| 12-30-2002, 11:26 PM | #1 |
I know only 4 of them can be used during a level up, but I'm using 5 for level ups, including the massive level 6 one (which is available from level 2 and up) and 1 nuetral/unit skill (like bloodlust and heal) With these 6, plus the original commands, it fills up the box completely. Do you think it's too much? |
| 12-31-2002, 12:46 AM | #2 |
It depends on youro game.... but 6 should be ok IF You edit the spells button positions so that they dont overlap. |
| 12-31-2002, 01:07 AM | #3 |
.... I'm not new to this |
| 12-31-2002, 01:25 AM | #4 |
only 5 hero spells allowed. |
| 12-31-2002, 01:26 AM | #5 |
Re-read the topic, thats all there is |
| 12-31-2002, 04:42 AM | #6 |
I do a similar thing on my current map. In fact, in order to squeeze more skills in, I put a trigger when they hit level 10 to replace the hero with another identical hero with one more skill in the slot where the skill up ( the + sign ) button was, so that each hero has 7. In some cases I modified spells that were previously hero spells to an ability so that the hero gets it automatically as an ability so they don't have to level it up. The only problem with this is it's slightly trickier to balance, but it definitely adds a nice factor for players playing the map, they seem to get impressed rather easily at that (on my map, that was the easy part, doing the 50 or so custom spells and cross referencing all of the data was the hard part, not to mention all the triggers). |
| 11-03-2003, 03:40 PM | #7 |
Byelobog... Thats what i'm trying to do... How do you record what level the abilities are currently so you can restore them to the new hero? |
| 11-03-2003, 03:44 PM | #8 |
Only if 2 are passive |
| 11-03-2003, 03:49 PM | #9 |
Well to answer his original question: Its not too much if you have it set up like diablo has it set up. In diablo you cant max out 20 pt. on every skill of your hero. Thats kind of how i did it in my map. Max level 20, 5 hero skills, and like 7 levels per skill. Plus at level 10 or something youll have the option of choosing a regular skill (like bloodlust but it will be good) OR keeping your 1 skill pt. for your base hero skills. So after passing 2nd grade math we can do some calculations: 5x7+1=36 (maybe 37 if i get rid of that stupid patrol button) 36-20=16. That leaves us with 16 skill points you CANT use. I think this makes it more fair, and gives the heros more variety if they all dont have the same skills all maxed out. |
| 11-03-2003, 04:33 PM | #10 | |
Quote:
Ur right, in one way. U can only add 5 hero skills to the hero so he can pick. BUT Here is a diagram: xxxx xoo* oooo x= Used spot for something o= Free spot *= Skill pick button (will disapear when no more skills are available) * could be used for the final ultimate skill or something :) So, 6 skills can be done easily, even with them having to activate. Last skill could be added with a simple trigger: Event: A unit gains a level Cond: Leveling unit = HeroWhoUseThisSkill Action: Add ability ULTIMATEULTI to HeroWhoUseThisSkill And then u have it :) Each level could even replace that skill with a new one, or a better one... |
| 11-03-2003, 04:34 PM | #11 |
I don't think it's too much. It could get a little cluttered, but once the player had the hang of which buttons were where, I think it would be fine. Besides, that's what keyboard shortcuts are for, right? And it would certainly make for a more powerful and interesting hero. Sure, it would fill up the command card, but I don't think that's necessarily bad... I mean the spaces ARE there to be used. |
| 11-03-2003, 05:56 PM | #12 |
hey all, Just wanted to comment, I personally have nothing against 7 skills, actually...we at Crimson Creations have "8" levelable skills in the KDH multiplayer mod :). So 8 * 5 = 40, we are considering to have 50 skill points total and have each spell have different ammount of levels and stuff. And please don't start preaching to me that it isn't possible, becouse it is, and it's all thought out...and no, we aren't replacing hold-position with thunderclap or whatever. :) Cubasis |
| 11-03-2003, 06:09 PM | #13 |
yea, its possible to have 1000 skills if you wanted to, they would just have to all be passive skills that dont appear in the command window. Im pretty sure active use skills like entangle or stormbolt dont work if they arent on the screen, even if you hit the hotkey, but im pretty sure passive skills stay in effect |
| 11-03-2003, 06:12 PM | #14 |
heh no no no, sorry, those are 8 usable skills that each take a slot in the UI when gotten. Cubasis |
| 11-03-2003, 07:17 PM | #15 |
Er... correct me if I'm wrong, but I thought he was asking if we thought filling up the command card made for too cluttered an interface, not whether it was possible. It sounds like FyreDaug's already done it, he just wants opinions on whether we think there are too many commands and it will confuse players. |
