Yesterday on the irc channel Hati, Alevice, JademusSreg and nicoli_s have been talking about how to make heroes that have xp and levels. Hati found out a working solution that I present here.
<!-- BehaviorData.xml --><CBehaviorVeterancyid="ArchonLevelStatus"><VeterancyLevelArrayMinVeterancyXP="100"/><!-- Level 1 --><VeterancyLevelArrayMinVeterancyXP="300"/><!-- Level 2 --><VeterancyLevelArrayMinVeterancyXP="600"/><!-- Level 3 --><VeterancyLevelArrayMinVeterancyXP="1000"/><!-- Level 4 --><XPFractionindex="Kills"value="1.5"/><!-- Kill gives *1.5 XP --></CBehaviorVeterancy><!-- UnitData.xml --><!-- Hero --><!-- Gives an icon in the top right of the screen --><FlagArrayindex="Hero"value="1"/><!-- Set the different levels --><BehaviorArrayLink="ArchonLevelStatus"/><!-- Units giving XP --><KillXPvalue="50"/><!-- Number of XP given when killing the unit --><!-- The following are unknown --><DamageDealtXPvalue="1"/><DamageTakenXPvalue="1"/>
Example
Use the attached files with the Tutorial to reproduce the demo. Look for <!- - Change - -> for modified values.
Leads
We don't know yet how to do anything with the levels. If you can find how to add/edit spells when leveling that would be really nice.
Ripping off these chinese helped me discover how to make learnable abilities in addition to undesrtand too how token directives work. So the credit really goes to those communists :P
yea I tried setting that stuff up myself but got stuck cause I didn't know the token directives worked like that. good thing that someone else figured it out cause I was getting tired of trying
im also trying to get tooltips onto the attributes that show what they modify as well as getting the attributes to modify the unit's weapons themselves (like how Bunker's behavior modifys the units weapon range) but its not going so well.........
saltygrapes how are you trying to do that? it seems like it would just be a simple gamestrings key wouldnt it?
no, there is no mouse-hover tooltip for the hero attributes defined in the UI files
if you hover your mouse over the equipment icons of a hero, it shows a tooltip detailing your weapon damage, range, armor, etc. if I put my mouse over an attribute, I want a tooltip to show up showing what that attribute does. that's not defined in the UI files, as the attributes are just simply text labels in the hero info pane . as opposed to the equipment icons which have defined tooltips for mouse hovering. just inputting a string for the attribute's behavior isn't going to do anything AFAIK without the proper UI modification
For the most part, I got WC3 Hero emulation working. It must be noted some things were pretty much duplicated from the aforementioned chinese mod. Some things, like level requirements for skills havent been finished yet. I will get to fix it once I study said mod further. No documentation within yet either.
It requires a launcher like Zoxc's which allows to pick a mod. Player Race must be protoss, and computer race I recommend zerg, for I have given them a few extra zerglings for testing purposes. http://dl.dropbox.com/u/1047844/HeroMod.rar
For the most part, I got WC3 Hero emulation working. It must be noted some things were pretty much duplicated from the aforementioned chinese mod. Some things, like level requirements for skills havent been finished yet. I will get to fix it once I study said mod further. No documentation within yet either.
It requires a launcher like Zoxc's which allows to pick a mod. Player Race must be protoss, and computer race I recommend zerg, for I have given them a few extra zerglings for testing purposes.
http://dl.dropbox.com/u/1047844/HeroMod.rar
OH MY SCREENSSS:
to get the level-reqs working you "only" need the following things
A CBehaviorBuff with a RemoveValidatorArray
A Validator looking like this:
The tooltip attribute prevents something like RequirementNode/Tooltip/NotLv6 in the requirements or null - so it just shows the Requirement
make sure you have added your RequirementNodeData.xml to add.mpq2k and having a blank RequirementNodeData.xml in your patch.S2Archive in your "...\Starcraft II Beta\Versions\Base10000"
there seems to be something weird with the Ability-id, some are valid, some aren't so the training might fail and your hero has all abilities from the start/beginning if you have multiple heroes there seems one way to ensure that your Ability-id is valid, use HeroSkillsUnitname ie. HeroSkillsGuy
Yesterday on the irc channel Hati, Alevice, JademusSreg and nicoli_s have been talking about how to make heroes that have xp and levels. Hati found out a working solution that I present here.
Example
Use the attached files with the Tutorial to reproduce the demo. Look for
<!- - Change - ->
for modified values.Leads
We don't know yet how to do anything with the levels. If you can find how to add/edit spells when leveling that would be really nice.
this adds XP by the amount of damage the unit deals<DamageDealtXP value="1"/> all you have to do to use it is add
<XPFraction index="DamageDealt" value="1"/>
to the veterancy behavior
this is for when a unit is attacked
<DamageTakenXP value="1"/>
I got it to do attributes, did you guys ever get to that? To make it add skill points for spells, you have to use <CAbilLearn>.
saltygrapes: that is really cool, good find :) you should join us on irc, freenode #sc2mapster
@saltygrapes: Go
Quite fucking swet man. Excellent job.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
irc.freenode.net:6667 #sc2mapster
Ripping off these chinese helped me discover how to make learnable abilities in addition to undesrtand too how token directives work. So the credit really goes to those communists :P
Anyway here be some code:
Reuqires que a few button data that should be obvious for anyone meddling with this sort of stuff.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@Alevice: Go
yea I tried setting that stuff up myself but got stuck cause I didn't know the token directives worked like that. good thing that someone else figured it out cause I was getting tired of trying
im also trying to get tooltips onto the attributes that show what they modify as well as getting the attributes to modify the unit's weapons themselves (like how Bunker's behavior modifys the units weapon range) but its not going so well.........
saltygrapes how are you trying to do that? it seems like it would just be a simple gamestrings key wouldnt it?
no, there is no mouse-hover tooltip for the hero attributes defined in the UI files
if you hover your mouse over the equipment icons of a hero, it shows a tooltip detailing your weapon damage, range, armor, etc. if I put my mouse over an attribute, I want a tooltip to show up showing what that attribute does. that's not defined in the UI files, as the attributes are just simply text labels in the hero info pane . as opposed to the equipment icons which have defined tooltips for mouse hovering. just inputting a string for the attribute's behavior isn't going to do anything AFAIK without the proper UI modification
@saltygrapes: Go
then again it seems tooltips showing up are internally tied to their asset so I have no idea -_-
Guys, answer me plz. Why are you doing this? Galaxy editor will be soon, in this month, blizzard said, and there will be all we need.
@TrueShaimus: Go
Just because, man. We don't need to wait for an editor to arrive, we are awesome enough to mod with just one hand.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@TrueShaimus: Go
The real question is, Why not?
For the most part, I got WC3 Hero emulation working. It must be noted some things were pretty much duplicated from the aforementioned chinese mod. Some things, like level requirements for skills havent been finished yet. I will get to fix it once I study said mod further. No documentation within yet either.
It requires a launcher like Zoxc's which allows to pick a mod. Player Race must be protoss, and computer race I recommend zerg, for I have given them a few extra zerglings for testing purposes.
http://dl.dropbox.com/u/1047844/HeroMod.rar
OH MY SCREENSSS:
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
Nice job, Levi, :).
I drool. Period.
to get the level-reqs working you "only" need the following things A CBehaviorBuff with a RemoveValidatorArray A Validator looking like this:
RemoveValidator for Behaviors remove the buff if the case isn't matched any longer
Next you need a RequirementData (for this kind of Requirement) you need a Node ( RequirementData.xml
)
in the RequirementNodeData.xml you will now need the following
The tooltip attribute prevents something like RequirementNode/Tooltip/NotLv6 in the requirements or null - so it just shows the Requirement make sure you have added your RequirementNodeData.xml to add.mpq2k and having a blank RequirementNodeData.xml in your patch.S2Archive in your "...\Starcraft II Beta\Versions\Base10000"
there seems to be something weird with the Ability-id, some are valid, some aren't so the training might fail and your hero has all abilities from the start/beginning if you have multiple heroes there seems one way to ensure that your Ability-id is valid, use HeroSkills
Unitname
ie. HeroSkillsGuyor HUnitNameSkills
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!