Is it possible to make behaviors stack other behaviors?
For instance: I have a unit with 10 stacks of "BEHAVIOR 1" and I cast an ability (let's call that ability "BUFF") which applies a behavior that increases the stack of "BEHAVIOR 1" by 5, so I now have 15 stacks of "BEHAVIOR 1" on the unit.
I tried changing the "BUFF" behavior modification in "Modification^- Attribute Changes^- Attribute^" in addition to the section below called "-Points^".
Sadly it didn't seem to have any effect.
I'm very well aware that this is easily done in the trigger editor -which was actually my initial approach. There are a few problems though.
When the behavior runs out I'm using a trigger saying "Behavior change Destroy" and simply remove the equal amount of "BEHAVIOR 1" that the ability "BUFF" applied.
HOWEVER: If I want multiple units to be able to cast this ability at different scales and durations, the trigger will have trouble keeping up with the difference in amount to be removed.
So if there is not a way to make behaviors in the data editor increase another behavior's stack amount... Is there a way to make a trigger identify a specific behavior? I'm not talking about behavior types but actual individual behaviors. So once the effect is applied the trigger will remember that particular behavior and know exactly what amount of "BEHAVIOR 1" to remove from the stack of unit when "BUFF" expires/is destroyed.
EDIT: The reason why I would like flexible "BUFF" is because I wanna leave my map open for features such as spell steal, reset cooldown and such.
For instance: I have a unit with 10 stacks of "BEHAVIOR 1" and I cast an ability (let's call that ability "BUFF") which applies a behavior that increases the stack of "BEHAVIOR 1" by 5, so I now have 15 stacks of "BEHAVIOR 1" on the unit.
I tried changing the "BUFF" behavior modification in "Modification^- Attribute Changes^- Attribute^" in addition to the section below called "-Points^".
Sadly it didn't seem to have any effect.
I'm very well aware that this is easily done in the trigger editor -which was actually my initial approach. There are a few problems though.
When the behavior runs out I'm using a trigger saying "Behavior change Destroy" and simply remove the equal amount of "BEHAVIOR 1" that the ability "BUFF" applied.
HOWEVER: If I want multiple units to be able to cast this ability at different scales and durations, the trigger will have trouble keeping up with the difference in amount to be removed.
So if there is not a way to make behaviors in the data editor increase another behavior's stack amount... Is there a way to make a trigger identify a specific behavior? I'm not talking about behavior types but actual individual behaviors. So once the effect is applied the trigger will remember that particular behavior and know exactly what amount of "BEHAVIOR 1" to remove from the stack of unit when "BUFF" expires/is destroyed.
EDIT: The reason why I would like flexible "BUFF" is because I wanna leave my map open for features such as spell steal, reset cooldown and such.
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