Did anyone yet figure out, how to make a system that allows you to "buy" a skill, that will then be added to your hero in a way you can learn/level it by leveling your hero?
If anyone has something like that let me know - my only way to get this going right now is to make undroppable items, that get put into fixed inventory slots (Q - W - E - R) and replaced by buying an upgrade.
Thanks in advance to all that spend time thinking about this
i have set up a system where you can pick up any item and this item enables an ability on your hero at the next free slot out of 5. the drawback of the system is that it needs 15 dummy abilities (effect instant, effect target, behaviour) so only 17 other abilities are possible. this can be used to buy abilties too.
how it works?
every level of the dummy ability is a own ability of its own and every item has this level saved in a unit value (upkeep). yoiu can now use triggers to find the next free slot (dummy buffs) and set the according dummy ability to its lvl.
leveling it would work in combination with a research ability. if you lower the points at start of the learn ability with an upgrade it looks like using one.
a bit hard to describe, a major drawback is the high use of dummy abilities + default abilities doesnt leave much space for other abilities.
I have a system similar to funky, using base "dummy skills" "instant" "behavior" "target point" "Target enemy unit" "target friendly unit" (you cannot change target filters with upgrades or trigger to my knowledge)
I then have a UI setup (though you chould use a submenu on a unit if you wanted) so that you can pick which skill you want. IF you pick "Bash" then you learn an upgrade which turns the dummy ability into "Bash", icon, tooltip, effects, ect. Then I have a 2nd upgrades which represents the leveling for "bash".
Just like funky though, each skill slot requires like 5 dummy abilities, so you are limited to 5-6 custom abilities. active at once per player.
Actually both systems sound interesting.
And since I try to take over the abilities used in CHLW in wc3 most of the abilities would be default skills with some small variations anyways.
I'd really appreciate it, If any of you would mind to share that system with me.
@GlornII: Go
target - point, target ally and target enemy can be the same dummy skill, just add an validator to the first effect and leave target filters blank.
Depending on how restrictive your skill buying system is, you could just add all of them and hide+disable them using requirements. If a hero "buys a skill", give him the respective dummy-upgrade to unlock the requirement. You can add multiple skills to the same position in the command card. Of course, this will only work, if your skills are somewhat exclusive or there are only 5-10 abilities which you can learn. This is might not be the perfect solution for you, but I think it is the easiest one to implement.
Did anyone yet figure out, how to make a system that allows you to "buy" a skill, that will then be added to your hero in a way you can learn/level it by leveling your hero?
If anyone has something like that let me know - my only way to get this going right now is to make undroppable items, that get put into fixed inventory slots (Q - W - E - R) and replaced by buying an upgrade.
Thanks in advance to all that spend time thinking about this
i have set up a system where you can pick up any item and this item enables an ability on your hero at the next free slot out of 5. the drawback of the system is that it needs 15 dummy abilities (effect instant, effect target, behaviour) so only 17 other abilities are possible. this can be used to buy abilties too.
how it works?
every level of the dummy ability is a own ability of its own and every item has this level saved in a unit value (upkeep). yoiu can now use triggers to find the next free slot (dummy buffs) and set the according dummy ability to its lvl.
leveling it would work in combination with a research ability. if you lower the points at start of the learn ability with an upgrade it looks like using one.
a bit hard to describe, a major drawback is the high use of dummy abilities + default abilities doesnt leave much space for other abilities.
I have a system similar to funky, using base "dummy skills" "instant" "behavior" "target point" "Target enemy unit" "target friendly unit" (you cannot change target filters with upgrades or trigger to my knowledge)
I then have a UI setup (though you chould use a submenu on a unit if you wanted) so that you can pick which skill you want. IF you pick "Bash" then you learn an upgrade which turns the dummy ability into "Bash", icon, tooltip, effects, ect. Then I have a 2nd upgrades which represents the leveling for "bash".
Just like funky though, each skill slot requires like 5 dummy abilities, so you are limited to 5-6 custom abilities. active at once per player.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Actually both systems sound interesting. And since I try to take over the abilities used in CHLW in wc3 most of the abilities would be default skills with some small variations anyways. I'd really appreciate it, If any of you would mind to share that system with me.
@GlornII: Go target - point, target ally and target enemy can be the same dummy skill, just add an validator to the first effect and leave target filters blank.
Depending on how restrictive your skill buying system is, you could just add all of them and hide+disable them using requirements. If a hero "buys a skill", give him the respective dummy-upgrade to unlock the requirement. You can add multiple skills to the same position in the command card. Of course, this will only work, if your skills are somewhat exclusive or there are only 5-10 abilities which you can learn. This is might not be the perfect solution for you, but I think it is the easiest one to implement.
Use Add/Show Requirement, well atleast that's what I did to my current Project.