Custom Leveler
A leveling system that is customizable in virtually every way I could think of.
The map provided includes the newest version of the library. However, you can download the library individually by going to the files tab and finding the latest version.
How to use:
1. Decide whether you're going to use upgrades, catalogs, upgrade/catalog combo. or a behavior/upgrade combo. If not using catalogs it is best to remove the catalog category and unit decision definition. This will reduce lag by a significant margin.
2. Follow my (supposedly) easy to follow comment trail. This will lead you on the path to setting it up.
2A. Use the Set Action Definition to set any variables in-game that I had not.
3. Make some sort of EXP system that runs when the player should level (Examples provided in the map. But a basic "On unit death" is preferred.)
4. some tweaking is needed to begin with. But not too much I imagine.
5. Search through the example map provided for more information on how to set it up in-game.
How It Works:
Behind the scenes is less complicated then it is simplified to an overly convoluted level.
Basically, when you gain EXP, you have to Calculate EXP and that will add the EXP value of the killed unit, and then run the trigger that decides if you should level.
When the player will level the Decide Whether Player Should Level action definition will increase all leveling values by a constant as well as upgrade the unit using either catalogs or upgrades. Note that you can remove the boss bars change the level values of armor, weapons, etc for the same feel, probably with less lag.
I could go over all the mechanics, but I think seeing is better than hearing. Poke around and see what you find.
Known Bugs
- Do not use any local behaviors, upgrades, units or players. Make sure to make variables first and call what you need that way. While it shouldn't bug out if you do, it does.
@HumansvsZombies: Go
I'm glad you like it. I am even more glad it will be used in a vampirism game! That has been a game I've played since I first got involved in the blizzard community in Warcraft 3.
I just hope it wasn't too messy for you!
Very very cool no problems with it and its a very cool system!
Thank you very much and ill make sure to give you credit for it in my game, game name Vampirism zero 2.
Thank you!
Due, largely, in part to massive time constraints, the next version isn't planned to be released until late this year. Nor are any compatibility versions planned to be released at all, at any time.
As well, the version of the library with per-unit viability will not be released as release ready. Instead, a separate Alpha>Beta>Release cycle will be released for it on this same page as a mod to the original library. While it, itself, will be released as release version once I've had a chance to untangle the wires, as it were, and fix up the spaghetti code mess that is the current release.
In addition, the Encryption/Decryption library I released late last year (I think...it's been a while) will be implemented to the original library as a separate en/de/cryption algorithm which will create a line of code for every number in the EXP, and every level obtained. As you can imagine, this will get rather long. So suffice it to say there will be restrictions past the first two digits.
I am editing this further to announce I am discontinuing work on this.
If anyone would like to take it back up, I'm alright with that so long as you do so from this page. I'll add you as a moderator.
Thanks for the 100+ downloads. As a treat, the next release is planned to be the beginning of the release level version. It will also include a version of the library that calculates EXP per-unit!
Please comment or PM any problems or errors!