- Joined
- Dec 16, 2017
- Messages
- 418
Hello guys, i decided to make another step in my map, and i want to make talents/glyphs that can be researched for the heroes, and they improve the spells of the heroes in a certain way(or even the heroes with some stats).
First i have to mention that, each hero can be picked just once, after that is removed, and each hero has a Class Hall building where he can research them and each hero has his unique spells, spells are not shared between them.
My question is, what is the best way to trigger talents/glyphs?
-shall they be based of upgrades firsts?
-what is the best way to do them with triggers, make a separate trigger for the talent/glyph or for the spell you want to improve you make an If/Then/Else where you check if the research was researched and after that you apply the new effects to the spell?
Also i have this encounter, i am trying to give a talent to a spell that is based of feral spirits spell, and it summons by itself, how can i add the abbility to the summoned unit if he spawns by default from the spell and it's not triggered? I tried summoned unit, but it doesn't trigger it to the unit.
First i have to mention that, each hero can be picked just once, after that is removed, and each hero has a Class Hall building where he can research them and each hero has his unique spells, spells are not shared between them.
My question is, what is the best way to trigger talents/glyphs?
-shall they be based of upgrades firsts?
-what is the best way to do them with triggers, make a separate trigger for the talent/glyph or for the spell you want to improve you make an If/Then/Else where you check if the research was researched and after that you apply the new effects to the spell?
Also i have this encounter, i am trying to give a talent to a spell that is based of feral spirits spell, and it summons by itself, how can i add the abbility to the summoned unit if he spawns by default from the spell and it's not triggered? I tried summoned unit, but it doesn't trigger it to the unit.
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Feral Spirit
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Feral Spirit (AKAMA)
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Actions
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Player - Set the current research level of Feral Spirit STATS to (Level of Feral Spirit (AKAMA) for (Triggering unit)) for (Triggering player)
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Player - Set the current research level of Feral Spirit STATS2 to (Level of Feral Spirit (AKAMA) for (Triggering unit)) for (Triggering player)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Researched tech-type) Equal to Ghost Wolf (Akama Talent)
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Then - Actions
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Unit - Add Feral Spirits Evasion (Akama-Talent) to (Triggering unit)
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Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Else - Actions
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