NBalfa
Reaction score
10

Profile posts Latest activity Postings About

  • can you specify which abillity you are talking about in the triggers because I got confused write for ex dummy ability 1 and dummy ability 2 .
    I haven't thought of any special model, but let me take a look and I'll see what I can come up with.
    So, first of all, start reading from the bottom and up. If you have any questions or if my triggers aren't functioning properly, please do contact me.
    Trigger 2

    Events -
    A unit starts the effect of an ability //"Begins casting an ability" is abusable

    Conditions -
    Triggering unit equal to YourHero

    Actions -
    If/Then/Else - Actions
    If - Conditions
    Soul_Amount Less Than Soul_Max_Amount
    Then - Actions
    Set Soul_Amount = Soul_Amount + 1 //Your current amount of souls stored. Soul_Amount is an integer variable.
    Else - Actions
    Do Nothing
    Trigger 1

    Events -
    A unit learns an ability

    Conditions -
    Learned Hero ability equal to YourDummyHeroAbility

    Actions -
    Set Soul_Max_Amount to Level of YourDummyAbility x 4 //Soul_Max_Amount is an integer variable
    If/Then/Else - Actions
    If - Conditions
    Level of YourDummyAbility greater than 0 //If you already have the dummy ability, we don't need to add it again, hence this action
    Then - Actions
    Do Nothing
    Else - Actions
    Unit - Add ability YourDummyAbility to Triggering Unit
    After finishing off the dummy ability, you'll have to create a UNIT ability with an amount of levels equal to the possible amount of souls you can have. Again, use Attribute Bonus, but make it a UNIT ability and don't hide the icon. If let's say you can have minimum 0 souls and maximum 12 souls, it has to have 13 levels. First level should have a description somewhat in the line of "Currently stored 0 souls"; the second level "Currently stored 1 soul" and so on and so forth.
    It's time to create the triggers. As I am not at a computer with WE, this will be somewhat free hand.
    "also how can I create triggers on a passive spell" - Most passive skills, ie. auras, gives buffs. If that's the case, just include "((Triggering Unit) Has buff Equal to (Your buff))" in your conditions. You can also use the condition "(Level of (Your passive ability) for (Triggering Unit) Greater than 0)"

    "how can I make there be numbers on a spell icon so that the user will be able to understand the souls he has" - Do you mean in the spell description? If so, you'll have to create a dummy hero ability, based on Attribute Bonus (the reason you use Attribute Bonus is because of the fact that you can hide it's icon). So, hide the icon (done inside the spell in the object editor), and set all strength, int and agi values to zero. Now, this is a dummy ability which will only be used when LEARNING the ability. Therefore, set the Learn tooltip to whatever you like, and leave all other tooltip fields empty. CONTINUES
    To answer your question about my map; right now I am not really making any own map, just helping my nephew with a kind of hero arena and helping my friend with his hero siege. And fooling around on this forum.

    I do not have that mp3, but I might know a friend who has. Ill send it to you if I find it :p
  • Loading…
  • Loading…
  • Loading…
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top