| 07-26-2004, 04:19 AM | #1 |
I just don't know if this trigger would work but it'd work like this. I'm Modeling skill tree system off of diablo 2: Create a square filled with beacons in spots like how it is in d2 ![]() Most likley strategicly placing circle of powers, then create 2 buildings at each circle of power. One lets you purchase an upgrade (ie. Fire ball level 1). The other building lets you purchase an item (ie. Fire Ball Hotkey). Now when you level up you get 1 lumber to purchase a the upgrade, (O and at very start of game you have 0 food) and when you buy the Fire Ball Hotkey at the other building it uses up 1 food and places fire ball spell in ur hero, depending on its lvl it will place the skill of what lvl is upgraded. And another trigger is placed so that one someone says -r1 it will remove the skill that is in the 1st skill spot. I'd like to make 5 maps for each act cause I know I can make every terrain for every spot on diablo 2 in WE. I just don't think I can make this skill tree system plus with a load and save system in the map. ANYONE intrested in helping make this D2 skill tree system in welcome to PM me. (PS I'd probably be able to make every single spell in d2 also. |
| 07-26-2004, 11:23 AM | #2 |
can you please show a screen shot of the spell alocation system, even if it is a bare one - just for ppl who cant envision what you just said. |
| 07-26-2004, 07:14 PM | #3 |
Heres a quick wip of what basicly it looks like |
| 07-27-2004, 04:13 AM | #4 |
could you make a floating text for the level of the ability? and store the level as an interger |
| 07-27-2004, 04:14 AM | #5 |
But theres my problem, I can do basic triggers but when it comes to intergers and arrays and some variables, I get lost quickly. Plus I want a load and save with 8 people max, and each person has 3 different black skill trees and when they select or load a hero, it places the beacons and buildings accoring to there class. |
| 07-27-2004, 07:17 AM | #6 |
Ok, so just have three skill tree areas per player with a number of regions based on the skills the class of the character has, then spawn the circles of power in those regions based on the hero selected. Bet you don't get that, I'll explain better later if you don't. |
| 07-27-2004, 07:38 AM | #7 |
No I do get it, but I just can't create it, and if i was to apply load and save, it will make it even more complex... me thinks... |
