| 12-31-2003, 10:08 PM | #1 |
Im pretty sure it isnt, but you never know. Anyway my question is can you learn hero abilities for the player, eg automatically select their skill points for them? |
| 12-31-2003, 11:24 PM | #2 |
what do ya mean? like if a player isn´t playing the computer will learn some skills when the hero levelups? if its so u mean it´s possible to do with triggers, but if u mean something else then explain to me and i will se what i can do. |
| 12-31-2003, 11:43 PM | #3 | |
Quote:
I assume you mean something like auto-leveling like you can do in lots of other RPG's, mostly those by BioWare. If that's what you mean, just set up a trigger like this: Event - A hero gains a level. Condition - Leveling Hero equal to (your hero) Condition - Hero Level = # Event - Modify unspent skill points (or something like that) Event - Learn Skill X You'd need one of these triggers for each level, unless you set the hero levels up into an integer array. You could also put a For loop in here to add 1 to the value of your array each time the trigger is run and that would negate having the need for more than 1 of these triggers, but I don't recall how to do that off the top of my head. It would look something like this: Event - A hero gains a level. Condition - Leveling Hero equal to (your hero) Event- For Each integer from (1-HeroLevels) do (add +1) to the value of HeroLevels Event - Learn skill (HeroLevels) The HeroLevels array would look like this: HeroLevels[1] - Holy Light HeroLevels[2] - Divine Shield HeroLevels[3] - Devotion Aura HeroLevels[4] - Resurrection etc, etc . . . -Bejoty |
| 01-01-2004, 07:40 AM | #4 |
Sorry If I wasnt clear, Ive solved it now anyway. |
| 01-01-2004, 01:21 PM | #5 |
ok:D what map are u gonna use this thing for? |
| 01-01-2004, 09:59 PM | #6 |
I'll do a (fairly) short write up of the map, because if I answer "a footman war" then you'll probably get the wrong idea. This is like the most advanced fmw ever. Anyway the games run by a dialoug engine, allowing the players to select the game variables, which are: Spawn Type-Tier1melee+ranged, peons, siege, tier3melee, random and heroes. The Hero spawn option works by each spawned unit being a hero, and when the base unit eg footman, reaches lvl 10, it evolves (like in some Aos) into a veteran unit, eg commander, and then after that into an elite unit. I havent actually tested this spawn mode multiplayer yet, but itll be interesting to see how it works out, hopefully itll add more of micro element. Victory Condition-Traditional fmw styles, kill limit victory, capture the flag, king of the hill, and regicide. Player Race-Each player determines their race by dialoug (none of this wisp build primitive stuff), the race determines the hero selection available, as well as the look of their units spawned and some other things, like available items. Each type of unit spawned is equal stats wise, so its not unbalanced. Ive also rebalanced hero skills for this type of gameplay. Also because most of my victory conditions have it so that a single team wins, I've added a game restart type option, where basically the game starts again, without having to rehost. This particularly benefits this map because of the many game variables, meaning that often no two games are the same. |
