I'm trying to recreate the WC3 ability system. I ran into an issue with most tutorials when I found if you create 5 unique skills and utilize a Learn Ability Type system, you can't disable a previous skill via the system.. Maybe I missed something here, but if someone knows how I can seamlessly increment skill levels with the Learn ability type so that it disables and hides the previous skill (ideally without using Triggers), let me know!
I haven't found this in a tutorial, so figured I'd share this for those who may find it informative.. It's basically a way to simplify the massive amount of effects you have to create when making 5 variants of the same ability.
Create 5 Abilities representing each level.
E.g.
The chain of the effects for this ability are:
Fungal Growth (Launch Missile) -> Fungal Growth (Initial Set) -> Fungal Growth (Search) -> Fungal Growth (Switch) ->
The switch contains a list of effects in which each level of Fungal Growth goes off, since I want the behavior debuff to visibly show the level of the skill, along with the damage dealt varying.
Clicking inside Fungal Growth (Switch) you'll see these Cases+:
The apply behavior of movement is an exact replica of the original Fungal Growth, and as you see the case will fall through on that effect and it will apply the highest level effect possible via the validator. The validator is a player requirement type with find enabled, and value set to a new requirement I created replicating the validator name. The requirements have these expressions in the show and use sections:
CountAbil(FungalGrowth5,CompleteOnly)
5 varies on each level accordingly (the id's are 1-5 respectively).
Be sure to set your learn ability type's Location to Player, as the validator is player-based with this requirement system. This also means that this method is no good if you plan to have multiple units using this ability for the same player (though I bet with some R&D it can be tweaked as such). But it makes life so much easier when duplicating effects.
Ehh I could write up more, but I will worry about it later.
I'm trying to recreate the WC3 ability system. I ran into an issue with most tutorials when I found if you create 5 unique skills and utilize a Learn Ability Type system, you can't disable a previous skill via the system.. Maybe I missed something here, but if someone knows how I can seamlessly increment skill levels with the Learn ability type so that it disables and hides the previous skill (ideally without using Triggers), let me know!
I haven't found this in a tutorial, so figured I'd share this for those who may find it informative.. It's basically a way to simplify the massive amount of effects you have to create when making 5 variants of the same ability.
Create 5 Abilities representing each level.
E.g.
The chain of the effects for this ability are:
Fungal Growth (Launch Missile) -> Fungal Growth (Initial Set) -> Fungal Growth (Search) -> Fungal Growth (Switch) ->
The switch contains a list of effects in which each level of Fungal Growth goes off, since I want the behavior debuff to visibly show the level of the skill, along with the damage dealt varying.
Clicking inside Fungal Growth (Switch) you'll see these Cases+:
The apply behavior of movement is an exact replica of the original Fungal Growth, and as you see the case will fall through on that effect and it will apply the highest level effect possible via the validator. The validator is a player requirement type with find enabled, and value set to a new requirement I created replicating the validator name. The requirements have these expressions in the show and use sections:
CountAbil(FungalGrowth5,CompleteOnly)
5 varies on each level accordingly (the id's are 1-5 respectively).
Be sure to set your learn ability type's Location to Player, as the validator is player-based with this requirement system. This also means that this method is no good if you plan to have multiple units using this ability for the same player (though I bet with some R&D it can be tweaked as such). But it makes life so much easier when duplicating effects.
Ehh I could write up more, but I will worry about it later.
http://forums.sc2mapster.com/development/project-workplace/3347-wc3-hero-unit-library/#p8
I used this, its very helpful. A 100% recreated tauren chieftain made completely in the data editor, mjau!
Very very helpful, thanks.