Behaviors

Behaviors can be applied to units.

diagram

Types of Behaviors

BehaviorBase

BehaviorAttribute

An Attribute is e.g. Strength

Attributes are Behaviors that are assigned to a unit at design time and cannot be removed or added at runtime. They also have a level and their modifications to the unit are multiplied by the current level at runtime.

Buff

Buffs are typically temporary Behaviors, which means that they destroy themselves after a certain time. However, optionally a Buff can last forever.

Buffs can also be on Items in which case they are applied when the item is equipped. Buffs on items should not have a duration as this would probably be counterintuitive and also force the player to reequip the item after the buff has expired.

Debuffs are Buffs with negative values. Use the Buff’s Alignment property to mark a Buff as being negative for a Unit.

Veterancy

Implementation of Veterancy is not finished.

When a Unit has a Veterancy Behavior, it can gain experience. The Veterancy Behavior describes the level-up path.

A Veterancy has an (XP) growth curve. In the Editor, there is a "Debug Levels" Button. The debug output has the format level: 2 value: 130. This means that for going from begin to end of level 2, 130 XP are needed.

An example for veterancy is the XP Demo in the TBE Techdemo.