1- Fire up the data editor and duplicate the dark Templar unit. Rename the duplicate something cool and hero sounding. Go to the units flags, un check cloaked and check off hero. Under attributes, check off heroic. Set his life/shields to something decent. Also be aware if you are using the standard dark templar unit in your game, you will need to give the hero his own weapon. (you can just duplicate the standard weapon as well as the damage effects and give it to him).
2- I'd suggest going to the actor and increasing the scale to something like 1.5. Heroes are big, you know.
3- Go to the behavior tab and create a new one called "power" of type attribute. Under Modification+, go to the combat tab and increase the unscaled damage modifiers to whatever you want. Keep in mind this stacks up every time they get a level. If you set it to 5, a level 10 hero is doing 50 extra damage per hit.Hit ok. Now make a new attribute called "Vitals". Under modifications+ for that one, go to unit and increase the regeneration bonus as well as the maximum values for life and shields. Again, keep in mind that these stack per level.
4- Create a new behavior of type 'veterancy' and go to veterancy levels+. Right click, add value. Leave minimum XP at 0. This is because heroes in sc2 start at level 0, which looks stupid. So with this they instantly level up to the first level but dont get any bonuses. Now make a second level, set minimum xp to 50. (or whatever you want). Click the behavior tab, right click and add 2 values. Set them to your 2 attributes from earlier and put a point into each. This means when your hero levels, he gets +1 power and +1 regen.
5-Back in the top of the window, click on your 2nd value, ctrl C + ctrl V to copy and paste. (I dont have a mac, but I would assume its command C and V to copy/paste...but I can't be sure)
6- Change this value to 60. This is how much XP you need to get to level 2.
IMPORTANT TO NOTE: If level one needs 50 xp and level 2 needs 60, some people might think you only need 10 xp then to get up a level. Well those people are wrong. The number of xp required is how much MORE you need to level.
7- This step is the fun one. You get to copy and paste this as many times as you want the hero to be able to level up and increase the Xp required each time.
8- Go to your hero in the data editor and give him the 2 attribute behaviors as well as the veterinary behavior.
9- Plop your hero into a map with some zerglings and test him out. He should start at level 1 and gain a level once he gets enough XP. His life and attack and damage should also raise.
Abilities
Abilities are kind of important for DOTA, right? They're also about 10 times harder to make in starcraft than Warcraft...Unless of course, your reading an incredibly amazing tutorial... ;)
1- Open the ability section of the data editor. Create a new ability of type effect instant. Under cost+, right click and add a value. Set up your cooldown or whatever you want here. I just simply set the life cost to -50 (50 life GAINED) and the energy cost to 50 (pay 50 energy, gain 50 life..I know, uncreative ability...)
2- Got your ability? Duplicate the first value at the top like before (ctrl C ctrl V) and reduce the cooldowns and energy cost. Copy it again and further reduce the cooldown. These are your 3 levels of the ability. For ability creating details, check out the tutorials in my signature. I believe its tutorial #3 that teaches you how to make abilities. Another tip is for abilities that have an effect, just add a 2nd and 3rd effect under the effects section and they will be used for the higher levels of the ability.
3- Got your ability good to go? Go and make a new ability of type 'learn'. Click info+..This is where you set up your ability leveling. Click 'learn1'.
-check off 'hide count'
-set the button to whatever you want. This is the button that should say something like "learn _ ability. it does bla bla bla"
-set the ability at the bottom to whatever you want.
Hit ok, then set points per level to 1. Leave the 'points' box empty. Remember we start at level 0 and instantly level up, so it appears like we start at lv 1 with 1 point for ability purchases.
4- Return to your unit and add both the learn ability and the actual ability to his 'ability' section. Go to the command card and add a new button to let the player access the ability menu. You'll need to make button for this yourself ( I go over it in my ability tutorial. Hopefully you followed my advice and read it...If you didn't I'm laughing at your confusion right now...Haha. ;)
5- Set the command type to submenu, command card to 2, the requirements to none, and the learn ability to your learn ability you just made.
6- Now go to submenu 2 and add the button that says "learn _ ability"..Command type is ability, the ability isself is the learn ability, and the ability command is 'learn _ ability (whatever you called it).
7- Make sure to put a button in to return to submenu 1 (button type of cancel submenu) or else the player can get stuck.
8- Add the actual ability cast button on submenu 1 like you normally would.
9- Test the map...If you're like me you will have forgotten to actually give the hero energy...Go do that now :)
10- It should work at this point. Each level you get 1 point to use and can upgrade your ability 3 times. With this knowledge, you can make any ability have multiple levels. (If you have any specific issues PM me or post here).
One last thing...
If you remember DOTA, there was an 'ultimate' ability that could only be learned after getting a certain level. To do this, make a requirement in the requirement tab. Under requirement+, right click use and add requirement node. Set it to 'greather than or = to"..Right click that and add 2 more nodes. Set the first node to 'count behavior.' set the behavior to 'levels' and set the status to 'completed at unit'. Set the 2nd one to a constant of whatever level you want to be required to get the ability. I'll say 3.
Back in the learn ability, under info+ you can simply just add the requirement to your 'ultimate' ability.
THE END
Thats it for part 2! Give me a thumbs up or a thumbs down by voting at the top, I appreciate the feedback. I also make changes to my tutorials over time, so any errs on my part will be fixed. If you have difficulty with certain parts, need help, want more info, have comments, etc..Post it or PM me. I always am glad to help out...
random fact for today (I know you love these random facts)- the human heart creates enough pressure to squirt blood 30 feet (9 m).
update: part 3 is in the works already. Its about 1/2 done and will cover how to set up dialogs to let players choose their hero and teams. part 4 will cover hero re spawning and several optional "mix N match" features that you can throw in to make the map better.
Not sure what I did wrong but when my hero levels the animations get all messed up. I'm using Nova and she doesn't aim properly when switching to a new target. Her model looks like it freezes and then unnaturally goes to the attack animations. I'll feel pretty stupid if I copied her wrong, but I didn't think I did.
Hmmm...Well how did you copy it? All I did was right click on my unit and choose 'Duplicate". Then I only checked off the actual actor, none of the effects or anything, and hit OK. Maybe nova is a more complicated model or something? And she only gets messed up after a level?
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
I right clicked on nova and went to duplicate and selected the actor that said Nova. At level 1 she is ok but when I get to level 2 she starts messing up.
Wow thats...really weird. Sometimes the campagin stuff with dependencies acts weird, but I never heard of something like this. I'm not sure but the whole unnatural locking up and animations could be from a problem in the actor events....But if you just copied it there should be no problem..Try copying an actor like the marine from the actors data tab and then changing the model to nova and then setting the unit to your hero.
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
Actually...Aoen of strife was a starcraft 1 custom map. It was remade into Defense of Ancients, AKA DOTA. Therefore you can call it DoTA, AoS, tug of war, ect.... there are lots of names for this lol....
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
ok this is helpful but are you using the current version of the editor because some of the things when you say "go to x tab" just dont seem to be there
I can't get this to work right and I've ran out of idea's on what I'm doing wrong.
I created 5 abilities each with it's own button, effect, etc and called them ability 1/2/3 etc. One for each spell level.
On the learn ability under info+ I did level 01 the lv 1 version, then same for level 2, etc all the way up to 5.
I added each version of the ability to the hero and on the command card added 5 buttons, one for each heal and ability all on the same spot. I also under the learn ability, added a button for each learn #.
No matter what I do, I can only learn level 1 of the spell. After that it is greyed out, even with available points.
What am I doing wrong? I don't understand and it's driving me crazy
Wow.... After a few hours of very frustration exhausting trail and error, I decided to look for a pre-made learn ability and compare it to mine.
What I left out was the cost and effect tab has MULTIPLE things you enter which specific per level. Go figure. I was trying to do it a entirely different way. UGH
You need 1 ability and 1 button PER ability. Even if you have 3 levels, you hav 1 ability. You do, however, have multiple sets of effects and behaviors for each level. You may have damage effect lv1, lv2, and lv3. Looks like you figured it out though, sorry for the late response ;)
Rollback Post to RevisionRollBack
Feel free to Send me a PM if you have any questions/concerns!
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Complete Noob's Guide to DOTA-style maps [part 2]
1-Automatic Waves with lanes [http://forums.sc2mapster.com/resources/tutorials/16045-complete-noobs-guide-to-dota-style-maps-part-1/#p2]
2- Hero abilities/levels <<< Oh my gosh this is I'll be teaching you guys RIGHT NOW! Its so exciting!
3- Hero selection/Team Selection [http://forums.sc2mapster.com/resources/tutorials/16117-complete-noobs-guide-to-dota-style-maps-part-3/]
4- Hero Respawning + Polishing Up [http://forums.sc2mapster.com/resources/tutorials/17011-complete-noobs-guide-to-dota-style-maps-part-4/#p2]
For those who might not have realized this, part 2 comes after part 1. So if you haven't read part 1.. click the link and learn..
I SAID LEARN! Anyway....Part 2 will cover Hero abilities/levels. Kind of important for a DOTA map.
So you can make buttons abilties, and understand effects, you'll want to be familiar with this: http://forums.sc2mapster.com/resources/tutorials/6610-data-moving-from-wc3-editor-to-sc2-editor-part-3-abilties/
The Basic Hero
1- Fire up the data editor and duplicate the dark Templar unit. Rename the duplicate something cool and hero sounding. Go to the units flags, un check cloaked and check off hero. Under attributes, check off heroic. Set his life/shields to something decent. Also be aware if you are using the standard dark templar unit in your game, you will need to give the hero his own weapon. (you can just duplicate the standard weapon as well as the damage effects and give it to him).
2- I'd suggest going to the actor and increasing the scale to something like 1.5. Heroes are big, you know.
3- Go to the behavior tab and create a new one called "power" of type attribute. Under Modification+, go to the combat tab and increase the unscaled damage modifiers to whatever you want. Keep in mind this stacks up every time they get a level. If you set it to 5, a level 10 hero is doing 50 extra damage per hit.Hit ok. Now make a new attribute called "Vitals". Under modifications+ for that one, go to unit and increase the regeneration bonus as well as the maximum values for life and shields. Again, keep in mind that these stack per level.
4- Create a new behavior of type 'veterancy' and go to veterancy levels+. Right click, add value. Leave minimum XP at 0. This is because heroes in sc2 start at level 0, which looks stupid. So with this they instantly level up to the first level but dont get any bonuses. Now make a second level, set minimum xp to 50. (or whatever you want). Click the behavior tab, right click and add 2 values. Set them to your 2 attributes from earlier and put a point into each. This means when your hero levels, he gets +1 power and +1 regen.
5-Back in the top of the window, click on your 2nd value, ctrl C + ctrl V to copy and paste. (I dont have a mac, but I would assume its command C and V to copy/paste...but I can't be sure)
6- Change this value to 60. This is how much XP you need to get to level 2.
IMPORTANT TO NOTE: If level one needs 50 xp and level 2 needs 60, some people might think you only need 10 xp then to get up a level. Well those people are wrong. The number of xp required is how much MORE you need to level.
7- This step is the fun one. You get to copy and paste this as many times as you want the hero to be able to level up and increase the Xp required each time.
8- Go to your hero in the data editor and give him the 2 attribute behaviors as well as the veterinary behavior.
9- Plop your hero into a map with some zerglings and test him out. He should start at level 1 and gain a level once he gets enough XP. His life and attack and damage should also raise.
Abilities
Abilities are kind of important for DOTA, right? They're also about 10 times harder to make in starcraft than Warcraft...Unless of course, your reading an incredibly amazing tutorial... ;)
1- Open the ability section of the data editor. Create a new ability of type effect instant. Under cost+, right click and add a value. Set up your cooldown or whatever you want here. I just simply set the life cost to -50 (50 life GAINED) and the energy cost to 50 (pay 50 energy, gain 50 life..I know, uncreative ability...)
2- Got your ability? Duplicate the first value at the top like before (ctrl C ctrl V) and reduce the cooldowns and energy cost. Copy it again and further reduce the cooldown. These are your 3 levels of the ability. For ability creating details, check out the tutorials in my signature. I believe its tutorial #3 that teaches you how to make abilities. Another tip is for abilities that have an effect, just add a 2nd and 3rd effect under the effects section and they will be used for the higher levels of the ability.
3- Got your ability good to go? Go and make a new ability of type 'learn'. Click info+..This is where you set up your ability leveling. Click 'learn1'.
-check off 'hide count'
-set the button to whatever you want. This is the button that should say something like "learn _ ability. it does bla bla bla"
-set the ability at the bottom to whatever you want.
Hit ok, then set points per level to 1. Leave the 'points' box empty. Remember we start at level 0 and instantly level up, so it appears like we start at lv 1 with 1 point for ability purchases.
4- Return to your unit and add both the learn ability and the actual ability to his 'ability' section. Go to the command card and add a new button to let the player access the ability menu. You'll need to make button for this yourself ( I go over it in my ability tutorial. Hopefully you followed my advice and read it...If you didn't I'm laughing at your confusion right now...Haha. ;)
5- Set the command type to submenu, command card to 2, the requirements to none, and the learn ability to your learn ability you just made.
6- Now go to submenu 2 and add the button that says "learn _ ability"..Command type is ability, the ability isself is the learn ability, and the ability command is 'learn _ ability (whatever you called it).
7- Make sure to put a button in to return to submenu 1 (button type of cancel submenu) or else the player can get stuck.
8- Add the actual ability cast button on submenu 1 like you normally would.
9- Test the map...If you're like me you will have forgotten to actually give the hero energy...Go do that now :)
10- It should work at this point. Each level you get 1 point to use and can upgrade your ability 3 times. With this knowledge, you can make any ability have multiple levels. (If you have any specific issues PM me or post here).
One last thing...
If you remember DOTA, there was an 'ultimate' ability that could only be learned after getting a certain level. To do this, make a requirement in the requirement tab. Under requirement+, right click use and add requirement node. Set it to 'greather than or = to"..Right click that and add 2 more nodes. Set the first node to 'count behavior.' set the behavior to 'levels' and set the status to 'completed at unit'. Set the 2nd one to a constant of whatever level you want to be required to get the ability. I'll say 3.
Back in the learn ability, under info+ you can simply just add the requirement to your 'ultimate' ability.
THE END
Thats it for part 2! Give me a thumbs up or a thumbs down by voting at the top, I appreciate the feedback. I also make changes to my tutorials over time, so any errs on my part will be fixed. If you have difficulty with certain parts, need help, want more info, have comments, etc..Post it or PM me. I always am glad to help out...
random fact for today (I know you love these random facts)- the human heart creates enough pressure to squirt blood 30 feet (9 m).
Space reservation....Post for 1, please.
:) Comments, questions, etc?
update: part 3 is in the works already. Its about 1/2 done and will cover how to set up dialogs to let players choose their hero and teams. part 4 will cover hero re spawning and several optional "mix N match" features that you can throw in to make the map better.
Not sure what I did wrong but when my hero levels the animations get all messed up. I'm using Nova and she doesn't aim properly when switching to a new target. Her model looks like it freezes and then unnaturally goes to the attack animations. I'll feel pretty stupid if I copied her wrong, but I didn't think I did.
Hmmm...Well how did you copy it? All I did was right click on my unit and choose 'Duplicate". Then I only checked off the actual actor, none of the effects or anything, and hit OK. Maybe nova is a more complicated model or something? And she only gets messed up after a level?
I right clicked on nova and went to duplicate and selected the actor that said Nova. At level 1 she is ok but when I get to level 2 she starts messing up.
Wow thats...really weird. Sometimes the campagin stuff with dependencies acts weird, but I never heard of something like this. I'm not sure but the whole unnatural locking up and animations could be from a problem in the actor events....But if you just copied it there should be no problem..Try copying an actor like the marine from the actors data tab and then changing the model to nova and then setting the unit to your hero.
@zeldarules28: Go
+1
im having a problem getting my data editor to look like yours. i got it similar i use the text version.
Where you copy something in the ability to create different levels i cant get the same effect. Mine looks like this,
Also the part where you make him learn the ability. when he clicks on learn ability, my heal ability isnt there. but the cancel one is.
The ability section is less well written and hard to follow. If you could give some extra details it would really help.
Didn't think the crossover would be this damn hard :(
Ok, think i figured it out lol newbie mistake. Still getting the hand of this. More pics on the abilities section would be helpful though.
They are called Aeons of Strife btw :( But anyway pretty good tut ;3
@Pinachet: Go
Actually...Aoen of strife was a starcraft 1 custom map. It was remade into Defense of Ancients, AKA DOTA. Therefore you can call it DoTA, AoS, tug of war, ect.... there are lots of names for this lol....
wheres the part about.... the "Lear skill" ability...
wheres the part about levelable abilities?
Do you know how to apply a Research Ability with 3 upgrades to the Learn Ability?
sent you a PM
ok this is helpful but are you using the current version of the editor because some of the things when you say "go to x tab" just dont seem to be there
I can't get this to work right and I've ran out of idea's on what I'm doing wrong.
I created 5 abilities each with it's own button, effect, etc and called them ability 1/2/3 etc. One for each spell level.
On the learn ability under info+ I did level 01 the lv 1 version, then same for level 2, etc all the way up to 5.
I added each version of the ability to the hero and on the command card added 5 buttons, one for each heal and ability all on the same spot. I also under the learn ability, added a button for each learn #.
No matter what I do, I can only learn level 1 of the spell. After that it is greyed out, even with available points.
What am I doing wrong? I don't understand and it's driving me crazy
Wow.... After a few hours of very frustration exhausting trail and error, I decided to look for a pre-made learn ability and compare it to mine.
What I left out was the cost and effect tab has MULTIPLE things you enter which specific per level. Go figure. I was trying to do it a entirely different way. UGH
@Zero0018: Go
You need 1 ability and 1 button PER ability. Even if you have 3 levels, you hav 1 ability. You do, however, have multiple sets of effects and behaviors for each level. You may have damage effect lv1, lv2, and lv3. Looks like you figured it out though, sorry for the late response ;)