In my project that i am about to undertake i am planing to make 30-50 heroes each with 4 abilities that they can level up 6 times, and each ability level is going to have between 3-10 effects, doing the math i am going to be creating A LOT of effects, well i don't like to waist time sifting through a million duplicates of identical effects i was wondering if it is possible to create a validator that checks the level of an ability on a unit and how i would go about creating this validator, if i could utilize this validator then i could for example take a Single target ability that deals (100*ability level) and applies a slow behavior from 6 set effects each with a different damage effect and the same apply behavior down to a Single Set effect with all 6 Damage effects on it, and just put this validator on each of the damage effects so only the level 5 (500 damage) damage effect fires when the ability level is = to 5.
Hope that makes sense any help appreciated...
Thanks
Not really no... your going to make your abilities overly complicated, and probably messier than if you just duplicated the ability. It will not take you long to duplicate the ability 5 times for the 6 levels and adjust a few values, which will be easier and less time creating hundreds of validators....
If you don't want to recreate the abilities 6 times for each of the 4 abilities for the 30 odd heroes (which is a daunting task) you might want to take a look at catalogues which adjust the data fields whilst the game is running, so you make the ability once. and when it gets leveled you use trigger catalogues to change the values you need in that ability and nothing needs to change.
Unfortunately heroes are a bit of a... pain in the rear, and I do not suggest taking up a project in which you want to create 50 of them straight up. aim for 4, and then release more as you get them done, in which ever path you take, work on the smaller picture first :)
would you like a copy of my map its got some basic lvlable spells and a few heros to give you a hard copy of an example of leveling?
its not totally finished but ultratank has 2 passives that lvl up to 3 each. sniper has a passive that lvls up to 3. guardian sentry has a kinda whirlpool(force suction) ability that lvls up twice.
frost mage has nothing as yet.
each hero lvls to 4 if you want you can take a look at learn from it
take for example the force suction ability has 2 effects on it. one effect is for lvl 1, other effect is for lvl 2.
not sure as of yet how to remove the icon from the ability command card once the ability no longer has any further learning possible in it
dont think i used validators.
For my own project, I use a combination of triggers and data effects to reduce the amount of needed data objects, while still trying to maintaining flexibility and performance. Have a look at the testmap.
It makes use of CatalogSetValue triggers (downside: does not work for multiple instances of the same ability for the same player).
You can also use upgrades for the exact same effect (but a little less flexibility and more data objects - upgrades ;) )
But face it: Even if you reduce data work to a minimum, the sheer amounts of spells and heroes will consume a lot of time and you will still need a ton of data objects to realize all this.
In my project that i am about to undertake i am planing to make 30-50 heroes each with 4 abilities that they can level up 6 times, and each ability level is going to have between 3-10 effects, doing the math i am going to be creating A LOT of effects, well i don't like to waist time sifting through a million duplicates of identical effects i was wondering if it is possible to create a validator that checks the level of an ability on a unit and how i would go about creating this validator, if i could utilize this validator then i could for example take a Single target ability that deals (100*ability level) and applies a slow behavior from 6 set effects each with a different damage effect and the same apply behavior down to a Single Set effect with all 6 Damage effects on it, and just put this validator on each of the damage effects so only the level 5 (500 damage) damage effect fires when the ability level is = to 5. Hope that makes sense any help appreciated... Thanks
Not really no... your going to make your abilities overly complicated, and probably messier than if you just duplicated the ability. It will not take you long to duplicate the ability 5 times for the 6 levels and adjust a few values, which will be easier and less time creating hundreds of validators....
If you don't want to recreate the abilities 6 times for each of the 4 abilities for the 30 odd heroes (which is a daunting task) you might want to take a look at catalogues which adjust the data fields whilst the game is running, so you make the ability once. and when it gets leveled you use trigger catalogues to change the values you need in that ability and nothing needs to change.
Unfortunately heroes are a bit of a... pain in the rear, and I do not suggest taking up a project in which you want to create 50 of them straight up. aim for 4, and then release more as you get them done, in which ever path you take, work on the smaller picture first :)
best of luck
would you like a copy of my map its got some basic lvlable spells and a few heros to give you a hard copy of an example of leveling?
its not totally finished but ultratank has 2 passives that lvl up to 3 each. sniper has a passive that lvls up to 3. guardian sentry has a kinda whirlpool(force suction) ability that lvls up twice.
frost mage has nothing as yet.
each hero lvls to 4 if you want you can take a look at learn from it
take for example the force suction ability has 2 effects on it. one effect is for lvl 1, other effect is for lvl 2.
not sure as of yet how to remove the icon from the ability command card once the ability no longer has any further learning possible in it
dont think i used validators.
For my own project, I use a combination of triggers and data effects to reduce the amount of needed data objects, while still trying to maintaining flexibility and performance. Have a look at the testmap.
It makes use of CatalogSetValue triggers (downside: does not work for multiple instances of the same ability for the same player).
You can also use upgrades for the exact same effect (but a little less flexibility and more data objects - upgrades ;) )
But face it: Even if you reduce data work to a minimum, the sheer amounts of spells and heroes will consume a lot of time and you will still need a ton of data objects to realize all this.
I use upgrades and increment them each time the hero levels. That way you only need 1 copy of each spell.