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Set Research Requirements for Hero Skills?

12-09-2002, 04:29 AM#1
Guest
I've been tinkering with this today, but not gotten the exact effect I'm looking for. What I would like to do is alter the dependancies of a Hero Skill to require that another skill be learned first. Even better would be to require a certain level in the first skill. The final feature would be to require multiple skills to be learned first up to a certain level.

Examples using the Paladin:

1) Make Divine Shield require at least 1 point in Holy Light
2) Make Divine Shield require at least 1 point in each of Holy Light and Devotion Aura
3) Make Divine Shield require 2 points in Holy Light
4) Make Divine Shield require 2 points in each of Holy Light and Devotion Aura.

Can it be done? Anyone tried this already?
12-09-2002, 05:32 AM#2
BlacKDicK
You can set those editing the race spells TXTs. Take a look on the Kodo Beast aura and Aura Upgrade.

I tried those some days ago and i think and skills being requirements for skills didn't work. I think maybe upgrades as requirements for skills will work, coz Kodo's aura is somehow like that.

I guess requirements can only be "global" stuff, things/units/upgrades that the player has, not that the Hero has.
12-09-2002, 06:17 AM#3
Guest
Although it won't give you as much control as you want, one way of preventing the Paladin from getting Divine Shield before a few levels of other skills is to set the minimum level required to learn the skill in AbilityData.slk. If you set it to 2 rather than 1, then the Paladin would be forced to choose one of his other skills before he could get Divine Shield.
12-10-2002, 03:30 AM#4
Guest
Thanks guys, I sorta solved the problem using your notes here.

1) For the skill I wanted to require (say Holy Light), I decided to pair an Upgrade which I wasn't using in the game (Iron Forged Weapons). I did this by creating a trigger as follows:
Event
Unit learns a skill
Condition
Hero skill learned was Holy Light
Action
Set research level of Iron Forged Weapons = (Current level of Iron Forged Weapons + 1)

Now the value of Iron Forged Weapons will always match the level of Holy Light

2) Edited HumanAbilityFunc.txt, added two lines to the skill I wanted to restrict (say Divine Shield):
Requires=Rhme
Requiresamount=3

3) Verified that the skill I wanted to restrict had CheckDep enabled in AbilityData.slk.

RESULTS:

On the hero skill selection page, I could still see and add points to the restricted skill. But no matter how many points I put in it the skill would remain greyed out from use until I put 3 points into Holy Light. I repeated the above for Devotion Aura as well (used Devotion Aura, married it to Black Gunpower using a second trigger, and added its upgrade code to the Requires line above) and was able to require both skills be Level 3 before the restricted skill would activate.

Things to do:
1) Set the required level of the restricted skill to at least one level above the minimum required to activate the key skill (in this case, minimum level of 6).
2) Add some ToolTips indicating the skill requires Levels of X in other skills before it will operate.
3) Play around with the ToolTips on the Upgrades so I can get info about the required upgrade to appear at least on the disabled skill, maybe in the skill selection screen.


Possible other use:
A way to break the max of Level 3 skills. You could create two copies of the same skill, making one much more powerful. Then require the weaker skill to max out before the stronger one would activate. Would require the use of 2 of the 5 skill positions to do this, but some people don't use all five anyway.
12-11-2002, 06:54 AM#5
MicrosoftXP
only you cant give two spells that use the same logic to the same unit ><