So the concept is a war3 hero that as you level you can choose a career path. I want to use a hero building for resurrection and to make the selection of career path. But this is how it has to work. Level 1-5 as a marine. Pick up a skill point for each level starting at level 2. But there are 2 abilities to invest in that each reach level 3. This means that 4 points will be spent by level 5 leaving the abilities either 2/3-2/3 or 1/3-3/3. At level 5 the hero is upgraded to a marauder or firebat (attacks, looks, behavior- all of it) and gains new abilities to invest points into. This new version of the hero needs to keep those initial abilities at the same "learned" level as the previous incarnation.
The process will be repeated later at level 10 too.
I have created the hero for level 1-5 already but I don’t know how to go about setting this up.
Using triggers, you can replace the marine with either the marauder or firebat. use integer variables to keep track of what levels the marines abilities are at. and depending on the variables you can pick which unit to replace the marine with.
Hope this helps, if not give me a better understanding of what your setup is, and what your tryna do
Using triggers, you can replace the marine with either the marauder or firebat. Use integer variables to keep track of what levels the marine’s abilities are at. And depending on the variables you can pick which unit to replace the marine with.
Hope this helps, if not give me a better understanding of what your setup is, and what your tryna do
Start > level 1 with a passive static (non-leveling) ability.
Hit level 2 > gain 1 skill point allowing you to begin purchasing abilities. Starting at level 2 there are 2 abilities to invest in. Burst fire & stimpack. Lets say you are now level 5. From 2-5 each time you leveled up you got a skill point totaling 4 points. You chose to put 3 of those into burst fire and 1 into stimpack giving you a 3/3-1/3 ratio. Now at level 5 your XP gain is capped. And you must choose a career path. You must choose between marine core (marauder) or engineering core (firebat).
You choose marauder> you transform into a marauder using its basic attack and its model art. You retain burst fire and stimpack right where you left them and gain 2 new abilities so you have: burst fire(3/3), stimpack(1/3), mayday(0/3) and concussive rounds(0/3). also you can now continue to acquire xp. you level yourself to 10 and xp stops. again each level grants a skill point and with your choices you have: burst fire(3/3), stimpack(2/3), mayday(2/3) and concussive rounds(2/3). You must now choose a specialty. ghost, reaper or medic.
you choose ghost. you turn into a ghost with its appearance and attack and you now have: burst fire(3/3), stimpack(2/3), mayday(2/3), concussive rounds(2/3) cloak(0/3) and snipe(0/3). while leveling you hit level 15 and you unlock nuke(0/1). at level 20 xp caps and you would have all abilities maxed.
if you had gone firebat you would have thier abilities instead of a marauder and your ending selection would be goliath, thor or technition.
There are 6 final forms and 2 intermediate forms only 1 starting form.
EDIT:Just to be clear the player would be investing points how they wished in what was available to them.
@MangledMind: Go
Start > level 1 with a passive static (non-leveling) ability.
Hit level 2 > gain 1 skill point allowing you to begin purchasing abilities. Starting at level 2 there are 2 abilities to invest in. Burst fire stimpack. Lets say you are now level 5. From 2-5 each time you leveled up you got a skill point totaling 4 points. You chose to put 3 of those into burst fire and 1 into stimpack giving you a 3/3-1/3 ratio. Now at level 5 your XP gain is capped. And you must choose a career path. You must choose between marine core (marauder) or engineering core (firebat).
You choose marauder> you transform into a marauder using its basic attack and its model art. You retain burst fire and stimpack right where you left them and gain 2 new abilities so you have: burst fire(3/3), stimpack(1/3), mayday(0/3) and concussive rounds(0/3). also you can now continue to acquire xp. you level yourself to 10 and xp stops. again each level grants a skill point and with your choices you have: burst fire(3/3), stimpack(2/3), mayday(2/3) and concussive rounds(2/3). You must now choose a specialty. ghost, reaper or medic.
you choose ghost. you turn into a ghost with its appearance and attack and you now have: burst fire(3/3), stimpack(2/3), mayday(2/3), concussive rounds(2/3) cloak(0/3) and snipe(0/3). while leveling you hit level 15 and you unlock nuke(0/1). at level 20 xp caps and you would have all abilities maxed.
if you had gone firebat you would have thier abilities instead of a marauder and your ending selection would be goliath, thor or technition.
There are 6 final forms and 2 intermediate forms only 1 starting form.
EDIT:Just to be clear the player would be investing points how they wished in what was available to them.
ok so i'mma start you off in the right direction, from turning that marine into a maurader, and from there it's really copy and paste and adding or altering where you need to. Now the problem with me explaining this is ive never made leveling abilities, so im not 100% sure how they work, so it may neeed some tweaking.
so the first thing you need to do to overcome to obsticle of me not knowing how you have your learning ability setup, is play around with trigger events, until you find out what trigger will set off, once you hit level 5, AND THEN spend that 4th point into a skill. This will be trial and error. i'd advise make a dummy trigger, and do X amount of trials with each UNIT EVENT that looks like it might set off when the player learns a new ability. use CONDITIONS to make it only fire when that ability's level is now 3, and make the ACTION something you can see if it worked, like a text messege displayed at chat location. afterwords tell me what worked, so i can tell you where to go from there
EDIT: while your at it, practice how you can save each abilitie's level as a variable. this'll help you settng up the level of the abilities of the new unit.
So the concept is a war3 hero that as you level you can choose a career path. I want to use a hero building for resurrection and to make the selection of career path. But this is how it has to work. Level 1-5 as a marine. Pick up a skill point for each level starting at level 2. But there are 2 abilities to invest in that each reach level 3. This means that 4 points will be spent by level 5 leaving the abilities either 2/3-2/3 or 1/3-3/3. At level 5 the hero is upgraded to a marauder or firebat (attacks, looks, behavior- all of it) and gains new abilities to invest points into. This new version of the hero needs to keep those initial abilities at the same "learned" level as the previous incarnation.
The process will be repeated later at level 10 too.
I have created the hero for level 1-5 already but I don’t know how to go about setting this up.
Using triggers, you can replace the marine with either the marauder or firebat. use integer variables to keep track of what levels the marines abilities are at. and depending on the variables you can pick which unit to replace the marine with.
Hope this helps, if not give me a better understanding of what your setup is, and what your tryna do
if you had gone firebat you would have thier abilities instead of a marauder and your ending selection would be goliath, thor or technition.
There are 6 final forms and 2 intermediate forms only 1 starting form.
EDIT:Just to be clear the player would be investing points how they wished in what was available to them.
ok so i'mma start you off in the right direction, from turning that marine into a maurader, and from there it's really copy and paste and adding or altering where you need to. Now the problem with me explaining this is ive never made leveling abilities, so im not 100% sure how they work, so it may neeed some tweaking.
so the first thing you need to do to overcome to obsticle of me not knowing how you have your learning ability setup, is play around with trigger events, until you find out what trigger will set off, once you hit level 5, AND THEN spend that 4th point into a skill. This will be trial and error. i'd advise make a dummy trigger, and do X amount of trials with each UNIT EVENT that looks like it might set off when the player learns a new ability. use CONDITIONS to make it only fire when that ability's level is now 3, and make the ACTION something you can see if it worked, like a text messege displayed at chat location. afterwords tell me what worked, so i can tell you where to go from there
EDIT: while your at it, practice how you can save each abilitie's level as a variable. this'll help you settng up the level of the abilities of the new unit.