| 10-24-2005, 12:23 AM | #1 | |
You may skip the introduction by going directly to the problem : just go to section five. My main idea is to have a hero with different ability sections - like the Diablo II skills system, but a little different. For example, a Necromancer could have the sections Death Magic, Blood Magic and Poison Magic. I would use the item ability "Spell Book" for them, and when you would add a skill point in one of them, it would add a spell for the category and empower the abilities currently in it. Let's say my custom hero is a Necromancer, and I create three new abilities for him - the ones listed above using "Spell Book". I then replace his current abilities with the three new. In, let's say, Poison Magic, I would do something like putting the Stats - Levels to 12, and add a new spell for each level. So, when the hero adds a point in Poison Magic, it adds a spell in the Poison Magic "Spell Book". Still with me? Good. It's all working fine for now. PROBLEM STARTS HERE : However, I also want to empower the abilities in the "Spell Book" too. So when I would add, let's say a random number, my seventh point in Poison Magic, which would add the seventh ability, the first ability would be at level 6, the second at level 5, and so on. Here's the trigger I tried: Quote:
This is what does not work. I think the event is the problem - it just checks when the hero learns a skill, but once it is learned, it does not work for when a point is added in it. If anyone has a solution, thanks a lot !Whew, big post ... |
| 10-24-2005, 12:43 AM | #2 |
As far as I know, the event fires whenever you put a point in a skill. A simple debug message in the trigger will confirm that. Your problem must lie elsewhere. I wouldn't know where. One thing I do know would work would be if you made the different levels of the abilities in the spellbook seperate abilities, but given your example that would require way too much object editing. |
| 10-24-2005, 01:12 AM | #3 |
I made a map with spellbooks and tons of spells using Unit - Set level of Poison Field to Level of Poison Magic - x and it worked fine. So I'd try using set level instead of increase level, although I dunno if thats the problem. |
| 10-24-2005, 02:46 PM | #4 |
You should find this link interesting: http://vexorian.wc3campaigns.com/spells/spellbook.w3x Anyways you seem to want to make a diablo 2 skill tree? I actually think that not using skill points at all but simulating them would be the best choice for this. I was going to make something like this but it seems I didn't find myself with enough time/interest to do so, and I am currently highly busy too |
| 10-24-2005, 09:10 PM | #5 | ||
Thanks for the link Lord Vexorian, but this is not really what I want, although it is an interesting system. I want the hero to be able to put points in only his ability categories, and then the abilities in the specific category become better. I made a bit of testing, but it still doesn't work. The problem is in the action. Here's my trigger: Quote:
However, it works when I put this: Quote:
But using this way I would need to do it for each of the 100 levels of each of the abilities... I think that maybe why the Unit - Increase Level Of Ability For Unit action doesn't work is because it needs a hero ability... I'm not sure about it, though. And I cannot make the abilities hero abilities because Spell Book abilities (the categories) only accept normal spells in them. Anyone has suggestions to my problem? |
| 10-24-2005, 09:45 PM | #6 |
Try this? Unit - Set level of Poison Field for (Learning Hero) to (level of Poison Magic for (Learning Hero)) And, for better abilities which you get later: Unit - Set level of UberPoisonSpell for (Learning Hero) to ( (level of Poison Magic for (Learning Hero)) - 5 ) |
| 10-24-2005, 10:56 PM | #7 |
THANKS! IT WORKS! I should have thought about it ... Thanks a lot for helping me, all of you. I'm gonna credit you in my future map (hope it will be popular ). |
