| 12-09-2003, 12:18 AM | #1 |
Hi What I am trying to do is using multi units (replace) and multi abilities. So when you click on an "fire spells" ability, the unit is replaced with 5 new hero abilities. (fireball,immolation, flame strike etc.) when he click escape its goes back to the first unit which have "fire, lightning, cold, air" abilities. If i then click on "lightning" the same as "fire", just with lightning spells. Here comes the hard part, the replaced units have own set of hero skills. which i could learn from there. (like i could put 3 points in fireball). Then when i go back to the first unit where i choice spells school from... It need to remember that i click 3 times on fireball when i go back to the fireball school. Also I want to keep life, mana, stats, and expirience the same. Could anyone please help me with this trigger. I really can't figure it out. Thanks Brugsy |
| 12-09-2003, 12:24 AM | #2 |
Pretty easy, just save the Heros EXP to a variable along with his level. Then just Replace the unit with the new one with Same mana and life.(actual trigger) and then set the new units EXP to Old units with the Variable. Along with the level. AAnd give him the corrosponding moves. if you need further help just ASK! ill be here. |
| 12-09-2003, 12:31 AM | #3 |
Could you please provide me a demo or an example, I cant get it to save abilities when i replace the unit |
| 12-09-2003, 12:54 AM | #4 |
hmm that wouldnt work too well linkmaster, because then if you got one level you get one skillpoint for each element, unless you want it that way? I dont belive this has been done without storing every single possible vartion of skills, and thats just a mess, howwever I have thought up a way to allow you to put skill points into each element, but they upgrade all of that elemnts spells, that method takes a bit of work too but here goes. make a spellbook hero skill based on each element. now for each level in the skill, replace all your spell, with a new improved version for level 2(note these are NOT hero spells, just multiple unit spells) This way you can upgrade each elemnt, and you dont have to change triggers. HOWWEVER!, this does not work very well if you have more than one element at a time! You would have to make each book level be a unit ability, then make dummy spells to active them, giving them to the caster based on the level of the dummy spell. so basicly the answer to your question is its a pain in the *** and you might be better off letting your heros buy spellbooks with elements and so forth and have basic abilitys, but its up to you if you want to try the above method, if you are devoted enough to your project it might turn out awsome, but its sure to take quite a long time. |
| 12-09-2003, 12:57 AM | #5 |
i didnt really get it. i tried my best. Goodjob Hunter. I see you have strayed away from those annoying one liners. I used to do those...until...well...i stopped. But anyway. Good Job catching that one. |
| 12-09-2003, 01:45 AM | #6 |
Thanks for the help. HunterZero |
| 12-09-2003, 01:47 AM | #7 |
... Two ways you could do this, both of them relativly painless. One: Have 1 hero for each of the different skills but hide/pause them so they can't be used. When you need to open up the lightning spellbook just pause the first hero and unpause/move the 2nd. Keep track of the number of skill points they have available (starts at 1, level 2 they have 1 more skill point, when they learn a skill their skill points go down etc) in some variable somewhere. When you switch heroes set the available skill points of all of their heroes to the number of unspent skill points. Two: Keep track of the number of unspent skill points as in the previous method, however also keep track of the skills the hero learns. When you switch to (for example) the lightning spell book, replace the first hero with the 2nd which has lightning spells, set the exp of the 2nd with lightning spells, then force that hero to learn each skill the proper number of times (you were keeping track of the number of points in each skill...) And finally set their available skill points to the number of available skill points for that player. |
