- Joined
- Dec 14, 2008
- Messages
- 21
Firstly, I am VERY sorry if I missed this in the forums, I did use the search function several times (and googled it too) and didn't find anything.
Introduction (skip if you hate reading):
So I am still working on Poplicant (an ORPG) but it's nearing completion and all I have left to do is add in leader boards and save codes (the jokes on the "all I have to do" part, but considering I've been working on it for 2 years it seems like not much to me lol). So I looked around for a good system and I didn't like most of the ones I saw so I started my own. Everything was going fine, the xp, the hero type, the items, BUT THEN!!!
How do you automate saving hero skills (abilities) in to variables?
The reason I ask is I have a whopping 120 different hero abilities that I would have to write manually and I'd rather avoid that, and avoid having to add in all the extra code every time I add a new hero. I mean, the only way I can find in the trigger editor to detect hero skills specifically is when you learn it manually, which is fine except there is no way to make the computer automatically learn a random ability so you can detect it. The only other thing is the casting an ability one for all types of abilities, but once again making the computer make a hero cast their abilities is problematic, not to mention how it could detect passives :/
As an example of what I'm talking about I will explain my hero type automation. Having 30 different heroes (will 15 with 2 different 'Tiers' of advancement) I was loathe to write all that out manually so instead what I do is I placed all 30 heroes in the map. In the map initialization the computer picks each unit using the unit group action and then assigns it a number which can then be used to store in a save code. The computer picks the units in the exact same order every time so it works just fine.
Does any one know any simple way to automate the assignment of hero skills? Otherwise I'm going to have to sit down and do it for each of my 120 different abilities manually
Thanks in advance for ANY help OR advice, much love:
Ihatehumans
Introduction (skip if you hate reading):
So I am still working on Poplicant (an ORPG) but it's nearing completion and all I have left to do is add in leader boards and save codes (the jokes on the "all I have to do" part, but considering I've been working on it for 2 years it seems like not much to me lol). So I looked around for a good system and I didn't like most of the ones I saw so I started my own. Everything was going fine, the xp, the hero type, the items, BUT THEN!!!
How do you automate saving hero skills (abilities) in to variables?
The reason I ask is I have a whopping 120 different hero abilities that I would have to write manually and I'd rather avoid that, and avoid having to add in all the extra code every time I add a new hero. I mean, the only way I can find in the trigger editor to detect hero skills specifically is when you learn it manually, which is fine except there is no way to make the computer automatically learn a random ability so you can detect it. The only other thing is the casting an ability one for all types of abilities, but once again making the computer make a hero cast their abilities is problematic, not to mention how it could detect passives :/
As an example of what I'm talking about I will explain my hero type automation. Having 30 different heroes (will 15 with 2 different 'Tiers' of advancement) I was loathe to write all that out manually so instead what I do is I placed all 30 heroes in the map. In the map initialization the computer picks each unit using the unit group action and then assigns it a number which can then be used to store in a save code. The computer picks the units in the exact same order every time so it works just fine.
Does any one know any simple way to automate the assignment of hero skills? Otherwise I'm going to have to sit down and do it for each of my 120 different abilities manually
Thanks in advance for ANY help OR advice, much love:
Ihatehumans
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