• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

CHALS v1.2

What do you think of CHALS?


  • Total voters
    10
Status
Not open for further replies.
Level 4
Joined
Sep 9, 2004
Messages
112
CHALS v1.4d

CHALS v1.4d
Custom Hero Ability Leveling System

[color=#ff333333]Introduction:[/color]
You’re probably asking yourself “What the hell is CHALS!” Well to answer that question, it’s the Custom Hero Ability Leveling System. A system I invented to resemble the leveling of abilities for “custom” heros as they would if they were preset heros.

What is a “custom” hero you ask? A “custom” hero is a hero-unit that has no preset skills or abilities. Like for example an Archmage in WC3 has the abilities Blizzard, Brilliance Aura, ect. Well “custom” heros have NO abilities to start with but are later found or purchased from a shop (most maps make them purchased).

Why use CHALS!? Well simply put CHALS is by far the best leveling system for “custom” heros abilities I have seen to date. I’m not saying it IS the best but rather the best I’ve seen so far. It not only provides a nice interface for leveling abilities as closely resembling blizzard ability interface but it also limits the heros to a set number of abilities (The number of abilities is Blizzards “default,” or in other words 4 normal spells and 1 ultimate). This allows you to have custom abilities and still make it resemble the setup of preset heros.

How It Works:
Each player has 4 normal ability slots and 1 ultimate slot for their 1 Hero (This system does not work for multiple heros per player! Sorry!). Now whenever a player aquires a “dummy” item equal to that of one of the abilities in the map it will remove the item and check for an open slot and if there is an open slot it will save that ability to the player. If there isn’t an open slot then it will tell the player they have no more slots.

Whenever a player clicks the “Hero Abilities” button in their hero’s commands it will start the Dialog interface to level the abilities they have set.

Features:
  • Multi-User friendly
  • Custom Dialog leveling system
  • Skill triggered Dialog system.
  • Only medium difficulty to adjust settings and # of players
  • Custom Skill point system
  • Changeable ability limit (takes excessive work)
  • Unlimited ability selection
  • Restarting Dialog if they make a selection but have more skill points
  • Shows available skill points at top of Dialog
  • Shows what level of the ability will be learned
  • Optional “-repick” trigger
  • Resembles Blizzards ability interface
  • Limits players from selecting many different skills
  • Compatable with all Hero and Ability levels (requires some work)
  • Personal set-up help
  • Other minor features

Drawbacks:
  • Limited to one hero per player.
  • No others known!

Reporting Bugs/Errors/Problems:
You can report any Bugs/Errors/Problems here or by e-mailing me at the e-mail below.
[email protected]

Help Requests:
Post them here or e-mail them to me and I will gladly take a look at them and do what I can to help you with your problem.

I think I covered it all! Please leave feedback so I can get fix or implement new stuff! :p
 

Attachments

  • CHALS v1.4d.w3x
    66.5 KB · Views: 74
  • Readme.txt
    8.1 KB · Views: 121
Last edited:
Level 4
Joined
Sep 9, 2004
Messages
112
I am sorry but I do not see the big deal. Simply disabling all the skills on the map and enabling when needed.

Also, if I'm not mistaken, there was a way to make skills level-able through the original ability panel.

The point is it is an easy to use system that stores abilities for custom heros so they can be leveled up in a way that resembles blizzards ability system.

Yes I'm pretty shure there is and if I remember right it was a long and exotic system using the engineering upgrade type and wasn't easily implementable.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
My map editor bugged out........................ but............

I have another sytem you might want to include thats similar to this
Its a custom attribute bonus system... it works with jass....
It might be a nice touch for this system...

I'll defitly use this for a map I would make...
-I'd have to make it as epic as possible though so that your system would get the most publicity....

Plans are
-Spellcraft Minigame type map with very simple spells that differentiate people in their reaction time and ability to micromanage

-Passive Spells
-Untargeting Spells
-Targeting Spells (AoE or single target)
-Summon to allow passive Spells (or attack)
-Summon to allow untargeting spells
-Summon to allow targeting spells
-Summon to allow Summons.......... ...... <.<

And organizing each ability....
-Either way.... I'm planning a project with this... but If I can't get this bad boy working.... ugh..........
 

Attachments

  • Attribute bonus.w3x
    170.3 KB · Views: 63
Level 4
Joined
Sep 9, 2004
Messages
112
My map editor bugged out........................ but............

I have another sytem you might want to include thats similar to this
Its a custom attribute bonus system... it works with jass....
It might be a nice touch for this system...

I'll defitly use this for a map I would make...
-I'd have to make it as epic as possible though so that your system would get the most publicity....

Plans are
-Spellcraft Minigame type map with very simple spells that differentiate people in their reaction time and ability to micromanage

-Passive Spells
-Untargeting Spells
-Targeting Spells (AoE or single target)
-Summon to allow passive Spells (or attack)
-Summon to allow untargeting spells
-Summon to allow targeting spells
-Summon to allow Summons.......... ...... <.<

And organizing each ability....
-Either way.... I'm planning a project with this... but If I can't get this bad boy working.... ugh..........

Sorry for the trouble but I forgot to add that the system requires WEU to open. I'm going to try at a later time to convert it to the normal WE but for now it will stay as is!

Also, updated first post with v1.3 that fixed a few major bugs with available skill points and revamped a few triggers to remove others and make it smaller.
 
Level 4
Joined
Sep 9, 2004
Messages
112
This took away the little respect I had to it.

Thats your opinion and sadly I think judging a project simply by a tool it requires is by far the lamest reason you could possibly have especially when its already been stated that there is a normal WE version under way that is about 98% complete other than a few small tweaks. But then again, thats just my opinion. Thanks for the bump!

Check first post for new v1.4d for the normal WE.
 
Last edited:
Level 4
Joined
Sep 9, 2004
Messages
112
You should remove all those 'Do Nothing's. They do nothing and take memory.
Also, learn about loops.

It looks nice in-game, but did you check it in a online game ?

I like having the Do-Nothings..makes it seem cleaner and if you or whoever uses it can remove them if they'd like. Also I can't host games so the answer to the 2nd question would be "no." I'd like to test it Multi but I don't really have a choice in the matter.

Well if you used loops in alot of those triggers you would probably encounter alot of problems for MUI but I'm not 100% shure. It just seems like it would interfere.

On a side note.. its my B-Day today! :p
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
I can host... just tell me the time and server and I'll host a test map...
Right now I don't have WEU but I'll get it when i can.... And from there I'll make a test map...

Until then.......
 
Level 8
Joined
Mar 23, 2007
Messages
302
erhm yea, i just dont know what to say to such a "SYSTEM"

as Ghostwolf said already it is easier to do it yourself and its much faster
than reading, understanding and fixing to your system...

and BTW, the fact that it does not work for multiple heroes per player
is a 100% waste of time, without giving it even a chance to try.
Guy, MUI is the KEY ^^.

i wish u gl on whatever u do, but i would just stop this system IMAO.
 
Level 4
Joined
Sep 9, 2004
Messages
112
erhm yea, i just dont know what to say to such a "SYSTEM"

as Ghostwolf said already it is easier to do it yourself and its much faster
than reading, understanding and fixing to your system...

and BTW, the fact that it does not work for multiple heroes per player
is a 100% waste of time, without giving it even a chance to try.
Guy, MUI is the KEY ^^.

i wish u gl on whatever u do, but i would just stop this system IMAO.

MUI is for multiple players, not multiple heros.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
I mean, Your just going to have to wor on it a bit,

I think a lot of people would find this Beneficial... SO don't feel like is a waste of time...

Just make it better and People will be looking to get freindly with you like your a model at a sex offenders convention
 
Level 4
Joined
Sep 9, 2004
Messages
112
I mean, Your just going to have to wor on it a bit,

I think a lot of people would find this Beneficial... SO don't feel like is a waste of time...

Just make it better and People will be looking to get freindly with you like your a model at a sex offenders convention

I'd like to make it better but I can only think of so many ways to do that. It would help if I could gt some real objective opinions about what it could use rather than people just saying it sucks or is a waste of time.

Thanks for the continued support btw.
 
Level 13
Joined
Nov 22, 2006
Messages
1,260
MUI lets you have more instances of the same action without the interfering of one instance with another.

GhostWolf was actually right, it's not very smart to make WEU systems/maps. He was also right about those Do Nothings, if you want to know, Do Nothings really don't do anything and they are slow, it is exactly the same to code without them, there isn't a single difference.

I'm to lame to look at the code, so I'm just making wise statements.
 
Level 12
Joined
Aug 10, 2004
Messages
1,141
Ok... The do nothings don't mean anything aside from the real issue (THough they are something to worry about...

People want it for every hero.... apparently....



I'm going to check out your map today... after I do a few things... I haven't had the time but I have a lot of interest in this because I like it... Customization is always cute...

As is an evolving hero... (Which I plan to work on also...)

_______________________________________________________________________________
UPDATE!
I made it Multi Unit though not leakless or as cute right now...

It uses items also which isn't ideal when working with heros.
Also... It doesn't go into a dialog box... It simply Levels The ability you use next...

So...
-You use the item
--Then use an ability....
---And you level it up....

I think you should also add some snazzy graphics to your unit after you upgrade a spell...
-Which I can help you with....

Also....

I was gunna mess around with your dialog box situation but after I saw that I couldn't change the strings from variable arrays to Unit groups without using a bit of time....
I decided not to... I got stuff to do..... ya know....


You did a horrible job on making this MUI...
But you did a fine job on being someone that made it... And You proved that you know how to work with dialog boxes effectively....

I'll take it from here... :p
Unless you want to help me with it.... >.>

Meaning... I'd love to help you make this.... Unless you want to make competing systems...
And, trust me... I can dig a little freindly competition...
 

Attachments

  • CHALS v1.4d (formsdedung edit).w3x
    68.6 KB · Views: 40
Last edited:
Status
Not open for further replies.
Top