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level requirement more than 10 in FT!!!???

07-05-2003, 10:24 PM#1
STURMguy22
i cant make my spells require a hero level more than 10. Like i want a lvl 12 spell, but i cant make it require more than hero level 10
07-06-2003, 02:31 AM#2
Thunder-Hunter
Hey, Have u edited game constants? Ive never tried a spell higher then 10, but I have made my max lvl 100
07-06-2003, 12:49 PM#3
STURMguy22
ya i did, but the spell still cant require more than hero level 10
07-06-2003, 03:37 PM#4
weaaddar
some slk editing might be required or you can set an obscenely high level skip on it.
07-06-2003, 06:40 PM#5
Dinadan87
If it's only a one point ability, you could simply have it disabled until the hero reaches level 12, then it becomes enabled. If your doing more than one level in the ability it will mess up the interval sort of but you might not even care.
07-06-2003, 07:30 PM#6
STURMguy22
thx hal, thats the kinda thing i wanted to do. It was a one point.
07-07-2003, 12:31 AM#7
Project_Future
If you're takling about TFT, go to the object editor and set the required level to the level you want the skill to be first learnable, but if you're talking about Classic, then I have no idea.
07-07-2003, 12:43 AM#8
Dinadan87
Quote:
Originally posted by Project_Future
If you're takling about TFT, go to the object editor and set the required level to the level you want the skill to be first learnable, but if you're talking about Classic, then I have no idea.


We are talking about TFT and that's what we've been trying to use. The problem is that if you put any value over 10 into it it just resets it back to 10. Maybe someone can come out with an editor that takes out that limit and some others too if any are found.
07-07-2003, 03:23 AM#9
Scio
that will be done in UMSWE 4.0
07-07-2003, 02:17 PM#10
STURMguy22
alright, im content now. But can u add another condition checking the level of a spell and a detection of when a unit is hit with a spell too plz???
07-07-2003, 05:39 PM#11
Electricall
Quote:
Originally posted by Scio
that will be done in UMSWE 4.0


*Kiss on cheek*
07-07-2003, 05:59 PM#12
Dinadan87
Quote:
Originally posted by NAMguy222
alright, im content now. But can u add another condition checking the level of a spell and a detection of when a unit is hit with a spell too plz???


In order to know the spell level you must keep track of them when the hero spends his points. For example, i a hero spends a skill point and the skill learned is Storm Bolt, set StormBolt[player number] equal to StormBolt[player number] + 1. That way the array StormBolt keeps track of the points invested in storm bolt for all players. Then have your triggers refer to the array to find out the skill level.

Event- Unit - A unit Starts the effect of an ability.
(I think this means that the time the spell cast by unit actually takes effect. You could try other ability timings, there are plenty in the unit events. Finishing casting of ability may work too if it's an instant spell and not a channelling or continuous spell like blizzard or flame strike)

Then use the ability comparison condition to determine what ability is being cast and a unit comparison if you need to check that it wa cast by a certain hero or whatnot.

I love these new ability events, now he can make abilities that do random damage, or damage based on variable such as the units stats (finally intelligence can be turned into a useful stat in hero arenas and direct damage skills dont become useless after severe toming)

(Edit) I was looking through triggers and didn't notice any unit function for a unit that is affected by a spell being cast... or a unit group function for all units affected by a spell. Is there any way to refer to units that are hit by a spell?? I sure hope so...
07-07-2003, 07:07 PM#13
playamarz
Maybe a... Event of.. Unit is ordered a command with a target..

Then you might be able to refer to the target unit getting hit like that?
07-07-2003, 07:48 PM#14
STURMguy22
Quote:
Originally posted by Dinadan87
In order to know the spell level you must keep track of them when the hero spends his points. For example, i a hero spends a skill point and the skill learned is Storm Bolt, set StormBolt[player number] equal to StormBolt[player number] + 1. That way the array StormBolt keeps track of the points invested in storm bolt for all players. Then have your triggers refer to the array to find out the skill level.

Event- Unit - A unit Starts the effect of an ability.
(I think this means that the time the spell cast by unit actually takes effect. You could try other ability timings, there are plenty in the unit events. Finishing casting of ability may work too if it's an instant spell and not a channelling or continuous spell like blizzard or flame strike)

Then use the ability comparison condition to determine what ability is being cast and a unit comparison if you need to check that it wa cast by a certain hero or whatnot.

I love these new ability events, now he can make abilities that do random damage, or damage based on variable such as the units stats (finally intelligence can be turned into a useful stat in hero arenas and direct damage skills dont become useless after severe toming)

(Edit) I was looking through triggers and didn't notice any unit function for a unit that is affected by a spell being cast... or a unit group function for all units affected by a spell. Is there any way to refer to units that are hit by a spell?? I sure hope so...


thx but i know how to do all of that. However, i think everyone would find it easier if there was just a condition detecting it.
07-07-2003, 10:47 PM#15
Dinadan87
Quote:
Originally posted by NAMguy222
thx but i know how to do all of that. However, i think everyone would find it easier if there was just a condition detecting it.


You mean a condition checking the hero skill level? Unfortunatly there is none.