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Adding an ability

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Level 14
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Sep 28, 2011
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968
You can if you make a spell book based hero competance points distributing
this mean make a spell book called skill learn make some skills based on channel inside of the book,detect the casting of the ability with a trigger and increase the corresponding ability level.
 
Level 14
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Spells books are not messy just try to put an differant id for each spell book and i were not talking of putting hero abilities in the spell book but to make an ability distribution based on spell book and to make scripts to make that if you have a skill point and use one distributing ability in the spell book you gain one ability or you increase the level of the ability if you have already it(players will see no differance as the WC3 ability distribution system already looks like a spell book).And did you read the tutorial on spells books.
 
Level 33
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I have created a test map for you, hope it's what you want.

You actually have 2 spells, 1 for the spell itself, and 1 more is just a dummy (used for learning the spell)

When you learn Spell A (Dummy), Spell B (True Spell) will be added/leveled up.

When the spell reaches maximum level, it will disable the spell to be learned ever again for the player, not for that unit.

Basically this method supports up to 12 units, 1 unit per player and it is called as MPI, not MUI.

So you can't have more than 1 unit per player using this method.
 

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Level 26
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Aug 18, 2009
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There is a very inconvenient method with Engineering Upgrade ability. You have hidden base abilities on the hero and convert them with Engineerings (that you also hide). Since you want to have any variation of hero abilities added that means that each base ability requires its own converter per hero ability.

So the total amount of abilities needed besides your custom ones til now is (number of base abilities) x (number of your custom abilities).

However, some properties are transfered from the base ability. For example, its max level and the level skip requirement. Max level could be avoided by giving the base abilities enough levels right off the bat and then remove the converter again from the unit when individual max is reached. Since this would remove the usable ability in the unit's command card as well, you would have to actually take dummy abilities for learning (which would add further objects). Dunno if there is a solution for the level skip requirement but it all depends on how flexible it has to be in your scenario.
 
Level 33
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I thhink to u only need just to add him hero spell in object editor and then to disable it, when u want to he learn in with spell points just enable it again with trigger

That does not work simple as that.
You must do a bit advance trickery for that (look my test map).

Because, simply, the thread starter wanted to add an ability, not enable/disable it.

And after the addition of that ability, he wants that the added ability to be learned via red cross mark on the Hero's UI.

You must use 2 ability for this, 1 for dummy and 1 for added ability.
 
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