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How do I post a topic about vote YES OR NO?

Is this system usefull or useless?

  • BEST THING EVER

    Votes: 1 25.0%
  • YES

    Votes: 1 25.0%
  • I am leaving the comment: "I'm not leaving a comment."

    Votes: 1 25.0%
  • NO

    Votes: 0 0.0%
  • TERRIBLE PEACE OF CRAP

    Votes: 1 25.0%

  • Total voters
    4
  • Poll closed .
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So, this gives hero abilities to normal units?

Can't you just untick the "Is a Hero Ability" box and give it to a unit through the OE?

I haven't bothered to look at the code though so I'm not really sure what this actually does.

Explain:
(Icon)(Icon)(Icon)(Icon)
of any hero.
Example -
(Blizzard) (water elemental) (brillance aura) (teleport)
(Mana Burn) (Immolation) (Evasion) (Demon Metamorphasis)

My system allows each and any unit in your map include heroes as I gave them iconless ability (need to see to understand about how it works for heroes)
Back to the subject: it give each and any unit the ability to learn blizzard or mana burn, etc.
After 30 seconds of cooldown, the unit can remove the first picked ability and replace it with a new one (this is optional).

Examples of how the system can be used:
1) Hashtable controlling a unit rank, killing one unit means "level up", this level up can be used to allow the unit to learn blizzard and then remove the ability controlling (most left icon) in case you want to make each unit have it permanent, or leave it as it is and allow 30 second switching among each and any unit - make your game much more intresting.
2) Heroes that can swap their abilities are much more fun than a normal ones when it comes to fights of hero againts hero, learnning the "LEVEL UP MOST LEFT ICON" hero ability, the hero cannot learn the ability untill he level this passive iconless ability, making him unable to gain "most left icon" untill learned and the level of the learned ability is the same as this. making your hero againts hero much more intresting game.
3) RPG that make each hero ability to have a needed requiment to work, if you want to be able to swap into mana burn you must first upgrade the tech, for example: can't switch into mana burn UNTILL a dragon boss is killed - making the reward for quest more rewarding than just gold.
 

Rheiko

Spell Reviewer
Level 25
Joined
Aug 27, 2013
Messages
4,121
here's the triggers in case anyone wants to see it

  • Global Q
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Blizzard (dummy)
              • (Ability being cast) Equal to Storm Bolt (dummy)
              • (Ability being cast) Equal to Mana Burn (dummy)
        • Then - Actions
          • Unit - Remove Blizzard from (Triggering unit)
          • Unit - Remove Storm Bolt from (Triggering unit)
          • Unit - Remove Mana Burn from (Triggering unit)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to Storm Bolt (dummy)
            • Then - Actions
              • Set ability = Storm Bolt
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to Blizzard (dummy)
            • Then - Actions
              • Set ability = Blizzard
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to Mana Burn (dummy)
            • Then - Actions
              • Set ability = Mana Burn
            • Else - Actions
          • Set Theunit = (Triggering unit)
          • Unit - Add ability to (Triggering unit)
          • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Q Level for (Triggering unit)) Not equal to 0
            • Then - Actions
              • Set int = (Level of Q Level for (Triggering unit))
            • Else - Actions
              • Set int = 1
          • Unit - Set level of ability for (Triggering unit) to int
        • Else - Actions
  • Must 1
    • Events
      • Unit - A unit enters (Entire map)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Hero Abilities for (Entering unit)) Equal to 0
        • Then - Actions
          • Set Theunit = (Entering unit)
          • Trigger - Run Shared Function to add ability <gen> (ignoring conditions)
        • Else - Actions
  • Must 2
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set ug = (Units in (Entire map))
      • Unit Group - Pick every unit in ug and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Hero Abilities for (Picked unit)) Equal to 0
            • Then - Actions
              • Set Theunit = (Picked unit)
              • Trigger - Run Shared Function to add ability <gen> (ignoring conditions)
            • Else - Actions
      • Custom script: call DestroyGroup(udg_ug)
  • Shared Function to add ability
    • Events
    • Conditions
    • Actions
      • Set ability = Hero Abilities
      • Unit - Add ability to Theunit
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
      • Set ability = Spells (lower left)
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
      • Set ability = Blizzard (dummy)
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
      • Set ability = Storm Bolt (dummy)
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
      • Set ability = Item Mana Bonus (200)
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)
      • Set ability = Mana Regeneration (specialy made)
      • Custom script: call UnitMakeAbilityPermanent(udg_Theunit, true, udg_ability)

I vote for banning the OP.
huwat? D:
 
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