Various Editor Stuff

Status
Not open for further replies.
Level 8
Joined
Sep 10, 2013
Messages
372
(1) [Experience]

How do I control the experience points given by a type of unit? For example can I make a footman give 50 exp points to a hero that kills him? Does it have anything to do with a unit's level? I already know how to set the % of experience a player's heroes gain by triggers, but how do I control how much experience a unit type gives?


(2) [Stats - Level]

What does a unit's 'level' indicate (In the object editor)? Does it make it stronger? Does it affect exp or gold bounty? Does it affect gameplay or is it just a useless numerical value?


(3) [Object Editor - Units]

What do these mean and what do they do?
a- Animation Backswing Point.
b- Damage Spill Radius.
c- Damage Spill Distance.
d- Animation Cast Point.
e- Stats - Point Value
f- Stats - Priority


(4) [Item with Spell]

How do I trigger an item to cast a spell many times with a cooldown? For example an item that lets me cast Bladestorm every 120 seconds? And are the recommended item properties in the Object Editor - Items?(Should I ask this in the triggers and scripts section?)
 
(1) It is typically based on hero level or unit level (there is an option to set a unit's level in the object editor). Take a look at this tutorial for more details:
http://world-editor-tutorials.thehelper.net/cat_usersubmit.php?view=68382

(2) Yes, controls xp. I don't think it controls bounty, however. There is a short tutorial about it here:
http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/bounty-units-6722/

Bounty varies (even on the same unit), which is why there are "dice" fields. It behaves the same way as setting unit damage.

(3) This should answer your questions. :)
The Unit Editor

(4) Could you provide a few more details? You'll want to use the event "Unit - A unit uses an item". In the conditions, check if "item being manipulated" is equal to the type of item you want to create a trigger for. As for casting the spell, there are a lot of ways to do it. One way is to add the ability and order the unit to use that ability (look at the ability's "order string"). From that point--it sorta varies based on what you want to accomplish. Let us know, and we'll give you a solution. :)
 
Level 8
Joined
Sep 10, 2013
Messages
372
-Thanks a lot! These links are so informative.

==Okay here's more information about the spell:

-The hero should be able to cast the spell using the item.

-The item's icon should show a cooldown after the spell is cast. (Just like potions. When you use a potion you can't use another one for a set amount of time which is indicated by the cooldown on the other potions' icons.)

-I tried making a normal ability and changing its type to 'item' then adding it to an item, but the heroes can only cast it once. No cooldowns, no nothing, and it can't be cast twice in the same map. I even changed the item properties 'Cooldown Group' and set 'Actively used' to true, but it can only be used once.

-Should adding the ability to the unit work on a hero with no free slots for another spell? I'm using all the spell slots (5 hero spells and a spellbook). Wouldn't this disrupt the order of the icons of the other spells or change their order?
 
Level 6
Joined
Feb 5, 2012
Messages
1,685
-
-Should adding the ability to the unit work on a hero with no free slots for another spell? I'm using all the spell slots (5 hero spells and a spellbook). Wouldn't this disrupt the order of the icons of the other spells or change their order?

Yes. But I have a solution for that!

Try using Player- Disable Ability to hide abilities temporarily. Then Enable it to show it again.

Don't worry it does not affect the ability at all. I use it in my map and it works perfectly.
 
Status
Not open for further replies.
Top