Ability Tavern please help!?

HxCwizard

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okay basically if youve ever played custom hero survival
he has a system for the abilities in which you spend wood to buy abilities
but you dont level them up through your hero you leverl them up by buying the next upgrade in the tavern what I need to know is:
do I have to make a custom ability and item for each level
and how do i get it to show the next level of the ability in the tavern
example:
hero buys level one true shot aura, how do i make level two trueshot show up for that specific unit and no one else?
 
Event
Unit sold an item ( Or something like that, maybe the other way, unit bought item)
Condition
Action
....


Event
Unit acquired item
Condition
Item = trueshot
Action
Remove item being manipulated
If/then/else
If
item being manipulated = trueshot Level 1
Then
Add ability to unit
Set level = 1
Else
Set level = level of trueshot + 1

Edit:

Oh wait, I think the abilities are abilities, not items.

Code:
23. Charge Gold and Lumber

AbilityId : AAns

This unique ability works like Channel (Must be triggered). But in this spell, you can modify the gold cost and the lumber cost! Very nice if you do not want to check how many gold or how many lumber a player has and to remove it.

This ability can have a changed orderId.
From here

Probably created that ability.

Trueshot Ability (Shop)
Trueshot Ability

Event
Unit begins casting ability
Condition
Ability being cast = Trueshot Ability (Shop)
Action
If/then/else
Trushot Ability (Shop) = Level 1
Then
Add Trueshot Ability to unit variable set earlier on.
Set level to 1
Else
Set level to level of trueshot ability (shop)
Set level of trueshot ability (shop) to level of trueshot ability (shop) + 1

You should set all heroes into a variable when creating them. Like:

Event
A unit is sold
Condition
Action
Set unit variable [player number of owner of buying unit] = sold unit
 
forget all of that
I didnt read everything thank you though
Im somewhat new to variables for the record so this may take some time for me to understand
but I shall stay determined haha.

thank you again


the way I have it set up is

event:
-a unit sells item(from shop)
condition:
-(item type of (sold item)) equal to trueshot
actions:
-player-enable trueshot for (owner of buying unit)
-unit- add trueshot to (buying unit)
-hero- learn skill (for buying unit): trueshot
-item-remove sold

and it works fine, it adds trueshot and it deletes the item
I put both add skill to hero and unit just in case I dont classify the unit right
I realize now that If I dont want to use the skill point system that I have to creat an ability and item for each level of each ability
but what i really need to know is what is the code for changing the item in the shop to show trueshot level 2 for a hero that has purchased trueshot level 1?
 
Okay I edited my post. You can level the ability being sold, and also the ability. So you'll only have to create 2 abilities per ability.
Trueshot - Trueshot and trueshot (shop)
 
wait why would I have to create 2 abilities?
I thought I only had to make an item representing the ability trueshot
and the actual ability itself
 
Didn't you just read what I say? I edited my first post. You don't need any items, there are abilities that cost gold/lumber. And can level up too !
 
Ugh Im sorry Im an idiot x[

okay wait so if I follow your instructions all I have to do is define what the percent of increase to damage would be for levels 1-20 right?
if so then how would I change the tooltip(name,description) to represent each level and percentage?


Edit: also I dont understand how to charge umber for the skill
 
wait do you mean that I have to find an ability that costs lumber and gold then build off of that?

Edit: also if I have to use abilities then that means that I have to take a unit or hero and make it the tavern right?
 
Don't double post.... And the ability is called Charge gold and lumber.

Abilities > Neutral Hostile > Units > Charge gold and lumber

And you don't have to put the unit or hero into the tavern. Just set the Hero into a variable whenever you sell/create it.
 
what model would I have to use to sell the abilities?
the tavern cant sell abilities only upgrades/units/and items
 
Make it a unit, set movespeed to 0, minimum 0, maximum 0. Go to gameplay constants, (or interface, can't remember) Set the default minimum movespeed to 0.

Erm just to confirm, there's a tavern for EACH player right?

Edit: And set turn rate to 0.10.
 
theres a tavern for each set of abilities so far spells 1,2,and 3/ passives / and ultimate
 
You have to create taverns for all players. Simply because

Hero 1 buys true shot level 1, Hero 2 can't buy true shot level 1 because it is automatically leveled up to 2. And, you'll have to own the unit to be able to buy it. Meaning Hero owned by player 1 can only buy from the tavern owned by player 1. Unless, they are sharing control.
 
then im confused because somehow if custom hero survival he was able to do it
Im guessing there is some kind of condition say if triggering unit own ability equal to trueshot level one
maybe the action would change the level of the ability in the shop?
 
...What?

Trigger:
  • Real Comparison - Level of Ability (cough) is equal to integer
 
Then maybe you should just put 1 level of the spell in the shop. So the shop's ability has no levels, just the ability. And everytime if you buy it, you will increase your level. Then, if you want to make it public, then use items.
1 item for each spell, if spell is bought, then set level of ability = level of ability +1

Edit: Wait, If spell is bought, do this

If/then/else
If level of ability = 0
Then
Add ability Set level of ability to 1
Else
Set level of ability = level of ability + 1
 
Okay I guess I will restate what I am looking for to the best of my ability
I want to make a set of taverns each with specific types of abilities for sell at the price of 1 lumber
I dont know how to set up the trigger for this instance:
if hero{a} buys trueshot level 1 I need trueshot level 2 to show up for hero {a}
but all other heroes should still be able to buy trueshot level 1
 
Don't give the item in the shop a level, just automatically level it when its bought.


Trueshot (Shop) NO LEVELS. Trueshot with as many levels as you want.

Event
An item is sold
Condition
Item = trueshot (shop)
Action
If/then/else
Level of trueshot = 0
Then
Remove item being manipulated
Add ability to buying unit
Set level of trueshot = 1 for buying unit
Else
Remove item being manipulated
Set level of trueshot = level of trueshot + 1 for buying unit


Edit: Buying unit might be unit owned by buying player instead. freehand.

Edit: And yeah, also look back at posts sometimes because I may have edited post before you posted.
 
Yeah, items are the only way to make it public.

Edit: Or sharing control, but I dn't think you'll want to do that.
 
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