Need Someone to create a "system" for me.

Squishinator

New Member
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Its like the djinni system in that dumb Golden Sun game ( if you ever played it as a kid).

1.When you kill a certain unit, it will raise your stats by little and also give you a certain ability.
2. when you cast that ability, it will remove that ability and remove the stats you got when you killed the unit that gave u the ability. It will also give you another ability.
3. When the second ability is cast i want it to give you back your first ability and then remove the second ability. You will also get your stats back.
NOW THE HARD PART
4. When you cast the first ability you will change. (do this however u want, change units altogether or make some unit upgrade) When the hero changes i want it to keep its original exp and lvl, and depending on what number of certain classes of the monsters they killed in step one they have altogether they will have cetain abilities. It all depends on the unit switched which also depends on the certain units in killed. If you dont understand this step tell me i will try to clarify.
5. Think of it using integer variables. If you have 3 WatersKilled and 0 FiresKilled, you might be a water adept hero. So depending on the integer setup you will be a certain unit.

If you are up to the challenge tell me and i will give you more information.
 

Lightstalker

New Member
Reaction score
55
Its like the djinni system in that dumb Golden Sun game ( if you ever played it as a kid).

1.When you kill a certain unit, it will raise your stats by little and also give you a certain ability.
2. when you cast that ability, it will remove that ability and remove the stats you got when you killed the unit that gave u the ability. It will also give you another ability.
3. When the second ability is cast i want it to give you back your first ability and then remove the second ability. You will also get your stats back.
NOW THE HARD PART
4. When you cast the first ability you will change. (do this however u want, change units altogether or make some unit upgrade) When the hero changes i want it to keep its original exp and lvl, and depending on what number of certain classes of the monsters they killed in step one they have altogether they will have cetain abilities. It all depends on the unit switched which also depends on the certain units in killed. If you dont understand this step tell me i will try to clarify.
5. Think of it using integer variables. If you have 3 WatersKilled and 0 FiresKilled, you might be a water adept hero. So depending on the integer setup you will be a certain unit.

If you are up to the challenge tell me and i will give you more information.

1. (Generic unit event) A unit dies -- (Condition boolean) killing unit is a hero = to true -- (Action Hero) Increase strength of killing unit by 1 (Action unit) Add Fire Nova to killing unit
 

Squishinator

New Member
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3
i know how to do that, the problem is that when i change units, i dont know certain variables. And depending on the certain unit killed to get the exp and extra shit there will be different variables to deal with. and i want to make this MUI/MPI.
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
In the object editor, set the 'Custom Value' of the unit that will give exp (creep) to the amount of exp you want to be award.

Then use:
Action- Hero Increase Experience of killing unit by Custom Value of Dying Unit

Something like that. I think that's what you want.
 

Squishinator

New Member
Reaction score
3
the problem is that i dont know what abilities to give the replaced unit. (the abilities, remember, depending on which unit killed)
 
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