I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.
To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.
When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.
So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.
Any help or clues to help me unravel it would be awesome.
No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.
You should be able to modify arcades system to have only the selections you want and then change the abilty learnt to morph your hero into the unit you want. Although I may be very wrong, but hopefully this helps a bit.
Thanx, it'll sure help but I dont think it'll be near enough. I really appreciate the response though.
Just to clarify...
I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.
I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.
I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.
I'm working on a map atm where each of the three races starts with a hero. That hero levels up to 20. however, at level 5 the player must make a choice as to the path of the hero. For example, the basic hero begins as a Marine. At level five the player decides whether the hero becomes a Firebat or a Marauder. I want to use a custom UI window button for the choice, one similar to skill trees I see in many RPG style maps(I cannot find any tutorials on how to make those kinds of windows); however only 2 buttons. They click Firebat or Marauder and bam, the hero is transformed into that hero version of the unit.
To add to the difficulty upon reaching level 2 and every level there after they get a skill point similar to Warcraft 3 and at level 2 they unlock 2 abilities unique to the form with which to put points into. So the new form at level 5 needs to not only replace the old, but it must carry over its attributes, learned abilities at the rank learned as well as any unspent skill points. I have no clue how to do the carry over of the ability ranks and stats but I think with some time I could work out the transformation.
When the player chooses a path, say Marauder, they unlock 2 new abilities unique to the form that require skill points to learn and improve. At level 10 the player is forced to make another choice; because they chose Marauder they must now choose between Ghost, Reaper or Medic forms. (I want to make a UI window for this selection as well) once you choose one of these three (final selection) you unlock 2 new abilities unique to the form with which to put points into but they still keep the old abilities. And at 15 they unlock their final ability. Every learned ability except for the last at 15 has 3 ranks.
So the jimmie of it is I need to know how to create UI menu buttons that upon click transform the hero into a new unit (or replace it with a new unit) but carries over the attribute stats, learned and unlearned abilities at their learned rank as well as any unspent skill points.
Any help or clues to help me unravel it would be awesome.
No abilities mess with the attributes and because I know how the stats scale per from I can just create a new Stat behavior for each from if the hero is being replaced instead of transformed.
@wardonis: Go
In my browsing I saw some tutorials that might be able to help you with this.
Basic Tutorial map by deathwing
http://www.sc2mapster.com/maps/tutorialtalents/
[Library] Talent System by arcade renegade
http://forums.sc2mapster.com/resources/trigger-libraries/14076-library-talent-system/
You should be able to modify arcades system to have only the selections you want and then change the abilty learnt to morph your hero into the unit you want. Although I may be very wrong, but hopefully this helps a bit.
@fosere: Go
Thanx, it'll sure help but I dont think it'll be near enough. I really appreciate the response though.
Just to clarify...
I dont actully want to use a skill tree. I want a small 2 button window to pop up next to the hero's selection icon to the right above the comand card. After the player makes a selection the window will vanish. at 10 the same thing happens but with 3 icons to choose from.
I was origonally planning to have a "Hero structure" dedicated to this instead. It would also house the rez button.
I instead decided to use the pop up menu to decide the transformation and to put the rez button on the home structures; ie nexus and the various hives and comand centers. My idea was that if the hero died they could rez at any one of current home structure which would make it eaier to move the hero back into the place for them.
Would my origonal idea be better?