| 09-24-2004, 12:48 AM | #1 |
ok im trying to make this map sort of like hero seige but in the begining u pick a hero who only has an ult. then it creates the hero somewhere the person who picked the hareo cant see and give control of that unit to a computer. then the player buys abilities at the store, and when the ability is bought, the hero that was given to the computer player gets the ability as well. but because they are hero abilities and the ability was given to the hero by a trigger, the little red cross thing doesnt appear so it cant learn higher levels of those abilities. BUT if i give the hero that was created a tome of retraining to use, would it show the little cross thus enabling learning higher level spells????? |
| 09-25-2004, 02:31 PM | #2 | |
Quote:
Firstly, what you're asking is something that you yourself could very easily test out and find the answer too. Secondly, this isn't possible. You'd have to find some alternate means for a hero to learn his ability and then use a trigger to raise the level of it. |
| 09-25-2004, 03:02 PM | #3 |
erm, ur idea wont work. BUT with the awsomly great new patch.....we can make it work!! So, this system would work so as when a hero buys that item, it checks the level of the ability and then adds +1 to ability, Im sure there is a smaller trigger that I could have made but this works, yaya ^_^ . Now, this is how u would do it: Code:
Hero Learn Spell Template
Events
Unit - A unit Acquires an item
Conditions
(Custom value of (Hero manipulating item)) Less than 7
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Banish
(Level of Banish - [Good] for (Hero manipulating item)) Equal to 0
Then - Actions
Unit - Add Banish - [Good] to (Hero manipulating item)
Unit - Set the custom value of (Hero manipulating item) to ((Custom value of (Hero manipulating item)) + 1)
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Banish
(Level of Banish - [Good] for (Hero manipulating item)) Equal to 1
Then - Actions
Unit - Set Level of Banish - [Good] for (Hero manipulating item) to 2
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Banish
(Level of Banish - [Good] for (Hero manipulating item)) Equal to 2
Then - Actions
Unit - Set Level of Banish - [Good] for (Hero manipulating item) to 3
Skip remaining actions
Else - Actions
Do nothingOR You could start ur hero out with 3 custom abilitys called "add level to skill slot 1-3" "add level to skill slot 3-6" "add level to ult skill" Now to do this would require that system vexorian made. But it would totally kick ass... Then you would need a few triggers, about 10 at the most depending on how u wanted to do it, Im sure I could make it in like 3-4 tho maybe even two ^_^ . the triggers would look somwhere along the lines of this... Code:
Event - unit uses skill point
Condition - Skill point is = to blah blah
//now this is where it gets tricky...Im not sure if it would work like this but this is my rough draft of the trigger =P
Action - unit - remove last added ability of event response triggering unit //this would hopefully remove that "dummy" ability
add ability - AbilitySlot[blah] to triggering unit
// AbilitySlot[blah] is an array, with a size of 7 that u will need to set when the hero first acquires the skill
add ability level - of last added ability = to +1I think if u just add the trigger setting the ability array, it would work , maybe not tho cuz I have tried it ^_^ you know what...I think Im gonna go make it right now...BYE! No promisies on making this thing, Im very busy, plus, it might not work =P . |
| 09-25-2004, 04:18 PM | #4 | ||
Quote:
This is what I was talking about as an 'alternate means' of doing it. And this would only work if he's not using the custom value of the heroes already. Also, with how you have it setup, once they learn their 7th ability they won't be able to increase the level of any of their abilities. The general logic is thus: If the hero does not have the ability and has room for it, then give it to the hero. If the hero has the ability and it's current level is less than it's max level, then add one to the level of the ablity. You don't need all those IF statements. Just make sure the level is less than the max and then do Set (Banish) for (Hero) to (Level of Banish for Hero) + 1 Quote:
This is closer to what he wants, but I think it would ultimately be a bad way of doing it. You'd be leveling an ability to level another ability. The best way for this to function is to base it off of Engineering upgrade--but then you'd need 7 and that would likely cause conflicts. Also then each close could only chose 1 of 3 abilities to be given to it so it's not very flexible. |
| 09-25-2004, 04:21 PM | #5 |
I know I dont need all the if thens, I told u I could make it shorter, just didnt feel like it, as for the custom value thing, ur right, but thats easily worked around. |
