- Joined
- Jul 26, 2011
- Messages
- 12
Hello.
I've got a request about a spell system.
First of all I want a Hero to have 5 spells as most(these spells most be unit abilities) - since I'm using Hero Abilities for Attributes; str, agi and int.
Basically you buy spells - "learn" - to gain a spell and "unlearn" to get rid of a spell in order to buy a new one.
-Some spells need Level requirements.
I want the spells to cost x Lumber - which is gained every time a hero is leveling up
These abilities must be bounded to certain Heroes - for instance; Holy Light can only be learned buy a Cleric and Taunt by a Defender.
This is what I'm using;
I'm pretty much sure there are a lot better systems than this unfortunately I couldn't find them even though I searched for quit some time.
Just need help to make this system a bit more "fresh" less delay smarter way to make this would be appreciated.
Best regards!
I've got a request about a spell system.
First of all I want a Hero to have 5 spells as most(these spells most be unit abilities) - since I'm using Hero Abilities for Attributes; str, agi and int.
Basically you buy spells - "learn" - to gain a spell and "unlearn" to get rid of a spell in order to buy a new one.
-Some spells need Level requirements.
I want the spells to cost x Lumber - which is gained every time a hero is leveling up
These abilities must be bounded to certain Heroes - for instance; Holy Light can only be learned buy a Cleric and Taunt by a Defender.
This is what I'm using;
-
Spell Critical
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Elementalist
- (Item-type of (Item being manipulated)) Equal to [|cffffcc00Learn|r] |cff7777aaSpell Critical|r |cff00FF00Elementalist|r
-
Actions
- Unit - Add Spell Critical (Elementalist) to (Triggering unit)
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: [|cffffcc00Learned|...
- Trigger - Turn off (This trigger)
- Wait 0.02 seconds
- Trigger - Turn on Spell Critical 2 <gen>
-
Events
-
Spell Critical 2
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Elementalist
- (Item-type of (Item being manipulated)) Equal to [|cffffcc00Learn|r] |cff7777aaSpell Critical|r |cff00FF00Elementalist|r
-
Actions
- Unit - Set level of Spell Critical (Elementalist) for (Triggering unit) to 2
- Trigger - Turn off (This trigger)
- Wait 0.02 seconds
- Trigger - Turn on Spell Critical 3 <gen>
-
Events
-
Unlearn Spell Critical
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Item-type of (Item being manipulated)) Equal to |cffff0000Unlearn|r |cff7777aaSpell Critical|r |cff00FF00Elementalist|r
- (Unit-type of (Triggering unit)) Equal to Elementalist
-
Actions
- Unit - Remove Spell Critical (Elementalist) from (Triggering unit)
- Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000Unlearned...
- Player - Add 1 to (Owner of (Triggering unit)) Current lumber
- Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Wait 0.02 seconds
- Trigger - Turn on Spell Critical <gen>
-
Events
I'm pretty much sure there are a lot better systems than this unfortunately I couldn't find them even though I searched for quit some time.
Just need help to make this system a bit more "fresh" less delay smarter way to make this would be appreciated.
Best regards!