Hiya guys, I've recently been playing with the ^ asset and managed to copy it into a little map.
My map includes a hero, with 4 rpg like attributes called psi, core, void, and force. Upon level up, I'm supposed to gain 5 attribute points which I can spend, but for some reason the max count for the attributes points are stuck at 5, and the dialog label number indicating how many attributes I have left to spend doesn't quite fit in the dialog box.
Here are the triggers that manipulate the attributes upon level up and use.
MeleeInitializationEventsGame-MapinitializationLocalVariablesConditionsActionsCamera-Panthecameraforplayer1to(PositionofScythe[134.19,110.38])over0.0secondswithExistingVelocity%initialvelocity,10.0%deceleration,andDoNotusesmartpanningVisibility-Createavisibilityrevealerforplayer1within(Playablemaparea)Unit-CreateonePsiitemintheinventoryofScythe[134.19,110.38]Unit-CreateoneCoreitemintheinventoryofScythe[134.19,110.38]Unit-CreateoneVoiditemintheinventoryofScythe[134.19,110.38]Unit-CreateoneForceitemintheinventoryofScythe[134.19,110.38]UI-Displaybossbar1withtitle"Droney",portraitAssets/Textures/zergdronenormal.ddsandmaximumvalue(Integer((Droney[152.27,120.57]Life(Default))))for(Allplayers)UI-Setbossbar1bosstoDroney[152.27,120.57](Dorefreshthebossbar)HeroLevelingTriggerEventsUnit-AnyUnitgainsanexperiencelevelLocalVariablesConditionsActionsUnit-Add5Attrpointsto(Triggeringunit)from(Triggeringunit)RemovechargeofAttrpointsEventsUnit-AnyUnitattributepointschangedLocalVariablesConditionsActionsUnit-Remove1Attrpointsfrom(Triggeringunit)HeroattributeboxEvents------- After 2 seconds pass make the Box.Timer-Elapsedtimeis1.0GameTimesecondsLocalVariablesConditionsActionsPlayerGroup-Pickeachplayerin(ActivePlayers)anddo(Actions)ActionsDialog-CreateaModaldialogofsize(150,75)at(350,350)relativetoCenterofscreenVariable-SetAttrpointdialog[(Player1from(ActivePlayers))][0]=(Lastcreateddialog)Dialog-CreateaLabelfordialogAttrpointdialog[(Player1from(ActivePlayers))][0]Variable-SetAttrpointdialogitem[(Player1from(ActivePlayers))][0]=(Lastcreateddialogitem)Dialog-SetAttrpointdialogitem[(Player1from(ActivePlayers))][0]textto"0"for(ActivePlayers)Dialog-SetAttrpointdialogitem[(Player1from(ActivePlayers))][0]tooltipto"How many Attribute Points you have ..."for(ActivePlayers)Dialog-ShowAttrpointdialog[(Player1from(ActivePlayers))][0]for(ActivePlayers)Dialog-ShowAttrpointdialogitem[(Player1from(ActivePlayers))][0]for(ActivePlayers)checkstatsEventsUnit-AnyUnitgainsanexperiencelevelLocalVariablesConditionsActionsVariable-SetAttrpointremainingpoints[(Triggeringplayer)][0]=(StackcountofAttrpointson(Triggeringunit))Variable-SetAttrpointText[(Triggeringplayer)][0]=(Text(Attrpointremainingpoints[(Triggeringplayer)][0]))Dialog-SetAttrpointdialogitem[(Triggeringplayer)][0]texttoAttrpointText[(Triggeringplayer)][0]for(Playergroup((Triggeringplayer)))checkstats2EventsUnit-AnyUnitattributepointschangedLocalVariablesConditionsActionsVariable-SetAttrpointremainingpoints[(Triggeringplayer)][0]=(StackcountofAttrpointson(Triggeringunit))Variable-SetAttrpointText[(Triggeringplayer)][0]=(Text(Attrpointremainingpoints[(Triggeringplayer)][0]))Dialog-SetAttrpointdialogitem[(Triggeringplayer)][0]texttoAttrpointText[(Triggeringplayer)][0]for(Playergroup((Triggeringplayer)))
I also have a bit of trouble understanding how to control the inventory spaces for containers. If someone can help me a bit here - that would be great.
In my opinion if a library forces you to do this much work but you cannot get it to work off the bat you should code a system yourself.
Barring that, what asset are you using? Your description is rather vague.
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
If that is what you are looking for in concept; then I can send you the system; it is pretty customizable, and can be copy/pasted without too much effort.
If that is what you are looking for in concept; then I can send you the system; it is pretty customizable, and can be copy/pasted without too much effort.
Woah nice map there, I used to play that in wc3 years years back lol.
OT:
Yea that is kind of what I'm looking for. IT would be great if i can get a copy, except I'm pretty bad with dialogs. If anyone's played Dragon Quest RPG - it's one of the top played rpg systems on arcade - The system that game uses to upgrade attribute points, is exactly what I'm looking for. On leveling up your character, you get attribute points that you can use to upgrade the behaviors (i.e. str, agi) on your unit.
Not to belittle your attribute idea, but a more balanced approach (in my opinion) is to add 1 point towards each attribute when the hero levels then the player chooses where to add 2 or 3 extra points whether he or she wishes to spread it around or all in one.
I am making a sort of third-person-shooter Black Ops 2 Zombie survival with a StarCraft II Left 2 Die theme. I have nearly everything crucial completed such as the Traceline and lag-less movement (camera restrictions and fog play a huge part).
lol npnp, thanks for he advice - but those are just numbers that i can fix later.. i can't even get this to work, there are no tutorials or assets that i can look at it to see how its done :/ I'm just interested in how to make a rpg like attribute system.
http://www.sc2mapster.com/assets/diablo-attribute-system/ here's the link to the original
I could most likely create a system like this pretty fast with a dialog. You will just have to create 5 global integer variables with array room enough for each player (16).
1 for the Attribute Points Remaining to spend.
and then 4, 1 for each attribute.
Then create a trigger that increases the Attribute Points Remaining by 5 when your unit gains an expirience level.
Then you will have to create 4 buff behaviors (1 for each attribute) that each will increase the coresponding attribute by 1, make it stack as many times as possible.
Then you will have to create a dialog with 4 buttons, 1 for each attribute. Then make the buttons add the attribute to the unit when a player uses the button, and increase the amount of the global variable coresponding to attribute, with 1. You will have to add a condition that checks if the Attribute Points Remaining is higher than 0.
Then you could also add a label that displays the amount of attribute points remaining, and maybe make the dialog toggle able with a button, or a hotkey.
This will only work for 1 unit for each player though.
I can make it for you, but I want to know if you can use it before I make it though ;)
I could most likely create a system like this pretty fast with a dialog. You will just have to create 5 global integer variables with array room enough for each player (16). 1 for the Attribute Points Remaining to spend. and then 4, 1 for each attribute.
Then create a trigger that increases the Attribute Points Remaining by 5 when your unit gains an expirience level.
Then you will have to create 4 buff behaviors (1 for each attribute) that each will increase the coresponding attribute by 1, make it stack as many times as possible.
Then you will have to create a dialog with 4 buttons, 1 for each attribute. Then make the buttons add the attribute to the unit when a player uses the button, and increase the amount of the global variable coresponding to attribute, with 1. You will have to add a condition that checks if the Attribute Points Remaining is higher than 0.
Then you could also add a label that displays the amount of attribute points remaining, and maybe make the dialog toggle able with a button, or a hotkey.
This will only work for 1 unit for each player though.
I can make it for you, but I want to know if you can use it before I make it though ;)
EDIT: That would be great.. Maybe you can make a tut on this or something. What do you mean if I can use it?
Hiya guys, I've recently been playing with the ^ asset and managed to copy it into a little map.
My map includes a hero, with 4 rpg like attributes called psi, core, void, and force. Upon level up, I'm supposed to gain 5 attribute points which I can spend, but for some reason the max count for the attributes points are stuck at 5, and the dialog label number indicating how many attributes I have left to spend doesn't quite fit in the dialog box.
Here are the triggers that manipulate the attributes upon level up and use.
I also have a bit of trouble understanding how to control the inventory spaces for containers. If someone can help me a bit here - that would be great.
@msong7229: Go
In my opinion if a library forces you to do this much work but you cannot get it to work off the bat you should code a system yourself.
Barring that, what asset are you using? Your description is rather vague.
I have made a system like this... and then remade it to be much more efficient. Here is a video which includes it:
<iframe width="420" height="315" src="" frameborder="0" allowfullscreen></iframe>
If that is what you are looking for in concept; then I can send you the system; it is pretty customizable, and can be copy/pasted without too much effort.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
The asset is literally called, Diablo Attribute Type System lol.
Woah nice map there, I used to play that in wc3 years years back lol.
OT: Yea that is kind of what I'm looking for. IT would be great if i can get a copy, except I'm pretty bad with dialogs. If anyone's played Dragon Quest RPG - it's one of the top played rpg systems on arcade - The system that game uses to upgrade attribute points, is exactly what I'm looking for. On leveling up your character, you get attribute points that you can use to upgrade the behaviors (i.e. str, agi) on your unit.
@msong7229: Go
Not to belittle your attribute idea, but a more balanced approach (in my opinion) is to add 1 point towards each attribute when the hero levels then the player chooses where to add 2 or 3 extra points whether he or she wishes to spread it around or all in one.
I am making a sort of third-person-shooter Black Ops 2 Zombie survival with a StarCraft II Left 2 Die theme. I have nearly everything crucial completed such as the Traceline and lag-less movement (camera restrictions and fog play a huge part).
@admielke: Go
lol npnp, thanks for he advice - but those are just numbers that i can fix later.. i can't even get this to work, there are no tutorials or assets that i can look at it to see how its done :/ I'm just interested in how to make a rpg like attribute system. http://www.sc2mapster.com/assets/diablo-attribute-system/ here's the link to the original
@msong7229: Go
I could most likely create a system like this pretty fast with a dialog. You will just have to create 5 global integer variables with array room enough for each player (16). 1 for the Attribute Points Remaining to spend. and then 4, 1 for each attribute.
Then create a trigger that increases the Attribute Points Remaining by 5 when your unit gains an expirience level.
Then you will have to create 4 buff behaviors (1 for each attribute) that each will increase the coresponding attribute by 1, make it stack as many times as possible.
Then you will have to create a dialog with 4 buttons, 1 for each attribute. Then make the buttons add the attribute to the unit when a player uses the button, and increase the amount of the global variable coresponding to attribute, with 1. You will have to add a condition that checks if the Attribute Points Remaining is higher than 0.
Then you could also add a label that displays the amount of attribute points remaining, and maybe make the dialog toggle able with a button, or a hotkey.
This will only work for 1 unit for each player though.
I can make it for you, but I want to know if you can use it before I make it though ;)
EDIT: That would be great.. Maybe you can make a tut on this or something. What do you mean if I can use it?
@msong7229: Go
I mean that if this is not the kind of system you need, I dont want to waste time creating it ;)
NOTE: The system I'm making will only work for 1 unit per player, btw.
@Demtrod: Go
Yea of course I will be using it - It's just what I need! :D
@msong7229: Go
http://www.thehelper.net/threads/diablo-style-stat-system.157925/
Here you go ;) I'll post it on SC2Mapster aswell, but that will be tomorrow.