| 01-23-2003, 02:57 AM | #1 |
Guest | hi im new to map making and was working on my first map. I wanted to make the heroes' level up process as much as possible for a multiplayer rpg and need help with the trigger commands for this change. I read many posts about this and havent gotten the answer I was looking for. Could someone tell me what the 'Action' part of the trigger is suppose to be in order to morph a level 10 hero into a new level 1 high class hero right when it reaches lev10? oh and one other thing, what is a way to transfer the stat boosts from the tomes that were consumed by each hero into the new high class hero? thanx, please advise if u kno some info~ |
| 01-23-2003, 03:09 AM | #2 |
Guest | please help~ :( |
| 01-23-2003, 03:50 AM | #3 |
Guest | download my Aeon of Elder Heroes map. there is no protection on it and it has exactly what you are looking for. http://www.piselli.com/mmedia/wc3/ |
| 01-23-2003, 04:12 AM | #4 |
Guest | thanx a lot im checkin it rite now and i have one question does this transfer the stat boosts gained from tomes onto the new class ? |
| 01-23-2003, 04:19 AM | #5 |
Guest | if you mean from tomes then no, because you are swaping in a diffeerent unit for the old unit so all modifications are lost. however my code does maintain the items between heroes. |
| 01-23-2003, 04:29 AM | #6 |
Guest | hey sorry but when i copied and pasted the hero upgrade triggers, and pasted it on my map, the triggers wont let me set the values for what was once your hero values with my own... it doesnt show up and there is no name for any of the values. how can i add these new values for my heroes? hope that wasnt confusing.. |
| 01-23-2003, 05:02 AM | #7 |
Use varible arrays for each player. Keep track of starting strn/agil/intel of a unit (input it manualy setting the varible to a value, using if statments to set it to the proper unit). Then when a tome is used, add +1 or +2 or whatever it is, to the proper array. the code would be something like this: Event - Player X Uses an Item Condiitons none Actions: If (Item is of type Tome of Strn (+2)) Then (HeroStrn[Player# of Triggering Player] = (HeroStrn[Player# of Triggering Player] +1) repeat for agil / intel / or any custom item that adds to stats. then when a hero is replaced, use SetHeroStrn() Agil or Intel in custom text, or just DL GoldenUrg's trigger patch (this is easier than using custom text) and use the SetHeroStrn Agil, Intel trigger add ins and use your varible to reset the hero's atributes. Using this you will also need to account for any +stats the hero gains per level. It can get complicated. This function can also bypass the +20 stat per lvl set by the editor, or starting stat of 100, because you can have the growth of a stat go up by 0 per lvl. and set thier new strn/agil/intel soley by triggers |
| 01-23-2003, 05:32 AM | #8 |
Guest | ok thanx for the help, i got the transformations working now, but just one issue... when i level up to level 10 in my new 2nd class hero, he turns into a Wisp (Spirit). how do i make it so that its not possible to level past a certain stage? trigger? oh and Dakan, thanx for the help, but im such a newb i didnt really get what u were tryin to explain. sorry, but can u explain in a lil easier way? i want to keep the stats, but im using nothing but the stock WE and my skills are limited. btw im from bergen county, where u ? |
| 01-23-2003, 05:43 AM | #9 |
Dakan wrote: ------------ Using this you will also need to account for any +stats the hero gains per level. It can get complicated. This function can also bypass the +20 stat per lvl set by the editor, or starting stat of 100, because you can have the growth of a stat go up by 0 per lvl. and set thier new strn/agil/intel soley by triggers ------------ Yes, or you could just keep track of the "+stats the hero gains per level" in the same counter that you count the tome additions in. you could have a variable array keeping track of which class each player controls (cause diff classes usually have different +stats per level) and then, using the event (player controlled unit-hero gains level) adjust the ability score counter accordingly. in lieu of having the variable array keeping track, you could just make a bunch of copies of the trigger with different values appropriate to the right class (all initially off) and then when you select a certain hero, you turn the corresponding trigger on. Of course, depending on how many players and and how many classes, this might be an awful lot of extra work. hope i didn't say anything wrong fr0ggE |
