Soo, I used this huge switch effect for the weapon of a unit. Basically every level of an ability should cause the weapon to use another effect.
To use the switch effect, I need a validator, which checks for the spell level. So I made Player Requirement validators, which use requirements to check for the ability level of the unit.
For ability x, the requirements are set up like this:
The validators check the correct requirements, the switch uses the correct validators, but the effects are not correct. When I have not learned the skill, the correct effect starts. When I learned lvl 1, the lvl 1 effect starts. But any higher level will start the lvl 1 effect again.
I checked every connection and setup like 12 times, I did cut specific cases from the switch; I enabled the fallback to see, if multiple requirements match, the result stays the same: As soon as I learn the ability, regardless of its current real level, only the requirement for lvl 1 is true, the rest is false.
Well the unit won't ever lose the level 1 ability even when you learn level 2, so the validator will just break.
I got around this using upgrades. The requirement would just check the level of the upgrade and apply the appropriate command using the "Restricted" tab on whatever ability you're using.
Actually overall I found making a skill system using upgrades to be much, much easier and flexible to work with than the rushed hero ability system they implemented.
Well the unit won't ever lose the level 1 ability even when you learn level 2, so the validator will just break.
So a unit with a lvl 5 ability has the ability 5 times, from lvl 1 to 5? Why is the lvl 1 requirement the only one, which returns true then? And why does it work in other cases? (like my lvlup-restriction requirements, which are all something like AbilityLevel*2+1<=HeroLevel and work perfectly)
I got around this using upgrades. The requirement would just check the level of the upgrade and apply the appropriate command using the "Restricted" tab on whatever ability you're using.
Actually overall I found making a skill system using upgrades to be much, much easier and flexible to work with than the rushed hero ability system they implemented.
Hopefully they realize this themselves when making their dota. Maybe we could hope for some improvements :)
Add in that you need to remake the whole ability per level when dealing with the hero ability system, compared to upgrades where you can simply directly modify the effects to adjust their output. I, personally, don't see any reason to bother with the hero ability system in it's current state.
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Hey
Soo, I used this huge switch effect for the weapon of a unit. Basically every level of an ability should cause the weapon to use another effect.
To use the switch effect, I need a validator, which checks for the spell level. So I made Player Requirement validators, which use requirements to check for the ability level of the unit.
For ability x, the requirements are set up like this:
0 == CountAbil(x,CompleteOnlyAtUnit)[TechTreeCheat]
The validators check the correct requirements, the switch uses the correct validators, but the effects are not correct. When I have not learned the skill, the correct effect starts. When I learned lvl 1, the lvl 1 effect starts. But any higher level will start the lvl 1 effect again.
I checked every connection and setup like 12 times, I did cut specific cases from the switch; I enabled the fallback to see, if multiple requirements match, the result stays the same: As soon as I learn the ability, regardless of its current real level, only the requirement for lvl 1 is true, the rest is false.
Known bug? Solutions?
Well the unit won't ever lose the level 1 ability even when you learn level 2, so the validator will just break.
I got around this using upgrades. The requirement would just check the level of the upgrade and apply the appropriate command using the "Restricted" tab on whatever ability you're using.
Actually overall I found making a skill system using upgrades to be much, much easier and flexible to work with than the rushed hero ability system they implemented.
So a unit with a lvl 5 ability has the ability 5 times, from lvl 1 to 5? Why is the lvl 1 requirement the only one, which returns true then? And why does it work in other cases? (like my lvlup-restriction requirements, which are all something like AbilityLevel*2+1<=HeroLevel and work perfectly)
Hopefully they realize this themselves when making their dota. Maybe we could hope for some improvements :)
Add in that you need to remake the whole ability per level when dealing with the hero ability system, compared to upgrades where you can simply directly modify the effects to adjust their output. I, personally, don't see any reason to bother with the hero ability system in it's current state.