I was making separate upgrades for the things I wanted the Hero to be able to increase per level. Things like attack up, armor up, life up etc.
I had to make a upgrade, requirement, ability (research), and button for each level of each said upgrade. Well the problem I've now ran into is I made 25 levels of attack up and armor up and I just ran into a issue when implementing them into the command card of the hero. It says "Maximum amount of command buttons reached 32."
How do I get around this or do I need to do this a different way?
Why don't you make the upgrade a buff instead. When the player uses the ability (or learns the ability) that upgrades, use a trigger to add an additional stack of the buff onto the hero. This way, you only need to make 1 effect.
I don't like the buff idea. I messed around with it and it isn't what I'm wanting. I did, however, come up with another solution.
You can make a trigger like this, and it does the same thing and saves LOADS of time trying to mess around in the stupid data editor.
Untitled Trigger 001
Events
Unit - Any Unit uses Activate at Generic3 - Execute stage (Ignore shared abilities)
Local Variables
Conditions
Actions
Variable - Set Attack Upgrade[(Triggering player)] = (Attack Upgrade[(Triggering player)] + 1)
General - If (Conditions) then do (Actions) else do (Actions)
If
Attack Upgrade[(Triggering player)] == 1
Then
Tech Tree - Add 1 to Attack Up 01 upgrade for player (Triggering player)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Attack Upgrade[(Triggering player)] == 2
Then
Tech Tree - Add 1 to Attack Up 02 upgrade for player (Triggering player)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Attack Upgrade[(Triggering player)] == 3
Then
Tech Tree - Add 1 to Attack Up 03 upgrade for player (Triggering player)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Attack Upgrade[(Triggering player)] == 4
Then
Tech Tree - Add 1 to Attack Up 04 upgrade for player (Triggering player)
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Attack Upgrade[(Triggering player)] == 5
Then
Tech Tree - Add 1 to Attack Up 05 upgrade for player (Triggering player)
Else
Repeat for as many levels as you want. Also, when you reach your cap, just do the trigger to "Tech Tree - Disallow the Attack Up ability for player (Triggering player)" and it removes the ability from the Hero.
Ya the way I am making my map there is only 6 hero's and each one is different. Even if they we're the same, it wouldn't matter because upgrades are player specific. So even if there was two players with the same hero, the upgrades would be separate for each player.
I was making separate upgrades for the things I wanted the Hero to be able to increase per level. Things like attack up, armor up, life up etc.
I had to make a upgrade, requirement, ability (research), and button for each level of each said upgrade. Well the problem I've now ran into is I made 25 levels of attack up and armor up and I just ran into a issue when implementing them into the command card of the hero. It says "Maximum amount of command buttons reached 32."
How do I get around this or do I need to do this a different way?
@Zero0018: Go
Why don't you make the upgrade a buff instead. When the player uses the ability (or learns the ability) that upgrades, use a trigger to add an additional stack of the buff onto the hero. This way, you only need to make 1 effect.
I don't like the buff idea. I messed around with it and it isn't what I'm wanting. I did, however, come up with another solution.
You can make a trigger like this, and it does the same thing and saves LOADS of time trying to mess around in the stupid data editor.
Repeat for as many levels as you want. Also, when you reach your cap, just do the trigger to "Tech Tree - Disallow the Attack Up ability for player (Triggering player)" and it removes the ability from the Hero.
@Zero0018: Go
The problem with that is actual upgrades work for every unit of the type. I suppose that's fine if each player can only have 1 of the same hero.
@Vexal: Go
Ya the way I am making my map there is only 6 hero's and each one is different. Even if they we're the same, it wouldn't matter because upgrades are player specific. So even if there was two players with the same hero, the upgrades would be separate for each player.
You know each level of each upgrade does not need to have a seperate button.
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