I don't have the editor here, but if you can do +1 Strenght on a unit with an trigger, you can do it with triggers.
Create your own variable for stat points.
Any unit gains add a level -> add +5 stat points or whatever to that player.
Create a dialog with buttons for increase each stat, and use triggers for each one. Every time the player hits a button of that dialog, you call a trigger, check if Stat Point >0, then remove a Stat Point and add +1 Strenght or whatever does the button pressed. You can hide that dialog only if the hero has no stat points avaliable. Or you can show the stat dialog only if the player hits another button or some key.
In Europe there is a better official version of Nexus Wars, is called Nexus Wars 1.3 or something like that. It has balance fixes, fog of war option, new units...
But is in the bottom of the list, in the top you can find Nexus Wars, Nexus Wars Reloaded 2.0, Nexus Wars Reloaded 1.3, and so on. All of this are the same old version with different terrain.
Also be careful with the comparison. City count can be 1 if you check when construction progress is completed (the one you already did).
And, if you check for City, and not for Capital City, you will never have a City, as all the new City will check, see no other City, and became a Capital City itself.
One region, but the other regions still exist, so you can check them. You need to create a dummie blank region to add the other 4. Don't add the regions to one of them.
Dummie Region: Use Add Region to Region to add region 1, 2, 3, and 4.
Event: unit enters Dummie Region.
Then you can do some If Activator Unit in Region 1, 2, 3 or 4.
Some stuff in my map appears in a random circular region around the character. I can't find a way of knowing if a random point inside that region is inside the playable zone or is in a walkable zone.
Sorry for the double post, I make it work. I'll make a little tutorial here. Sorry for the Spanish language, I hate it too. And sorry for my english!
PASSIVE HERO ABILITES THAT DEBUFF A TARGET
Like Concussive Shells. Probably works for every kind of passive abilitie that doesn't work with Suterusu great tutorial. Probably there is a easier way, but I can't find a working way in this forum anyway.
Step 1.
Create your dummie ability with X blank effects (one for each level), this is the one you use for show or learn.
Step 2.
Create your multiple behaviors for the target, and multiple dummie behaviors. You'll use this dummie behavior for making all work. Persecutor - Despacio is the debuff, and Persecutor - Concussive Shells is the dummie behavior.
Step 3.
Create a validator for each level of the Abilitie. Type comparison of behaviour, check for the dummie behavior on the Caster (yeah, they translated it to Irradiator, I hate the editor in Spanish!).
Step 4.
Add the dummie behaviors to the Hero.
Step 5.
Create multiple effects for the Abilitie. For Concussive Shells we need to create multiple Apply Slowing Effect.
Step 6.
Add all that multiple effects to the Set Effect, so all of them get called.
Step 7.
Add the matching validator to each Effect. Ready to go.
Why this work:
If you try to check for the Ability Count at the Slowing Behaviour like you'll do for a passive ability, it doesn't really work, probably because the unit with the behaviour isn't your unit, and doesn't know how to check the caster unit (only the affected unit or his target).
With the dummie behavior, your unit will gain with each level a behavior that does nothing. Concussive Shells I, Concussive Shells II and Concussive Shells III in my example.
Then you can check if your unit has the behavior with a validator that checks if Concussive Shells I == 1, and you can do this comparison in any kind of effect, as they are produced by your unit.
Hide Concussive Shells I, II and III in the flags if you don't wanna them to show on your unit permanently.
Thanks for the tutorial, but as jesuson said, doesn't work with the slowing effect.
Right now i have multiple Slow behaviours, multiple Apply Behaviours and multiple Set. Doesn't work. The Complete At Unit command never returns more than 1. I tryed with validators too, but no luck whatsoever.
But I don't really understand the validators I think. How i can make a validator that counts the number of skills in the unit at the Set Effect? I think I did it correctly but doesn't works.
I already make it work with a self-buff, a +Armor Buff. I can't make it work with the Marauder's slowing effect, completed at unit seems to not work if the behaviour is a debuff on another unit. Or I can't see what I'm doing wrong. :(
Make a dummy ability that will be used just for the Learning and display process and give the mentioned unit the behaviours for all the levels of the aura with requirements counting "ability completed on unit" for the dummy ability. For example First Level behaviour will have requirement Ability "Aura Dummy" completed on unit equal to 1, Second level - requirement - ability completed on unit equal to 2 and so on.
I still haven't make this work with my skills, I can't find the mistake. I can train, but doesn't show and only works for the 1st level.
you have to make sure your dummy ability has as many blank effects as
you want it to have levels.
otherwise it gets the first rank and doesn't level further.
My dummy skill already has 3 blank effects, without them I can't train past level 1. But even if I train, the Completed At Unit seems to return always 1, so the first behaviour is the only one active.
As I already said must be some silly stuff I missed, waiting for that video tutorial :)
Seems that doesn't work for me either. I can train the dummy skill 3 times, but the count seems to return always 1 and always activates the firt behaviour. Complete At Unit references the caster, not the target I hope.
I can't wait for that video tutorial, I must be missing something basic here. Please use Concussive Shells and not a self-buff for the example. Thanks in advance.
I have exactly the same problem. With the passive abilities it seems isn't as easy, in the active skills you can have the list on the Effect:Effect. There is no such kind of list for passive skills (there is no skill whatsoever, only effects), so the game can't find the second level of the skill.
If someone can find a way to make a passive skill like Concussive Shells, trainable in multiple levels, please post an example. I'm stuck badly here...
0
@Septhie: Go
If I understand you well, you need to create an array of dialog variables. And probably a counter too for keeping track of buttons created.
Then every time you create one dialog button, you do
Set Dialog Button[Counter] to last created dialog item.
Modify Counter + 1.
That way, you can reference the Dialog Buttons later...
If (dialog item used == Dialog Button[0]) -> Create Marine unit for example.
If (dialog item used == Dialog Button[1]) -> Create Marauder unit for example.
If (dialog item used == Dialog Button[2]) -> Create Reaper unit for example. ...
0
I don't have the editor here, but if you can do +1 Strenght on a unit with an trigger, you can do it with triggers.
Create your own variable for stat points.
Any unit gains add a level -> add +5 stat points or whatever to that player.
Create a dialog with buttons for increase each stat, and use triggers for each one. Every time the player hits a button of that dialog, you call a trigger, check if Stat Point >0, then remove a Stat Point and add +1 Strenght or whatever does the button pressed. You can hide that dialog only if the hero has no stat points avaliable. Or you can show the stat dialog only if the player hits another button or some key.
0
In Europe there is a better official version of Nexus Wars, is called Nexus Wars 1.3 or something like that. It has balance fixes, fog of war option, new units...
But is in the bottom of the list, in the top you can find Nexus Wars, Nexus Wars Reloaded 2.0, Nexus Wars Reloaded 1.3, and so on. All of this are the same old version with different terrain.
0
@Zackreaver: Go
Also be careful with the comparison. City count can be 1 if you check when construction progress is completed (the one you already did).
And, if you check for City, and not for Capital City, you will never have a City, as all the new City will check, see no other City, and became a Capital City itself.
0
@insom89: Go
One region, but the other regions still exist, so you can check them. You need to create a dummie blank region to add the other 4. Don't add the regions to one of them.
Dummie Region: Use Add Region to Region to add region 1, 2, 3, and 4.
Event: unit enters Dummie Region.
Then you can do some If Activator Unit in Region 1, 2, 3 or 4.
0
@insom89: Go
Use Add Region to Region and create a region with the four regions you need. Use that region (can be a dummie region) for the Event.
0
Some stuff in my map appears in a random circular region around the character. I can't find a way of knowing if a random point inside that region is inside the playable zone or is in a walkable zone.
Anyone can help me?
0
I made it work:
http://forums.sc2mapster.com/development/tutorials/8374-data-levelable-passive-hero-abilities/#p7
0
Sorry for the double post, I make it work. I'll make a little tutorial here. Sorry for the Spanish language, I hate it too. And sorry for my english!
PASSIVE HERO ABILITES THAT DEBUFF A TARGET
Like Concussive Shells. Probably works for every kind of passive abilitie that doesn't work with Suterusu great tutorial. Probably there is a easier way, but I can't find a working way in this forum anyway.
Step 1.
Create your dummie ability with X blank effects (one for each level), this is the one you use for show or learn.
Step 2.
Create your multiple behaviors for the target, and multiple dummie behaviors. You'll use this dummie behavior for making all work. Persecutor - Despacio is the debuff, and Persecutor - Concussive Shells is the dummie behavior.
Step 3.
Create a validator for each level of the Abilitie. Type comparison of behaviour, check for the dummie behavior on the Caster (yeah, they translated it to Irradiator, I hate the editor in Spanish!).
Step 4.
Add the dummie behaviors to the Hero.
Step 5.
Create multiple effects for the Abilitie. For Concussive Shells we need to create multiple Apply Slowing Effect.
Step 6.
Add all that multiple effects to the Set Effect, so all of them get called.
Step 7.
Add the matching validator to each Effect. Ready to go.
Why this work:
If you try to check for the Ability Count at the Slowing Behaviour like you'll do for a passive ability, it doesn't really work, probably because the unit with the behaviour isn't your unit, and doesn't know how to check the caster unit (only the affected unit or his target).
With the dummie behavior, your unit will gain with each level a behavior that does nothing. Concussive Shells I, Concussive Shells II and Concussive Shells III in my example.
Then you can check if your unit has the behavior with a validator that checks if Concussive Shells I == 1, and you can do this comparison in any kind of effect, as they are produced by your unit.
Hide Concussive Shells I, II and III in the flags if you don't wanna them to show on your unit permanently.
0
Thanks for the tutorial, but as jesuson said, doesn't work with the slowing effect.
Right now i have multiple Slow behaviours, multiple Apply Behaviours and multiple Set. Doesn't work. The Complete At Unit command never returns more than 1. I tryed with validators too, but no luck whatsoever.
But I don't really understand the validators I think. How i can make a validator that counts the number of skills in the unit at the Set Effect? I think I did it correctly but doesn't works.
0
@Suterusu1337: Go
Thanks for your help.
I already make it work with a self-buff, a +Armor Buff. I can't make it work with the Marauder's slowing effect, completed at unit seems to not work if the behaviour is a debuff on another unit. Or I can't see what I'm doing wrong. :(
0
I still haven't make this work with my skills, I can't find the mistake. I can train, but doesn't show and only works for the 1st level.
What type of skill do you use?
0
My dummy skill already has 3 blank effects, without them I can't train past level 1. But even if I train, the Completed At Unit seems to return always 1, so the first behaviour is the only one active.
As I already said must be some silly stuff I missed, waiting for that video tutorial :)
0
Seems that doesn't work for me either. I can train the dummy skill 3 times, but the count seems to return always 1 and always activates the firt behaviour. Complete At Unit references the caster, not the target I hope.
I can't wait for that video tutorial, I must be missing something basic here. Please use Concussive Shells and not a self-buff for the example. Thanks in advance.
0
I have exactly the same problem. With the passive abilities it seems isn't as easy, in the active skills you can have the list on the Effect:Effect. There is no such kind of list for passive skills (there is no skill whatsoever, only effects), so the game can't find the second level of the skill.
If someone can find a way to make a passive skill like Concussive Shells, trainable in multiple levels, please post an example. I'm stuck badly here...