I was watching the OneTwoSC video on making abilities for a hero and want to make the custom charge ability I've made level up. Unfortunately one key thing is missing, in the "cost" field on the charge ability, there is no option for indexes. Does this mean I have to create separate abilities for each level? I would not mind doing that, but that still raises the issue of how I can level up the ability using the data editor.
You could always use a Modify Player effect to set the cost of the ability or use a Unit Compare Vital validator in the first effect of the ability combined with a Modify Unit effect.
You could always use the Pre Effect Behaviour to apply a buff that uses a Switch that validates for ability level and sets the cost correctly.
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So I would create a modify player effect and in the "cost" section, specify my ability? what would be the next step if I went this route because this may be what I'm looking for since I'm trying to create a warcraft 3-style ability level up system. I think I see what you meant with Unit Compare Vital Validator, like we did with the morph ability? Have the correct level enabled automatically with leveling up the hero that has the ability by only enabling a specific level per level of the hero?
EDIT: Do I go into "effects" of the modify player ability and specify all the different levels of my effect? Or do I specify all the pieces of my custom charge (including damage and stun time) and specify how much is added to each and then make a modify player effect for each level like how an upgrade would be done?
Under the Effect: Effects - Data Reference field you set what to change like an upgrade. You can then use the Unit Compare Ability Level validator.
The vital validator makes sure the upgraded ability cannot be cast without the right vitals while the buff upgrades the ability so it shows the correct cost.
You could have an automatically upgrading ability based on the level of the hero.
Probably best to make one for each level using set instead of add.
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Understandable. I'll get back after I've tested this but for now I'm having an issue with the learn ability not disabling the ability buttons of abilities that haven't been learned yet
No, I figured that out. It was that in the learn ability I didn't specify the charge ability in the entry.
Back to the original issue. When my hero levels up and gets an ability point, I am unable to increase the level of the ability. Here are screenshots of my set up so far.
Is this charge an Augment type ability? Those cannot be levelled. You would need to use a dummy Behavior, Effect - Instant or Effect - Target effect that you level which is counted by requirements that show 10 separate Augment abilities.
If the ability you want to level is an Augment type ability you can forget about the Modify Player effect.
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Yes, charge is of type augment. So I would need to create a new ability of a different type that will be leveled (and did you mean that the dummy data entry could be a Behavior or an Effect or that I need both a dummy behavior and an effect)? And how would I mesh that with the learn ability?
EDIT: For the requirement, what comparison do I make?
EDIT 2: Would this be correct for showing level 1? and then just change 1 to whatever level of the ability I want shown? https://imgur.com/a/61qCL
EDIT 3: I can't level up the dummy ability. I've put it in the learn ability, but do I also need to have the unit have the dummy ability in its abilities? Here is the set up:
EDIT 4: Turns out, all I had to do was add that dummy ability to the unit to level up the dummy ability. I guess that should have been obvious. The requirement is also working in hiding the button and use of the charge ability until the dummy ability is learned. I'll post an update if it works for multiple levels.
There are ability types called Behavior (eg. Ghost - Personal Cloaking) and Effect (eg. Yamato Cannon or Ghost - Hold Fire). You count the learned level of the dummy ability using the requirement and then use that to hide or show your Augment abilities.
Your requirement is correct for general use but also put a part in the use section to prevent Issue Order effects and triggers using the wrong levels.
Yes you do need to give the unit the dummy ability.
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So far so good! I'm able to level up the dummy ability and change the charge ability to use the current level of that ability. I ran into an issue where, at level 10 (which I set to be the max level of the dummy ability), the ability was still in the learn submenu, but I added a requirement to the ability so that should solve it, yes?
I was watching the OneTwoSC video on making abilities for a hero and want to make the custom charge ability I've made level up. Unfortunately one key thing is missing, in the "cost" field on the charge ability, there is no option for indexes. Does this mean I have to create separate abilities for each level? I would not mind doing that, but that still raises the issue of how I can level up the ability using the data editor.
You could always use a Modify Player effect to set the cost of the ability or use a Unit Compare Vital validator in the first effect of the ability combined with a Modify Unit effect.
You could always use the Pre Effect Behaviour to apply a buff that uses a Switch that validates for ability level and sets the cost correctly.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
So I would create a modify player effect and in the "cost" section, specify my ability? what would be the next step if I went this route because this may be what I'm looking for since I'm trying to create a warcraft 3-style ability level up system. I think I see what you meant with Unit Compare Vital Validator, like we did with the morph ability? Have the correct level enabled automatically with leveling up the hero that has the ability by only enabling a specific level per level of the hero?
EDIT: Do I go into "effects" of the modify player ability and specify all the different levels of my effect? Or do I specify all the pieces of my custom charge (including damage and stun time) and specify how much is added to each and then make a modify player effect for each level like how an upgrade would be done?
Under the Effect: Effects - Data Reference field you set what to change like an upgrade. You can then use the Unit Compare Ability Level validator.
The vital validator makes sure the upgraded ability cannot be cast without the right vitals while the buff upgrades the ability so it shows the correct cost.
You could have an automatically upgrading ability based on the level of the hero.
Probably best to make one for each level using set instead of add.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
Understandable. I'll get back after I've tested this but for now I'm having an issue with the learn ability not disabling the ability buttons of abilities that haven't been learned yet
This the queue issue or requirements?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Is this charge an Augment type ability? Those cannot be levelled. You would need to use a dummy Behavior, Effect - Instant or Effect - Target effect that you level which is counted by requirements that show 10 separate Augment abilities.
If the ability you want to level is an Augment type ability you can forget about the Modify Player effect.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
There are ability types called Behavior (eg. Ghost - Personal Cloaking) and Effect (eg. Yamato Cannon or Ghost - Hold Fire). You count the learned level of the dummy ability using the requirement and then use that to hide or show your Augment abilities.
Your requirement is correct for general use but also put a part in the use section to prevent Issue Order effects and triggers using the wrong levels.
Yes you do need to give the unit the dummy ability.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
In reply to DrSuperEvil:
Yes you can add a requirement to hide the button of the learn ability at max level.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg