.
Hi i made this using triggers and unit custom parameters. Any way to make it with data? I also would like to know how to decrease all coldowns on spells for particular unit with data.
Also have second question: i have almost 10 custom parameters on every unit on map, i made following: every attribute point = point of my custom value, so my units have like 10 behaviours (attributes) with 100-300 stacks each. Is it ok for performance? I also want to mention that map will be diablo-like rpg so there wont be too many units on the screen and very large armies
Do you mean something like regenerate 1% HP per second? I would use a Behavior, which periodically executes a Modify Unit effect.
I don't think, it is easily possible. You could set the Time Scale with a Behavior, but this would affect everything, from movespeed to regeneration, not only the cooldowns. You could also try upgrades to set the cooldowns.
Behaviors with a huge stack cound tend to cause performance issues. Usually, it is suggested to not use stacking counts > 256, however 300 might be okay, since it is not that much higher.
However, are you sure, you need 10 behaviors with 300 stacks? If you need them just as a custom value, I would suggest to just use the trigger custom value.
1) no, i mean hero can have 25 hp regen/sec for example and +200% overall regen so the total regen will be 25 + 25x2 = 75hp reg/sec
3) Actually all this behaviours are dummy, only to set the custom values for units. I just dont know how to access this stuff with event, for example i need my status update when the custom value changed i dont know how to make it. Also i didnt test yet can i modify custom values directly when wielding weapons(mean items from inventory, not the unit's weapon) or not.