I was wondering if there was a way to make it so you gain a certain amount of points per level and you can distribute them yourself (like u can in wc3). i have gotten it to add 1 point as a buff but then it wont add anymore.
Buffs (behaviors) can be set to be applied more than once. Have you done that?
The attribute systems from Wc3 were all triggered, so I guess it's not a bad idea to trigger them in SC2, too.
Err... What? No they won't... they were built in to the game. They were used in Orc's rpg campaign founding fathers I believe.
He also means using data editor.
I'm assuming you have used learn ability and linked it with ability (class: behavior). Am I right? Then did auto add buff or whatever in that ability. Well what it is doing is the original function of that ability (class:behavior) which is used for cloak in sc2 in-game. So what yours is doing right now
turning on the buff automatically, then when you level, the previous buff is turned on and doing nothing else.
Err... What? No they won't... they were built in to the game. They were used in Orc's rpg campaign founding fathers I believe.
He also means using data editor.
O_O if you think that sounds like what he wants, you should read his post. O_O
EDIT: Also you can have multiple learn ability on heroes. So yeah. Also what you just shown me on the picture is not triggered. Just the active abilities, the attribute gain system is the default wc3 built one.
I was wondering if there was a way to make it so you gain a certain amount of points per level and you can distribute them yourself (like u can in wc3). i have gotten it to add 1 point as a buff but then it wont add anymore.
Is there an in-built mechanic that lets you distribute a number of stats points yourself without interfering with the hero skill points? Nope, gotta trigger it since you only have one pool for skill points.
Is there an in-built mechanic that lets you distribute a number of stats points yourself without interfering with the hero skill points? Nope, gotta trigger it since you only have one pool for skill points.
He said like you can in wc3. As in like dota, stats up like +2 =_= gosh
In SC2. yes, you just add two Learn behaviors, link one to page 2 and other one to page 3 (any page is fine though).
Don't be too hasty with your answers there buddy\\
I take for granted that people post accurate questions to get accurate answer. I am not correcting their questions based on what I think they want, but I try to give suggestions to get exactly what he wrote he wanted. And what he wrote sounds more like an RPG such as Tkok than DotA.
With the need to trigger I was refering to WC3 btw. I haven't done enough with the skill system in SC2 to be able to give more than suggestions. I just know the general outline from the time of annoying XML editing.
It seems we developed a higher interest in this thread than Shnayed himself.
I take for granted that people post accurate questions to get accurate answer. I am not correcting their questions based on what I think they want, but I try to give suggestions to get exactly what he wrote he wanted. And what he wrote sounds more like an RPG such as Tkok than DotA.
With the need to trigger I was refering to WC3 btw. I haven't done enough with the skill system in SC2 to be able to give more than suggestions. I just know the general outline from the time of annoying XML editing.
It seems we developed a higher interest in this thread than Shnayed himself.
However, the problem I am having (and I am deeply concerned since you are a fellow map developer) is that you are not reading what you have said and what others have said. Let's say that is what he wanted, a stats system that does not share point pool with the abilities. Even in wc3 you did not code "attribute system" through triggers. Map makers made the stats through the built-in function and made the skill tree through triggers. How inefficient would it be to use triggers for attribute distribution while Blizzard has made a simple built-in function for you. I even pointed out your picture of attribute system was the wc3 built-in system.
Regarding attribute points our team was having problems doing them completely data side, we had to use triggers as well in order finish them up. I'm wondering if Shnayed was wanting something like the standard WC3 or something closer to Diablo style attribute points. Our team did something closer to Diablo style attribute points. so there was no way to do them in data alone.
Regarding attribute points our team was having problems doing them completely data side, we had to use triggers as well in order finish them up. I'm wondering if Shnayed was wanting something like the standard WC3 or something closer to Diablo style attribute points. Our team did something closer to Diablo style attribute points. so there was no way to do them in data alone.
He has not even once mentioned anything about custom skill set up. He just wants attribute system.
I had troubles making passive abilities for heroes at first, spent a day on it. Only figured it out after looking at that map and how attribute system worked (essentially passive ability learning on hero) worked.
Though the map maker didn't understand the attribute system fully he did make it work at the end.
If you want to know how to make diabloish attribute system using data editor. Attach the +1/+2/+3 stats behavior on the unit before hand. Just make a dummy learning ability. Use a requirement on the stats behavior. When the unit learns the ability stats behavior is enabled. Simple. Redundant (what in galaxy data editor isn't?), nevertheless simple.
I'm trying to avoid using triggers because if ppl want to make a mod for sc2 (which is an option opened by Blizzard), you can only use data editor (with the current editor).
I was wondering if there was a way to make it so you gain a certain amount of points per level and you can distribute them yourself (like u can in wc3). i have gotten it to add 1 point as a buff but then it wont add anymore.
sounds more like this than what that dota map had
But I could be wrong, he could be asking for what the dota map had where you use skill points to increase all three of your attribute points.
But I could be wrong, he could be asking for what the dota map had where you use skill points to increase all three of your attribute points.
No but that's not what I meant at all. You can use the same attribute system to increase one attribute one by one but have three of them LIKE WC3 which was not triggered in any way. I was giving example of the type of ability in wc3 he wanted. He has not asked for other abilities and either way people used attribute system without triggers in wc3. sighz I have to repeat myself?.
Looking at your picture, you could have used the data editor (but using normal UI and using up one page of command buttons) but as I stated before that will be redundant compared using triggers.
The problem is that as I stated earlier is that you cannot use trigger in mods. Another problem is that we don't actually know how hero revive system will work. Right now it removes all behaviors from the hero. After the revive is fixed and if all behavior but veterinary is removed (the way the current revive function is programmed it looks that way) then your method will be as redundant as the data editor as you have to re-add the behavior upon revival or somehow catch behavior before the unit dies and transfer it to a dummy unit then transfer back. Poorly designed by Blizzard IMO. Why couldn't they just make behaviors learn-able through ability called "Learn"!
Not if you want a separate Attribute point based system (IE when the hero levels he gets 5 attribute points to distribute which are separate from skill points).
Not if you want a separate Attribute point based system (IE when the hero levels he gets 5 attribute points to distribute which are separate from skill points).
No... Because SC2 supports multiple learning system. Where you can literally make two learning abilities and they will have two separate skill points (they are independent abilities). However, of course as I said, you have to make validator (in this case requirement) for each level of that behavior (e.g. STR Level 1 buff, STR Level 2 buff) which is very redundant. We probably have to wait until Blizzard makes update to galaxy editor so these sort of stuff become less repetitive work.
I'm curious if you have a solution for every click on a button in the sub menu (3-4 command cards) booting you out to the unit's main command card? If so then you would have solved pretty much all our problems with originally trying to implement an attribute system that particular way. Call it preference, but much of our thought goes into those annoying little quirks so that our players won't have to experience them. While we have had to do a lot of extra work I don't mind when we make things more player friendly. However, if you have a solution to that particular problem then we could save ourselves some screen space.
I'm curious if you have a solution for every click on a button in the sub menu (3-4 command cards) booting you out to the unit's main command card? If so then you would have solved pretty much all our problems with originally trying to implement an attribute system that particular way. Call it preference, but much of our thought goes into those annoying little quirks so that our players won't have to experience them. While we have had to do a lot of extra work I don't mind when we make things more player friendly. However, if you have a solution to that particular problem then we could save ourselves some screen space.
Data editor is limited to using built-in UI. Hopefully this isn't the case for future galaxy editors in expansions
Ya i was looking for a more diablo style attribute system where you would gain say 3 points a level and distribute them to whatever stat you want.
If anyone can clarify how to do that it would be appreciated.
So it's just 3x wc3 attribute ability
Make a Learn ability which gives 3 points per level.
Make 3x dummy ability (any learnable ability is fine) for each attribute
Make multiple behaviors (buffs) and attach all of them on the hero
On the behavior attach an validator/requirement for dummy ability learned
Currently any passive abilities (behaviors) have to be learned this way.
^That's the huge redundancy I was talking about.
I don't think you asked anything about how you are going to implement other non-attribute ability for learning (or maybe there is no other learning system or you want that in UI who knows) but if you want to make a different ability separate ability point pool, just create another learn ability.
Make a Learn ability which gives 3 points per level.
Make 3x dummy ability (any learnable ability is fine) for each attribute
Make multiple behaviors (buffs) and attach all of them on the hero
>On the behavior attach an validator/requirement for dummy ability learned
Currently any passive abilities (behaviors) have to be learned this way.
^That's the huge redundancy I was talking about.
I don't think you asked anything about how you are going to implement other non-attribute ability for learning (or maybe there is no other learning system or you want that in UI who knows) but if you want to make a different ability separate ability point pool, just create another learn ability.
I did try that what you said at first or something similar i probably messed something up but i will try it again. Do i have to make a new behavior for each point added (i.e if i wanted 200 str all together would i have to make a behavior for each point). Also if i decide to go a diffrenet way i know there is a way to make to make a behavior to just add a certain amount of point per level up (instead of setting what each attribute is at each level ).
I was wondering if there was a way to make it so you gain a certain amount of points per level and you can distribute them yourself (like u can in wc3). i have gotten it to add 1 point as a buff but then it wont add anymore.
Can some help me
Buffs (behaviors) can be set to be applied more than once. Have you done that?
The attribute systems from Wc3 were all triggered, so I guess it's not a bad idea to trigger them in SC2, too.
Err... What? No they won't... they were built in to the game. They were used in Orc's rpg campaign founding fathers I believe.
He also means using data editor.
I'm assuming you have used learn ability and linked it with ability (class: behavior). Am I right? Then did auto add buff or whatever in that ability. Well what it is doing is the original function of that ability (class:behavior) which is used for cloak in sc2 in-game. So what yours is doing right now
turning on the buff automatically, then when you level, the previous buff is turned on and doing nothing else.
I can't bother to explain how to do it right now, I'm tired. However, I remember a custom map by someone who had this in their game.
Linkage: http://sc2.curse.com/downloads/sc2-maps/details/survival.aspx
Something like this is built in: http://media.photobucket.com/image/warcraft%203%20attribute%20bonus/TypeO-Hickey/dota.jpg
Something like that is triggered: http://comix10z.co.funpic.de/Screenshots/Ingame/Ingame1.jpg
(I'm just refering to the bottom where you can distribute yout attribute points to the different attributes freely. And that sounnds pretty much like Snayed's problem description.)
O_O if you think that sounds like what he wants, you should read his post. O_O
EDIT: Also you can have multiple learn ability on heroes. So yeah. Also what you just shown me on the picture is not triggered. Just the active abilities, the attribute gain system is the default wc3 built one.
Is there an in-built mechanic that lets you distribute a number of stats points yourself without interfering with the hero skill points? Nope, gotta trigger it since you only have one pool for skill points.
He said like you can in wc3. As in like dota, stats up like +2 =_= gosh
In SC2. yes, you just add two Learn behaviors, link one to page 2 and other one to page 3 (any page is fine though).
Don't be too hasty with your answers there buddy\\
I take for granted that people post accurate questions to get accurate answer. I am not correcting their questions based on what I think they want, but I try to give suggestions to get exactly what he wrote he wanted. And what he wrote sounds more like an RPG such as Tkok than DotA.
With the need to trigger I was refering to WC3 btw. I haven't done enough with the skill system in SC2 to be able to give more than suggestions. I just know the general outline from the time of annoying XML editing.
It seems we developed a higher interest in this thread than Shnayed himself.
lol thx for all ur input guys
However, the problem I am having (and I am deeply concerned since you are a fellow map developer) is that you are not reading what you have said and what others have said. Let's say that is what he wanted, a stats system that does not share point pool with the abilities. Even in wc3 you did not code "attribute system" through triggers. Map makers made the stats through the built-in function and made the skill tree through triggers. How inefficient would it be to use triggers for attribute distribution while Blizzard has made a simple built-in function for you. I even pointed out your picture of attribute system was the wc3 built-in system.
At least we gave Shnayed a lot to think about.
Regarding attribute points our team was having problems doing them completely data side, we had to use triggers as well in order finish them up. I'm wondering if Shnayed was wanting something like the standard WC3 or something closer to Diablo style attribute points. Our team did something closer to Diablo style attribute points. so there was no way to do them in data alone.
He has not even once mentioned anything about custom skill set up. He just wants attribute system.
Attribute system can be seen here
Linkage: http://sc2.curse.com/downloads/sc2-maps/details/survival.aspx
I had troubles making passive abilities for heroes at first, spent a day on it. Only figured it out after looking at that map and how attribute system worked (essentially passive ability learning on hero) worked.
Though the map maker didn't understand the attribute system fully he did make it work at the end.
If you want to know how to make diabloish attribute system using data editor. Attach the +1/+2/+3 stats behavior on the unit before hand. Just make a dummy learning ability. Use a requirement on the stats behavior. When the unit learns the ability stats behavior is enabled. Simple. Redundant (what in galaxy data editor isn't?), nevertheless simple.
I'm trying to avoid using triggers because if ppl want to make a mod for sc2 (which is an option opened by Blizzard), you can only use data editor (with the current editor).
sounds more like this than what that dota map had
But I could be wrong, he could be asking for what the dota map had where you use skill points to increase all three of your attribute points.
No but that's not what I meant at all. You can use the same attribute system to increase one attribute one by one but have three of them LIKE WC3 which was not triggered in any way. I was giving example of the type of ability in wc3 he wanted. He has not asked for other abilities and either way people used attribute system without triggers in wc3. sighz I have to repeat myself?.
Looking at your picture, you could have used the data editor (but using normal UI and using up one page of command buttons) but as I stated before that will be redundant compared using triggers.
Also I made a topic about this agesss ago.
http://forums.sc2mapster.com/development/map-development/1044-most-efficient-way-to-level-passive-abilities/#p5
The problem is that as I stated earlier is that you cannot use trigger in mods. Another problem is that we don't actually know how hero revive system will work. Right now it removes all behaviors from the hero. After the revive is fixed and if all behavior but veterinary is removed (the way the current revive function is programmed it looks that way) then your method will be as redundant as the data editor as you have to re-add the behavior upon revival or somehow catch behavior before the unit dies and transfer it to a dummy unit then transfer back. Poorly designed by Blizzard IMO. Why couldn't they just make behaviors learn-able through ability called "Learn"!
Not if you want a separate Attribute point based system (IE when the hero levels he gets 5 attribute points to distribute which are separate from skill points).
No... Because SC2 supports multiple learning system. Where you can literally make two learning abilities and they will have two separate skill points (they are independent abilities). However, of course as I said, you have to make validator (in this case requirement) for each level of that behavior (e.g. STR Level 1 buff, STR Level 2 buff) which is very redundant. We probably have to wait until Blizzard makes update to galaxy editor so these sort of stuff become less repetitive work.
I'm curious if you have a solution for every click on a button in the sub menu (3-4 command cards) booting you out to the unit's main command card? If so then you would have solved pretty much all our problems with originally trying to implement an attribute system that particular way. Call it preference, but much of our thought goes into those annoying little quirks so that our players won't have to experience them. While we have had to do a lot of extra work I don't mind when we make things more player friendly. However, if you have a solution to that particular problem then we could save ourselves some screen space.
@alderis: Go
Ya i was looking for a more diablo style attribute system where you would gain say 3 points a level and distribute them to whatever stat you want.
If anyone can clarify how to do that it would be appreciated.
Data editor is limited to using built-in UI. Hopefully this isn't the case for future galaxy editors in expansions
So it's just 3x wc3 attribute ability
Make a Learn ability which gives 3 points per level.
Make 3x dummy ability (any learnable ability is fine) for each attribute
Make multiple behaviors (buffs) and attach all of them on the hero
On the behavior attach an validator/requirement for dummy ability learned
Currently any passive abilities (behaviors) have to be learned this way.
^That's the huge redundancy I was talking about.
I don't think you asked anything about how you are going to implement other non-attribute ability for learning (or maybe there is no other learning system or you want that in UI who knows) but if you want to make a different ability separate ability point pool, just create another learn ability.
I did try that what you said at first or something similar i probably messed something up but i will try it again. Do i have to make a new behavior for each point added (i.e if i wanted 200 str all together would i have to make a behavior for each point). Also if i decide to go a diffrenet way i know there is a way to make to make a behavior to just add a certain amount of point per level up (instead of setting what each attribute is at each level ).
Thanks for yor help.