I wish to show my hero's progress to the next level using a bar similar to how the Diablo games show it. I assume it will involve a boss bar but not 100% sure.
In addition, I would like to show a tooltip with the exp required to the next level if the players hovers over their exp bar.
Why not use the built in one? The one that is displayed automatically for units with the veterancy behaviour. You can probably move, resize and retexture it by modifying the UI.
I'm hiding the UI, so I can't use that one.
I made a diablo 3 esque dialog that fits 8 buttons in a row to use my abilities, and would like the exp bar to be placed just above it.
I wish to show my hero's progress to the next level using a bar similar to how the Diablo games show it. I assume it will involve a boss bar but not 100% sure.
In addition, I would like to show a tooltip with the exp required to the next level if the players hovers over their exp bar.
How would I use triggers to find the damage of the caster's current weapon?
You can dynamically lookup the weapon a unit is using, then use catalog functions to look up its tooltip damage effect (which should be the weapon damage) and then use catalog functions again to get the damage effect's various damage fields. You then multiply this by your damage factor, and use triggers to deal the damage to the appropriate unit.
Thanks for the advice.
How would I go about using this "catalog function"? haven't heard of this until now.
So in the context of your OP, I am assuming this unit can somehow switch out its weapons and this ability needs to deal its damage (+20% bonus) based on whatever weapon is currently in use?
EDIT: If that is the case, I would have all weapons intended to be used by the unit to have the same base damage.
The different weapons are items, each with different attack values, so having them deal the same base damage is impossible.
Very simple, Select the ability, select a target (melee range), deal 120% damage after a short delay (created by a CP).
What I'm more interested in though is the principle of being able to reference the damage of a unit's weapon for other abilities. I might, for example, create a whirlwind ability that does 80% regular damage to all enemies around the caster.
I wish to create a spell that attacks for 20% more damage then the unit's regular attack. Normally, this would be easy. I would just create a second damage effect. If the unit normally deals 10 damage, the second effect would deal 12 damage.
However, my unit in question can wield multiple different weapons, each with different attack numbers.
My question is whether there is an easy way to create this spell, and if so, how?
3. When items are in an inventory they gain the Hidden flag. This means a 0 radius search area effect can be used to interact with items in the inventory. You can then make a simple counter system that adds/removes buff stacks to the holding unit.
1) Can you be more specific on how this counter system would work? The items test demo map might also help explain this. 2) How would this be used to modify a weapon's damage, attack speed, etc. directly?
Tooltips are more tricky, you might need a trigger based dialog system to display the affixes and affix quality of each item. Otherwise standard data inventory system should be enough to hold and manage the items.
3) How would this counter system be able to effect the item's tooltip? Preferably not using dialog.
1. When an item is dropped a unit is created so that is pretty easy to find with triggers. Especially if your item affix has a large range of values using triggers would be easier than data where a Create Persistent effect uses random effects that use several Apply Behavior effects with a chance of success (this approach would create a stat distribution profile). The data approach would also become clunky if there is a large number of different possible affixes (if more than 64 use triggers).
2. Buff behaviours have a Unit: Modification - Unit Name Override field. Alternatively you just need the name of the item to have two local variables on either side of it that triggers convert to a space if there is no affix applied.
3. When items are in an inventory they gain the Hidden flag. This means a 0 radius search area effect can be used to interact with items in the inventory. You can then make a simple counter system that adds/removes buff stacks to the holding unit. If you get funky with the requirements used by the counter system items can even give +/-% stats (so yes you can make an axe that halves your defence and doubles your strength). My Choosable Attribute System and Items Test demo maps (available upon request) tested similar systems out.
4. If the item interacts with the unit there will be no need to transfer stuff off the item so dropping it again would be no issue.
Thanks for this, might mess up putting this in but it seems pretty solved.
I would recommend a trigger system for this. The data editor is not that good with "random" things. It should be quite easy to make such a system. The attribute modification can be done with stacking buffs which are applied by the trigger and are placed on the items themselves (to keep track of quality). Save/load would obviously need to store the quality of the affix rolls for each item (remember to validate with affix to prevent people loading impossible items). On pickup add the affix buff stack count to the unit, on drop remove the same amount. Tooltips are more tricky, you might need a trigger based dialog system to display the affixes and affix quality of each item. Otherwise standard data inventory system should be enough to hold and manage the items.
Not sure I quite understand how to do this, but think I understand what you mean. If a zergling dropped the example knife, how would a trigger system do the following things:
1) Check that an item dropped
2) Rename the item to include the randomly added affixies (if any)
3) Change the buffs the item applies to the hero when equipped
4) Keep these changes when the item is put in and out of an inventory (this might be automatic?)
Even if you can't answer these, thanks for getting the ball rolling :)
Hello all, I asked this about a year ago but with the changes to the editor since then I think it's worth asking again.
I'm making an RPG where the enemies can drop items. I was looking to use a system similar to Diablo, where there is a base item, and a random prefix and suffix.
If I was to do this in SC2 would I be able to have a base item (eg. Knife), and have a pool of prefixes and a poll of suffixes that have a chance to spawn on the item and modify what it does (eg. Rusty Knife, less damage), or would I have to manually make every combination of prefixes and suffixes in the editor?
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Hello all,
In my map my hero can carry 1 weapon and 4 rings. I want to only save the weapon between games. The weapon and rings are in separate item containers.
How would I go about doing this?
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Just did was MacMagnus suggested, seems to work perfectly :)For anybody else doing this: using custom script "" as your image is substitute for making an image yourself.
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Hello all,
I wish to show my hero's progress to the next level using a bar similar to how the Diablo games show it. I assume it will involve a boss bar but not 100% sure.
In addition, I would like to show a tooltip with the exp required to the next level if the players hovers over their exp bar.
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Hello all,
I decided to create a boss bar to show the player's hero's health. Fairly simple trigger.
However, when I go into game, I always get this error.
Any idea what I did wrong?
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Hello all,
I wish to create a spell that attacks for 20% more damage then the unit's regular attack.
Normally, this would be easy. I would just create a second damage effect. If the unit normally deals 10 damage, the second effect would deal 12 damage.
However, my unit in question can wield multiple different weapons, each with different attack numbers.
My question is whether there is an easy way to create this spell, and if so, how?
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Going to re-open this as I have a few more related questions.
2) How would this be used to modify a weapon's damage, attack speed, etc. directly?
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Hello all, I asked this about a year ago but with the changes to the editor since then I think it's worth asking again.
I'm making an RPG where the enemies can drop items. I was looking to use a system similar to Diablo, where there is a base item, and a random prefix and suffix.
If I was to do this in SC2 would I be able to have a base item (eg. Knife), and have a pool of prefixes and a poll of suffixes that have a chance to spawn on the item and modify what it does (eg. Rusty Knife, less damage), or would I have to manually make every combination of prefixes and suffixes in the editor?
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All banks work the same. There is no TL:DR guide for banks in text, but OneTwoSC has a nice video.
For your purposes, check if a specific Boolean key is set to true (from previous games). If so, modify an upgrade made in the data editor.