I have hero ability (7 Levels). I want to make other ability that changes the max charges from one to two. I didn’t found any way trough behavior or other way with the data editor to add a charge. Then I tried to make a second ability that is a copy of the first, but with two charges max and swap them with triggers. The problem is with setting the level of the second ability to be equal to the level of the first. I use:
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 1
Or
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to (Current level for ability (Pyro) - Fire wall 1 on (Triggering unit))
I only can set the level of the ability to 3, 5 and 7. It uses some internal formula that is 2 times the input + 1 and on top of that Integer. Can any one think about a solution?
You tried just using requirements and having it hide the original ability and shows another ability under that same command card slot that is a clone for the skill at that level but with +x charges?
Use the same method that you can get levelable abilities to require skipped levels. It is long winded but watch this tutorial after 11 mins.
In short have a requirement for show (hides button) for your ability with equals that counts the +charge ability with a constant 0 so that the ability is hidden if you get the +charge ability.
For the +charge improved abilities have a requirement that counts how many levels of the +charge ability you have and the level of your ability. This will hide them until you have the right combination of ability levels and hide them again when you exceed them.
On a side note the +charge improved abilites are not levelable they are each independent abilities that use the level of your levelable ability as a reference for showing. You can have >32 buttons which means you can have over 8 levels of your main skill and 4 of the +charge skill.
I manage to make it work with some ridicules trigger and illogical requirements:
Events Unit - Any Unit uses (Pyro) - (Pyro) - Fire wall at Generic1 - Any stage (Ignore shared abilities)
Actions General - Switch (Actions) depending on (Current level for ability (Pyro) - Fire wall 1 on (Triggering unit))
Cases General - If (0)
Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -7
General - If (1) Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -6
General - If (2) Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -5
......
I put both abilities in the “learn new ability” and put a different icon on the two-charge ability and make it disappear after one level. In the command card I put the two abilities with the same icon on top of each other and the one-charge ability disappears after you put a point on the two-charge ability. But in the “learn new ability” you still use the one-charge ability to level up. And because of a bug that “learn new ability” eats one point gust to show an icon it works perfectly.
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I have hero ability (7 Levels). I want to make other ability that changes the max charges from one to two. I didn’t found any way trough behavior or other way with the data editor to add a charge. Then I tried to make a second ability that is a copy of the first, but with two charges max and swap them with triggers. The problem is with setting the level of the second ability to be equal to the level of the first. I use:
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 1
Or
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to (Current level for ability (Pyro) - Fire wall 1 on (Triggering unit))
I only can set the level of the ability to 3, 5 and 7. It uses some internal formula that is 2 times the input + 1 and on top of that Integer. Can any one think about a solution?
You tried just using requirements and having it hide the original ability and shows another ability under that same command card slot that is a clone for the skill at that level but with +x charges?
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
@DrSuperEvil: Go
This is This is exactly what I want to do ,but the problem I have is when I levelUP ability 1 how to set the same level of ability 2.
Use the same method that you can get levelable abilities to require skipped levels. It is long winded but watch this tutorial after 11 mins.
In short have a requirement for show (hides button) for your ability with equals that counts the +charge ability with a constant 0 so that the ability is hidden if you get the +charge ability.
For the +charge improved abilities have a requirement that counts how many levels of the +charge ability you have and the level of your ability. This will hide them until you have the right combination of ability levels and hide them again when you exceed them.
On a side note the +charge improved abilites are not levelable they are each independent abilities that use the level of your levelable ability as a reference for showing. You can have >32 buttons which means you can have over 8 levels of your main skill and 4 of the +charge skill.
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
Thank you for your time!
I manage to make it work with some ridicules trigger and illogical requirements:
Events Unit - Any Unit uses (Pyro) - (Pyro) - Fire wall at Generic1 - Any stage (Ignore shared abilities)
Actions General - Switch (Actions) depending on (Current level for ability (Pyro) - Fire wall 1 on (Triggering unit))
Cases General - If (0) Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -7
General - If (1) Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -6
General - If (2) Actions
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to 7
Unit - Set level for (Triggering unit) ability (Pyro) - Fire wall 2 to -5
......
I put both abilities in the “learn new ability” and put a different icon on the two-charge ability and make it disappear after one level. In the command card I put the two abilities with the same icon on top of each other and the one-charge ability disappears after you put a point on the two-charge ability. But in the “learn new ability” you still use the one-charge ability to level up. And because of a bug that “learn new ability” eats one point gust to show an icon it works perfectly.