- Joined
- Sep 9, 2007
- Messages
- 253
I would love some advice on how to implement my idea for hero ability selection. I want the player to end up choosing 4 out of the 8 available abilities for their hero.
I want for the hero to start with 8 abilities to choose from but they can only learn 4. Using the below image to illustrate the following example, If i were to choose the light blue ability as my first ability then it would go into slot 2 and the dark blue ability would be permenantly disabled. Once I git level 2 I might choose to upgrade the red ability and the pink ability will be permenantly disabled. Once an ability is chosen for a slot it may be upgraded upon gaining additional skill points and at level 6 the hero can choose between 2 ultimate abilities in the same way.
Currently I am using the triggers below but I think that they are very clumsy and I would much rather find a cleaner way of doing this. A spellbook perhaps? but I haven't been able to work out how to use upgradable hero abilities in spellbooks. Could anyone lend a suggestion? is this possible? How would you go about accomplishing this objective?
(these triggers will have mistakes or be incomplete as I have not finished this system, I am instead looking for a more tidy way to execue this plan)
I want for the hero to start with 8 abilities to choose from but they can only learn 4. Using the below image to illustrate the following example, If i were to choose the light blue ability as my first ability then it would go into slot 2 and the dark blue ability would be permenantly disabled. Once I git level 2 I might choose to upgrade the red ability and the pink ability will be permenantly disabled. Once an ability is chosen for a slot it may be upgraded upon gaining additional skill points and at level 6 the hero can choose between 2 ultimate abilities in the same way.
Currently I am using the triggers below but I think that they are very clumsy and I would much rather find a cleaner way of doing this. A spellbook perhaps? but I haven't been able to work out how to use upgradable hero abilities in spellbooks. Could anyone lend a suggestion? is this possible? How would you go about accomplishing this objective?
(these triggers will have mistakes or be incomplete as I have not finished this system, I am instead looking for a more tidy way to execue this plan)
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refresh
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Events
- Unit - A unit Gains a level
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Conditions
- (Unit-type of (Leveling Hero)) Equal to Pandaren Seer
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Hero level of (Leveling Hero)) Equal to 4
- (Hero level of (Leveling Hero)) Equal to 7
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- If ((Level of Mend for (Leveling Hero)) Equal to 1) then do (Player - Make Mend (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
- If ((Level of Conductive Wisdom for (Leveling Hero)) Equal to 1) then do (Player - Make Conductive Wisdom (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
- If ((Level of Electrify for (Leveling Hero)) Equal to 1) then do (Player - Make Electrify (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
- If ((Level of Lightning Bolt for (Leveling Hero)) Equal to 1) then do (Player - Make Lightning (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
- If ((Level of Twisted Altruism for (Leveling Hero)) Equal to 1) then do (Player - Make Twisted Altruism (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
- If ((Level of Divine Judgement (dummy) for (Leveling Hero)) Equal to 1) then do (Player - Make Divine Judgement (Panda) Available for training/construction by (Owner of (Leveling Hero))) else do (Do nothing)
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Hero level of (Leveling Hero)) Equal to 6
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Then - Actions
- Player - Make Inspiration (Panda) Available for training/construction by (Owner of (Trained unit))
- Player - Make Overload (Panda) Available for training/construction by (Owner of (Trained unit))
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Mend
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Events
- Unit - A unit Finishes training a unit
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Conditions
- (Unit-type of (Trained unit)) Equal to Mend (Panda)
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Actions
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Mend for Hero[(Player number of (Owner of (Trained unit)))]) Greater than or equal to 1
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Then - Actions
- Unit - Increase level of Mend for Hero[(Player number of (Owner of (Trained unit)))]
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Else - Actions
- Unit - Add Mend to Hero[(Player number of (Owner of (Trained unit)))]
- Player - Make Mend (Panda) Unavailable for training/construction by (Owner of (Trained unit))
- Player - Make Conductive Wisdom (Panda) Unavailable for training/construction by (Owner of (Trained unit))
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If - Conditions
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Events
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Conductive Wisdom
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Events
- Unit - A unit Finishes training a unit
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Conditions
- (Unit-type of (Trained unit)) Equal to Conductive Wisdom (Panda)
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Actions
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Conductive Wisdom for Hero[(Player number of (Owner of (Trained unit)))]) Greater than or equal to 1
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Then - Actions
- Unit - Increase level of Conductive Wisdom for Hero[(Player number of (Owner of (Trained unit)))]
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Else - Actions
- Unit - Add Conductive Wisdom to Hero[(Player number of (Owner of (Trained unit)))]
- Player - Make Conductive Wisdom (Panda) Unavailable for training/construction by (Owner of (Trained unit))
- Player - Make Mend (Panda) Unavailable for training/construction by (Owner of (Trained unit))
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If - Conditions
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Events