Split Behavior Icons

MissKerrigan

Active Member
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Hello,

lol a bit weird title but I didn't know better :)

I made a trigger that my unit get's a behavior when it picked up a key (behavior 'key')
I set the maximum stack count for the behavior to 10, this works fine but there is 1 problem:

As soon I pickup multiple key's there's still only ONE icon shown in the unit while it are 2 behaviors

How can I get multiple behavior-icons on the same unit?

MissKerrigan
 

GFreak45

I didnt slap you, i high 5'd your face.
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thats because there arent 2 behaviors, there is one behavior with 2 stacks, you need to create a unique behavior for every key if you want them to display seperately, buff/debuff markers simply cant show the stack count
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
then you simply cant do it, unless you add extra behaviors and make requirements for them that count the first behavior count, ie:
  • Behavior 1: max stack = max ammount of keys
  • Behavior 2: max stack = 1, requirement: 2 stacks of behavior 1
  • Behavior 3: max stack = 1, requirement: 3 stacks of behavior 1
  • Behavior 4: max stack = 1, requirement: 4 stacks of behavior 1
  • etc
 

MissKerrigan

Active Member
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23
are that variables?

btw, I got also gates in the map which go open ONLY if your unit has the behavior 'key'
but I think this triggers wont work anymore if I create additional behaviors which are unique but since they are not the same 'source' it wont work
 

GFreak45

I didnt slap you, i high 5'd your face.
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no they are normal data editor behaviors, and if you create additional behaviors for the key it will still work because you arent removing the orriginal

here is a step by step:
  1. Create a new behavior (or use the one you already have) which is the first buff, this should have a maximum stack of the ammount of keys you want to have
  2. Create a new behavior just like the first buff, that does nothing but have an icon and maximum stack of 1
  3. Create a new requirement under the requirements tab
  4. Add the node: Greater than or equal to
  5. to that node, add the following:
  • Count Behavior completed at unit (set the behavior to the one we just created)
  • Constant 2
Then repeat steps 2-5 increasing the constant by 1 for every time you repeat this, do it until you have created a buff for every single stack of the first buff

all this will do is create a ui showing how many stacks of the buff there to the user, you trigger everything and apply modifications based on the first buff's stacks
 

MissKerrigan

Active Member
Reaction score
23
thanks Gfreak

I assuming I have to do the same for every key?

(red key's fits red gates, green key's fits green gates etc...)
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
no, that will work with 1 key type, even if they pick up 20 of them
 
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