Hey guys, don't know how many of you are still around! I'm hoping to make an RPG at the moment!
I found a problem with using levels to manipulate my hero abilities. Every time the hero gains a level the disabled abilities are reactivated. Since veterancy seems like it needs to be cloned per level, that means I'd virtually have to complete my map before adding abilities.
I don't know that much about the engineering bay-type approach. Using in-game upgrades to enable abilities for the hero. That's one alternative.
For the most part I just don't want to have to finish my map before enabling/disabling my hero abilities.
I couldn't find an easy way to handle veterancy. However, using the upgrades / requirements I was able to use shops to give the player upgrades. This seems to be a good work-around. It's a shame that veterancy seems a little clumsy!
The biggest note I've made so far is that veterancy seems really difficult to use because you've got to edit so much data. It looks like I'll have to complete a lot of the gameplay before enabling it.
You should have a Behavior of type "Veterancy" which controls each level what to modify for the unit. And you can copy / paste a row in the array. You can activate / deactivate abilities from the "Ability" tab.
Look for examples that Blizzard integrated :
- Behavior : Veterancy > Veterancy test
- Ability : Learn > Test Learn
- Ability : Effect - Target > Test Leveled Spell
- Unit : Campaign > Neutral > Unit > Test Hero
You can replicate a hero like in WarCraft III with learnable spells.
The only thing to know is that in StarCraft II, a level 0 spell is "learnt". You need to add a prerequisite to lock it. What you can do is to set on the same slot on the command card a Behavior and an Ability and play with 2 prerequisites (Section "Show" is used to show / hide the button, section "Use" is used to grey the button).