Hi guys, I'm using this http://www.sc2mapster.com/assets/talent-library/ talent system for my map. The passive talents are based on Upgrades done in the Data editor, spending more points in a passive talent increases the Upgrades rank. One of the talents is a simple "damage increase" talent, 1 point in the talent increases damage by 10% by enabling an Upgrade rank 1. 2 points increases the rank to 2 and increases damage done by 20%. The problem with this is that for more advanced talents I want to involve triggers. I was therefore thinking that I need a condition to check what rank a certain upgrade is for a certain player/unit. That would probably be the easiest way to involve triggers but I don't know how to create such a condition. Any way of solving this issue would be great!
Thanks in advance!
I didn't look at the tutorial, but a suggestion I would give is have the trigger set am integer variable every it upgrades. then have a condition that checks the variable value. like dis:
trigger A:
EVENT: (player gets upgrade)
ACTIONS: (modify integer X +1)
because the integer will start at 0, the value of the integer will reflect what level uprade the player is on
Sadly the system doesn't specify what talent is being leveled, it just adds an extra rank to wherever you click so modifying an integer +1 would just mean that every time I spend a talent point the variable gets +1. And there is no event to check if a player gets an upgrade, atleast not that I can find.
this won't work because if you learn an ability its level is 0 (the starting index) and this is equal to not having an ability at all. comparing the first lvl also requires a condition checking if the unit has this ability. (at least this was the case 1 year ago)
.....just have the base ability when It is first learned be '1' then '0' indicates not having an ability, and 2+ will represent upgrades.
the condition for having an ability learned can be if: (variable X) > (0)
The thing is that the system has no way of knowing which talent is being upgraded. It simply levels anything being clicked without registering what the talent does.
The thing is that the system cant == (skill x) since it doesn't register what talents the talent tree has, it just makes a bunch of them, not as variables or anything. There's no real way to select any of these talents, it's a bit difficult to explain, there is an example map in the tutorial :)
how are the upgrades applied? looked at the tutorial (didn't download) and saw some pics but they didn't really tell me too much.
if they are applied via trigger, add modify integer action, if they are applied like an upgrade structure, u can use unit uses ability. where do you decide what each upgrade does?
I just thought of something, if you're making it apply a actual upgrade upgrade (like Zergling speed upgrade): have some dummy units in like a corner of the map, then have the upgrade change their max hp. then you can have event: (unit) life == (x)
The upgrades are normal upgrades done in the Data editor. The dummy unit thing I've already done and it works although not half as smooth as it would with triggers, but then again if it works then it works :P
EDIT: sadly it doesn't seem to work when I try to put a period event using dummys movement speed :/
Hi guys, I'm using this http://www.sc2mapster.com/assets/talent-library/ talent system for my map. The passive talents are based on Upgrades done in the Data editor, spending more points in a passive talent increases the Upgrades rank. One of the talents is a simple "damage increase" talent, 1 point in the talent increases damage by 10% by enabling an Upgrade rank 1. 2 points increases the rank to 2 and increases damage done by 20%. The problem with this is that for more advanced talents I want to involve triggers. I was therefore thinking that I need a condition to check what rank a certain upgrade is for a certain player/unit. That would probably be the easiest way to involve triggers but I don't know how to create such a condition. Any way of solving this issue would be great! Thanks in advance!
bump
I didn't look at the tutorial, but a suggestion I would give is have the trigger set am integer variable every it upgrades. then have a condition that checks the variable value. like dis:
trigger A:
because the integer will start at 0, the value of the integer will reflect what level uprade the player is on
then have the condition:
@joey101d: Go
Sadly the system doesn't specify what talent is being leveled, it just adds an extra rank to wherever you click so modifying an integer +1 would just mean that every time I spend a talent point the variable gets +1. And there is no event to check if a player gets an upgrade, atleast not that I can find.
have a deferent variable for every learnable skill, then you can check if they have skill X be on lvl 1, 2, 3 for example a 3-level skill:
then have condions check what level it it
@joey101d: Go
this won't work because if you learn an ability its level is 0 (the starting index) and this is equal to not having an ability at all. comparing the first lvl also requires a condition checking if the unit has this ability. (at least this was the case 1 year ago)
.....just have the base ability when It is first learned be '1' then '0' indicates not having an ability, and 2+ will represent upgrades. the condition for having an ability learned can be if: (variable X) > (0)
@joey101d: Go
The thing is that the system has no way of knowing which talent is being upgraded. It simply levels anything being clicked without registering what the talent does.
you cant create a new trigger with event player uses upgrade
if your using a dialog box, you can have it like
or using a unit,
@joey101d: Go
The thing is that the system cant == (skill x) since it doesn't register what talents the talent tree has, it just makes a bunch of them, not as variables or anything. There's no real way to select any of these talents, it's a bit difficult to explain, there is an example map in the tutorial :)
how are the upgrades applied? looked at the tutorial (didn't download) and saw some pics but they didn't really tell me too much.
if they are applied via trigger, add modify integer action, if they are applied like an upgrade structure, u can use unit uses ability. where do you decide what each upgrade does?
I just thought of something, if you're making it apply a actual upgrade upgrade (like Zergling speed upgrade): have some dummy units in like a corner of the map, then have the upgrade change their max hp. then you can have event: (unit) life == (x)
@joey101d: Go
The upgrades are normal upgrades done in the Data editor. The dummy unit thing I've already done and it works although not half as smooth as it would with triggers, but then again if it works then it works :P
EDIT: sadly it doesn't seem to work when I try to put a period event using dummys movement speed :/