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HeroModPoint System

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I sadly think even how useful and awesome this system is... It still is too simple to fit in the spells section.

What do you guys think?

[trigger=]
Events
Map initialization
Condition
Actions
-------- We have to continually increase HeroPointMax for every new value we add so we can check it against hero level --------
Set HeroPointMax = (HeroPointMax + 1)
-------- This means at level 2 the hero will obtain a skillpoint to level a hero ability --------
Set AddHeroModPoint[HeroPointMax] = 2
Set HeroPointMax = (HeroPointMax + 1)
-------- This means at level 5 the hero will obtain a skillpoint to level a hero ability --------
Set AddHeroModPoint[HeroPointMax] = 5
For each (Integer A) from 3 to 10, do (Actions)
Loop - Actions
Set HeroPointMax = (HeroPointMax + 1)
-------- This randomizes it meaning at any level past 5, 6 or 7 or 8 could give an extra skillpoint --------
Set AddHeroModPoint[(Integer A)] = (AddHeroModPoint[(Integer A)] + (Random integer number between 1 and 2))
[/trigger]

[trigger=]
Events
Unit - A unit Gains a level
Conditions
(Unspent skill points of (Triggering unit)) Greater than 0
Actions
Hero - Modify unspent skill points of (Triggering unit): Subtract 1 points
For each (Integer HeroModPointCheck) from 1 to HeroPointMax, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Equal to AddHeroModPoint[HeroModPointCheck]
Then - Actions
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Else - Actions
[/trigger]
 

Attachments

  • Hero SkillPoint System.w3x
    13 KB · Views: 50
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