So I've spent too much time working on this and thought I'd ask for help. I want to use the Hero Learn system like you use to unlock regular abilities. This is easy enough to do with effects, behaviors, abilities, etc. My goal is to have a system like:
Ability Level 1: Max HP +100
Ability Level 2: Max HP +200
Ability Level 3: Max HP +300
The issue is, doing it the way I know requires you to attach effects to an ability. This means that after the player upgrades the ability associated with the effect, they must press a button on the command card to actually get the behavior effect to occur. This is an issue as for my passive abilities, I don't want the user to have to press the upgrade button then press an "apply effect" button ability.
Is there any way to do this using the Hero Learn system? I don't want to have to make this a separate "Upgrade" unless I can tie it into the Hero level points system some how. And no, a trigger looping Issue Order to unit won't work, it will cause the unit to stop what they are doing at each iteration, meaning ordering the unit to use the apply effect ability every 10 seconds will make them stop moving/attacking every time the trigger fires.
I do not want it as a static +HP per level. I want the HP bonus to be a passive ability players can spend points on. I believe I have a working model figured out. I will post it along with screenshots shortly so people can see what I am talking about.
So as I was saying, I wanted to be able to level a permanent passive trait. I wanted players to be able to spend points for "upgrades" to their hero, not just spend points on unlocking/improving abilities. As you can see from the following screenshots it finally works. Each level players can spend points on increasing their her units HP and MP max values. I also have one for a permanent increase into the hero's attack/attack speed. Each upgrade has 3 levels. In the screnshots showing the heros command card 1 I have passive buttons that show, based on color, the current level the passive ability is level to. Each level "highlights" the currently learned levels. Yes, I know the behaviors are showing, I am using this for debug. Sorry the mouse got cut out.
I did something similar with my Auras. they are bought with learn points and only the current level is active. but it's a bit of work.
Basically you create the behavior you want, and each version of it (level 1 2 3)
you then create a Dummy Ability and set that up in your learn ability. then make requirements for the 3 behaviors based on the count Ability (dummy) = #
assign the behaviors requirements field to the requirement for that level and attach everything to your unit.
bam when you learn a level of the dummy ability the behavior becomes active due to the requirement. the dummy ability doesn't do anything except make the behavior for that level active. no button to activate the passive nothing.
then when you level it again the requirements for level 1 are no longer met, so the behavior turns off. and the level 2 behavior becomes active. ect.
as a side note how did you alter the text of the tool tip based on the level learned?
So I've spent too much time working on this and thought I'd ask for help. I want to use the Hero Learn system like you use to unlock regular abilities. This is easy enough to do with effects, behaviors, abilities, etc. My goal is to have a system like:
Ability Level 1: Max HP +100 Ability Level 2: Max HP +200 Ability Level 3: Max HP +300
The issue is, doing it the way I know requires you to attach effects to an ability. This means that after the player upgrades the ability associated with the effect, they must press a button on the command card to actually get the behavior effect to occur. This is an issue as for my passive abilities, I don't want the user to have to press the upgrade button then press an "apply effect" button ability.
Is there any way to do this using the Hero Learn system? I don't want to have to make this a separate "Upgrade" unless I can tie it into the Hero level points system some how. And no, a trigger looping Issue Order to unit won't work, it will cause the unit to stop what they are doing at each iteration, meaning ordering the unit to use the apply effect ability every 10 seconds will make them stop moving/attacking every time the trigger fires.
Why would you want to do this with Hero Learn? why not just set the bonuses in the veterancy behavior
I do not want it as a static +HP per level. I want the HP bonus to be a passive ability players can spend points on. I believe I have a working model figured out. I will post it along with screenshots shortly so people can see what I am talking about.
So as I was saying, I wanted to be able to level a permanent passive trait. I wanted players to be able to spend points for "upgrades" to their hero, not just spend points on unlocking/improving abilities. As you can see from the following screenshots it finally works. Each level players can spend points on increasing their her units HP and MP max values. I also have one for a permanent increase into the hero's attack/attack speed. Each upgrade has 3 levels. In the screnshots showing the heros command card 1 I have passive buttons that show, based on color, the current level the passive ability is level to. Each level "highlights" the currently learned levels. Yes, I know the behaviors are showing, I am using this for debug. Sorry the mouse got cut out.
http://www.suterusu.com/images/hero1.JPG
http://www.suterusu.com/images/hero2.JPG
@Suterusu1337: Go
And how did you do it? I've been trying to do something very similar and haven't been able to get it working.
I'm also curious about this.
@Suterusu1337: Go
I did something similar with my Auras. they are bought with learn points and only the current level is active. but it's a bit of work.
Basically you create the behavior you want, and each version of it (level 1 2 3)
you then create a Dummy Ability and set that up in your learn ability. then make requirements for the 3 behaviors based on the count Ability (dummy) = #
assign the behaviors requirements field to the requirement for that level and attach everything to your unit.
bam when you learn a level of the dummy ability the behavior becomes active due to the requirement. the dummy ability doesn't do anything except make the behavior for that level active. no button to activate the passive nothing.
then when you level it again the requirements for level 1 are no longer met, so the behavior turns off. and the level 2 behavior becomes active. ect.
as a side note how did you alter the text of the tool tip based on the level learned?