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Custom EXP System

+ With this system, any unit can have their own exp bar and their own levels
On leveling up, you can add your unit any ability you want.
+ Trigger:

  • CES Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set CES_Hashtable = (Last created hashtable)
      • -------- EXP String show color --------
      • Set CES_StringArray[1] = |cff00ff00
      • -------- EXP String ( EXP_StringArray[2] + EXP + EXP_StringArray[3]) --------
      • Set CES_StringArray[2] = +
      • Set CES_StringArray[3] = EXP!
      • -------- EXP Bar Color --------
      • Set CES_StringArray[4] = |cffffcc00
      • -------- EXP Bar Level Color --------
      • Set CES_StringArray[5] = |cffccffcc
      • -------- EXP String Size --------
      • Set CES_Real[1] = 10.00
      • -------- EXP Show Time --------
      • Set CES_Real[2] = 2.00
      • -------- EXP Velocity Disatance --------
      • Set CES_Real[3] = 50.00
      • -------- EXP Bar Size (I think it need <= 8) --------
      • Set CES_Real[4] = 8.00
      • -------- EXP Sharing Range --------
      • Set CES_EXPRange = 1000.00
      • -------- ------- --------
      • -------- CES_ShareEXP = True => Share EXP, CES_ShareEXP = False => Not share EXP --------
      • Set CES_ShareEXPBoolean = True
      • -------- Special Effect when unit up level. --------
      • Set CES_SFX = Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
      • -------- ------- --------
      • -------- Level Table --------
      • -------- Lvl 1 => Lvl 2 Requires 200 EXP --------
      • Set CES_LevelTable[1] = 200
      • -------- --------- --------
      • -------- Lvl 2 => Lvl 3 Requires 500 EXP --------
      • Set CES_LevelTable[2] = 500
      • -------- --------- --------
      • -------- Lvl 3 => Lvl 4 Requires 1000 EXP --------
      • Set CES_LevelTable[3] = 1000
      • -------- --------- --------
      • -------- Lvl 4 => Lvl 5 Requires 2000 EXP --------
      • Set CES_LevelTable[4] = 2000
      • -------- --------- --------
      • -------- Lvl 5 => Lvl 6 Requires 5000 EXP --------
      • Set CES_LevelTable[5] = 5000
      • -------- --------- --------
      • -------- Unit EXP --------
      • -------- Peasant - 50 EXP --------
      • Set CES_UnitType = Peasant
      • Set CES_EXP = 50
      • Trigger - Run CES Save EXP <gen> (checking conditions)
      • -------- Footman - 150 EXP --------
      • Set CES_UnitType = Footman
      • Set CES_EXP = 150
      • Trigger - Run CES Save EXP <gen> (checking conditions)
  • CES Save EXP
    • Events
    • Conditions
    • Actions
      • Custom script: set udg_CES_UnitID = udg_CES_UnitType
      • Hashtable - Save CES_EXP as CES_UnitID of 0 in CES_Hashtable
  • CES Add Unit
    • Events
    • Conditions
    • Actions
      • Set CES_UnitID = (Custom value of CES_Unit)
      • Unit Group - Add CES_Unit to CES_Group
      • Hashtable - Save 0 as CES_UnitID of 1 in CES_Hashtable
      • Hashtable - Save 1 as CES_UnitID of 2 in CES_Hashtable
      • Hashtable - Save 100 as CES_UnitID of 3 in CES_Hashtable
      • Set CES_Player = (Owner of CES_Unit)
      • Custom script: if udg_CES_Player == GetLocalPlayer() then
      • Floating Text - Create floating text that reads above CES_Unit with Z offset 0.00, using font size CES_Real[4], color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Hashtable - Save Handle Of(Last created floating text) as CES_UnitID of 4 in CES_Hashtable
      • Custom script: endif
  • CES Remove Unit
    • Events
    • Conditions
    • Actions
      • Set CES_UnitID = (Custom value of CES_Unit)
      • Floating Text - Destroy (Load CES_UnitID of 4 in CES_HashtableIf the label is not found, this function returns NULL.)
      • Hashtable - Clear all child hashtables of child CES_UnitID in CES_Hashtable
      • Unit Group - Remove CES_Unit from CES_Group
  • CES Die Check
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set CES_Unit2 = (Triggering unit)
      • Set CES_Unit = (Killing unit)
      • Set CES_UnitID = (Custom value of CES_Unit)
      • Custom script: set udg_CES_UnitID2 = GetUnitTypeId(udg_CES_Unit2)
      • Set CES_EXP = (Load CES_UnitID2 of 0 from CES_Hashtable)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • CES_ShareEXPBoolean Equal to False
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (CES_Unit is alive) Equal to True
            • Then - Actions
              • Set CES_Event = 0.00
              • Set CES_UnitEXP = (Load CES_UnitID of 1 from CES_Hashtable)
              • Set CES_Level = (Load CES_UnitID of 2 from CES_Hashtable)
              • Set CES_EXPRate = (Load CES_UnitID of 3 from CES_Hashtable)
              • Set CES_RealEXP = ((CES_EXP x CES_EXPRate) / 100)
              • Set CES_UnitEXP = (CES_UnitEXP + CES_RealEXP)
              • Set CES_Player = (Owner of CES_Unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CES_UnitEXP Greater than or equal to CES_LevelTable[CES_Level]
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of CES_Unit using CES_SFX
                  • Special Effect - Destroy (Last created special effect)
                  • Set CES_UnitEXP = (CES_UnitEXP - CES_LevelTable[CES_Level])
                  • Set CES_Level = (CES_Level + 1)
                  • Set CES_Event = 2.00
                  • Hashtable - Save CES_Level as CES_UnitID of 2 in CES_Hashtable
                • Else - Actions
              • Hashtable - Save CES_UnitEXP as CES_UnitID of 1 in CES_Hashtable
              • Set CES_Event = 1.00
              • Custom script: if udg_CES_Player == GetLocalPlayer() then
              • Floating Text - Create floating text that reads (CES_StringArray[1] + (CES_StringArray[2] + ((String(CES_RealEXP)) + CES_StringArray[3]))) above CES_Unit with Z offset 0.00, using font size CES_Real[1], color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Set the velocity of (Last created floating text) to CES_Real[3] towards 90.00 degrees
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to CES_Real[2] seconds
              • Floating Text - Change the fading age of (Last created floating text) to CES_Real[2] seconds
              • Custom script: endif
            • Else - Actions
        • Else - Actions
          • Set CES_Point = (Position of CES_Unit2)
          • Set CES_TempGroup = (Units within CES_EXPRange of CES_Point matching ((((Matching unit) is in CES_Group) Equal to True) and ((((Matching unit) belongs to an ally of (Owner of CES_Unit)) Equal to True) and (((Matching unit) is alive) Equal to True))))
          • Set CES_EXP = (CES_EXP / (Number of units in CES_TempGroup))
          • Unit Group - Pick every unit in CES_TempGroup and do (Actions)
            • Loop - Actions
              • Set CES_Event = 0.00
              • Set CES_Unit = (Picked unit)
              • Set CES_Player = (Owner of CES_Unit)
              • Set CES_UnitID = (Custom value of CES_Unit)
              • Set CES_UnitEXP = (Load CES_UnitID of 1 from CES_Hashtable)
              • Set CES_Level = (Load CES_UnitID of 2 from CES_Hashtable)
              • Set CES_EXPRate = (Load CES_UnitID of 3 from CES_Hashtable)
              • Set CES_RealEXP = ((CES_EXP x CES_EXPRate) / 100)
              • Set CES_UnitEXP = (CES_UnitEXP + CES_RealEXP)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • CES_UnitEXP Greater than or equal to CES_LevelTable[CES_Level]
                • Then - Actions
                  • Special Effect - Create a special effect attached to the origin of CES_Unit using CES_SFX
                  • Special Effect - Destroy (Last created special effect)
                  • Set CES_UnitEXP = (CES_UnitEXP - CES_LevelTable[CES_Level])
                  • Set CES_Level = (CES_Level + 1)
                  • Set CES_Event = 2.00
                  • Hashtable - Save CES_Level as CES_UnitID of 2 in CES_Hashtable
                • Else - Actions
              • Hashtable - Save CES_UnitEXP as CES_UnitID of 1 in CES_Hashtable
              • Set CES_Event = 1.00
              • Custom script: if udg_CES_Player == GetLocalPlayer() then
              • Floating Text - Create floating text that reads (CES_StringArray[1] + (CES_StringArray[2] + ((String(CES_RealEXP)) + CES_StringArray[3]))) above CES_Unit with Z offset 0.00, using font size CES_Real[1], color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Set the velocity of (Last created floating text) to CES_Real[3] towards 90.00 degrees
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to CES_Real[2] seconds
              • Floating Text - Change the fading age of (Last created floating text) to CES_Real[2] seconds
              • Custom script: endif
          • Custom script: call RemoveLocation(udg_CES_Point)
          • Custom script: call DestroyGroup(udg_CES_TempGroup)
  • CES Show EXP Bar
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in CES_Group and do (Actions)
        • Loop - Actions
          • Set CES_Unit = (Picked unit)
          • Set CES_UnitID = (Custom value of CES_Unit)
          • Set CES_Player = (Owner of CES_Unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (CES_Unit is alive) Equal to True
            • Then - Actions
              • Set CES_UnitEXP = (Load CES_UnitID of 1 from CES_Hashtable)
              • Set CES_Level = (Load CES_UnitID of 2 from CES_Hashtable)
              • Set CES_UnitID2 = ((CES_UnitEXP x 100) / CES_LevelTable[CES_Level])
              • Set CES_String = (CES_StringArray[5] + ((String(CES_Level)) + ()|r > + CES_StringArray[4])))
              • For each (Integer CES_Int) from 1 to CES_UnitID2, do (Actions)
                • Loop - Actions
                  • Set CES_String = (CES_String + |)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (CES_UnitID2 mod 2) Equal to 1
                • Then - Actions
                  • Set CES_String = (CES_String + ||r)
                • Else - Actions
                  • Set CES_String = (CES_String + |r)
              • For each (Integer CES_Int) from 1 to (100 - CES_UnitID2), do (Actions)
                • Loop - Actions
                  • Set CES_String = (CES_String + |)
              • Set CES_String = (CES_String + <)
              • Custom script: if udg_CES_Player == GetLocalPlayer() then
              • Floating Text - Change the position of (Load CES_UnitID of 4 in CES_HashtableIf the label is not found, this function returns NULL.) to CES_Unit with Z offset 0.00
              • Floating Text - Change text of (Load CES_UnitID of 4 in CES_HashtableIf the label is not found, this function returns NULL.) to CES_String using font size CES_Real[4]
              • Custom script: endif
              • Set CES_String = <Empty String>
            • Else - Actions
              • Custom script: if udg_CES_Player == GetLocalPlayer() then
              • Set CES_String = <Empty String>
              • Floating Text - Change text of (Load CES_UnitID of 4 in CES_HashtableIf the label is not found, this function returns NULL.) to CES_String using font size CES_Real[4]
              • Floating Text - Change the position of (Load CES_UnitID of 4 in CES_HashtableIf the label is not found, this function returns NULL.) to CES_Unit with Z offset 0.00
              • Custom script: endif

+ How to use:

-
  • Set CES_EXPBarColor = |cff00ff00
: Set EXP Bar Color
-
  • Set CES_EXPRange = 1000.00
: EXP Sharing Range.
-
  • Set CES_ShareEXPBoolean = True
: CES_ShareEXP = True => Share EXP, CES_ShareEXP = False => Not share EXP
-
  • Set CES_SFX = Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
: Special Effect when unit up level.
-
  • Set CES_LevelTable[1] = 200
  • Set CES_LevelTable[2] = 500
: Level Table - Requires EXP to up level
-
  • Set CES_UnitType = Peasant
  • Set CES_EXP = 50
  • Trigger - Run CES Save EXP <gen> (checking conditions)
: set EXP of an Unit type when it die.
-
  • Set CES_Unit = Knight 0001 <gen>
  • Trigger - Run CES Add Unit <gen> (checking conditions)
: Add unit to system.
-
  • Set CES_Unit = Knight 0001 <gen>
  • Trigger - Run CES Remove Unit <gen> (checking conditions)
: Remove unit from system.
-
  • CES Massage UP LVL
    • Events
      • Game - CES_Event becomes Equal to 2.00
    • Conditions
    • Actions
      • Game - Display to (All players) the text: ((Name of CES_Unit) + ( LEVEL UP!!! LEVEL : + (String(CES_Level))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (CES_Unit is A Hero) Equal to True
        • Then - Actions
          • Hero - Set CES_Unit Hero-level to CES_Level, Show level-up graphics
        • Else - Actions
: Game - CES_Event becomes Equal to 2.00 like a UP LEVEL EVENT.
-
  • CES Massage INC EXP
    • Events
      • Game - CES_Event becomes Equal to 1.00
    • Conditions
    • Actions
      • Game - Display to (All players) the text: ((Name of CES_Unit) + ('s EXP : + (String(CES_UnitEXP))))
: Game - CES_Event becomes Equal to 1.00 like a INCREASES EXP EVENT.


- Floating Text now is more configurable.
- Remove some useless code.

[/hidden]

- EXP Bar is no longer show when unit die.
- Floating Text is only shown for owner of unit.
- Unit won't recieve EXP when die.
- Add CES_Event.
- Add some new examples.
- Change somethings in code.
- Change looping time from 0.02 to 0.03
- Just owner of unit can see unit's EXP Bar
- Add EXP Bar Color

+ Credits: Bribe's GUI Unit Indexer
+ Email: [email protected]

Keywords:
creep, exp, bar, btdonald
Contents

Creep EXP System (Map)

Reviews
08:49, 16th Aug 2012 Magtheridon96: Alrighty, sorry for that last bad review, I was pretty tired at the time. This doesn't seem to have any major problems. It would be nice if the floating texts were configurable too.

Moderator

M

Moderator

08:49, 16th Aug 2012
Magtheridon96: Alrighty, sorry for that last bad review, I was pretty tired at the time.

This doesn't seem to have any major problems.

It would be nice if the floating texts were configurable too.
 
You should change the loop time to 0.03 seconds instead of 0.02 seconds, also, I'd suggest making the bar colour in instead of taking a chunk out of it each level for athestic reasons. Maybe it's just me - but it does look a bit odd with part of the bar missing all the time.

Additionally, where do you run "remove unit"? And in your description you've put "save EXP" twice

Also: Consider making the EXP bar invisible to everybody except either players with units within a nearby radius, or only the owning player, otherwise they can be seen through the fog of war
 
Level 11
Joined
Dec 3, 2011
Messages
366
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • CES_UnitEXP Greater than or equal to CES_LevelTable[CES_Level]
  • Then - Actions
  • Special Effect - Create a special effect attached to the origin of CES_Unit2 using CES_SFX
  • Special Effect - Destroy (Last created special effect)
  • Set CES_UnitEXP = (CES_UnitEXP - CES_LevelTable[CES_Level])
  • Set CES_Level = (CES_Level + 1)
This is up level event. You can up level hero ..... in here..........
 
@FRENGERS:
It would be better if you would make the xp gain vary by yourself, because having it in an EXP system is not a good idea, because other people might want EXP gain to work differently.

EXP Sharing is also something that should be handled in a different resource extending off of this one.
 
Level 11
Joined
Dec 3, 2011
Messages
366
Dead units with EXP bars are not removed from the EXP bar system and keep it atm, which I imagine lasts until their corpse is removed and then the bar moves to the middle though the first part (it's their when they die) is true, and tested, and gives me the feeling they'd also take EXP from live units.

Ok!! I'll do what you say

edit
Update

edit
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • CES_ShareEXPBoolean Equal to False
    • Then - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (CES_Unit is alive) Equal to True
    • Then - Actions
    • Set CES_Event = 0.00
    • Set CES_UnitEXP = (Load CES_UnitID of 1 from CES_Hashtable)
    • Set CES_Level = (Load CES_UnitID of 2 from CES_Hashtable)
    • Set CES_EXPRate = (Load CES_UnitID of 3 from CES_Hashtable)
    • Set CES_RealEXP = ((CES_EXP x CES_EXPRate) / 100)
    • Set CES_UnitEXP = (CES_UnitEXP + CES_RealEXP)
    • Set CES_Player = (Owner of CES_Unit)
oh.... Magtheridon96 .... I've
  • Set CES_Event = 0.00
already @@
 
Last edited by a moderator:
Level 17
Joined
Apr 3, 2010
Messages
1,101
The problem with this is that it will interfere with HP bars :( maybe test for it to go below the bar? or to the side? i dunno
Otherwise looks good. However it would be nice if you add a Turn on or off function. So people can choose in game
 
Level 3
Joined
Nov 1, 2012
Messages
27
Just awesome man haha. Im trying to use this in a meele map, but i guess my main problem is that i dont know how to add Skills per Level :/ and some tips about use this in meele maps would be great. Thanks for this awesome stuff man +Rep 5/5
 
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