I am toying around with the idea of letting players pick abilities for their heroes. What I am wondering is if I can use the top left button for primary ability, the next on for secondary ability and the next one after that for ultimate ability. They would have 5 primaries to choose from, 5 secondaries and 3 ultimates. They could only chose 1 of each (in command card two) and it would place the correct ability in the correct slot on the first command card.
My first thought was to give the hero all the abilities and then place all the primary abilities under the same command button (like stacking upgrades), all the secondaries under the second button and the ultimates under the third. I then placed restrictions on the abilities requiring research upgrades and only allowing 1 research per ability class.
Problem is abilities are not hidden in the command card when they are restricted so you only have access to one ability no matter which one you research (for each ability class).
Is there any way to hide an ability on the command card and only make it visible when requirements are met? Can you place 5 abilities in the same slot and only allow one of those to work when a requirement is met?
When you go to edit a requirement, you can put logic in two fields. The first field is "enable" and the second field is "show." If you duplicate all your enable logic in your show logic you should get the effect you're looking for.
If you make them an upgrade you can set logic so that it only works if they don't have an ability in that slot... but what I'd do is build a "tech tree"...
Then, Skill 1-1-1 upgrades to skill 1-1-2 skill 1-2-1 upgrades to 1-2-2 etc
i.e. "Learn Skill 1" (Choices): (1) Fireball, (2) Shock, (3) Gust
THEN... The upgrade to Fireball is Fireball 2, and the upgrade to Shock is Shock 2 etc...
then you don't have to worry about overlap or anything
I am toying around with the idea of letting players pick abilities for their heroes. What I am wondering is if I can use the top left button for primary ability, the next on for secondary ability and the next one after that for ultimate ability. They would have 5 primaries to choose from, 5 secondaries and 3 ultimates. They could only chose 1 of each (in command card two) and it would place the correct ability in the correct slot on the first command card.
My first thought was to give the hero all the abilities and then place all the primary abilities under the same command button (like stacking upgrades), all the secondaries under the second button and the ultimates under the third. I then placed restrictions on the abilities requiring research upgrades and only allowing 1 research per ability class.
Problem is abilities are not hidden in the command card when they are restricted so you only have access to one ability no matter which one you research (for each ability class).
Is there any way to hide an ability on the command card and only make it visible when requirements are met? Can you place 5 abilities in the same slot and only allow one of those to work when a requirement is met?
@Redfox777:
Are you using a learn tab for command card 2? When I use a learn tab then the abilities that are not learned are hidden on card 1.
@Redfox777: Go
When you go to edit a requirement, you can put logic in two fields. The first field is "enable" and the second field is "show." If you duplicate all your enable logic in your show logic you should get the effect you're looking for.
If you make them an upgrade you can set logic so that it only works if they don't have an ability in that slot... but what I'd do is build a "tech tree"...
Aka...
i.e. "Learn Skill 1" (Choices): (1) Fireball, (2) Shock, (3) Gust THEN... The upgrade to Fireball is Fireball 2, and the upgrade to Shock is Shock 2 etc... then you don't have to worry about overlap or anything
@Anthius: Go @roguelike: Go
This helps out A LOT. Thanks to you both. I will be checking out these methods.