WildTurkey
Previously known as giv_me_rep
- Reaction score
- 88
So I want to track ability levels of heros throughout the game. Would be easy if the hero abilities were constant each game however I am going for a construct your own hero approach.
I made variables for hero ability [ability number[player number]] which are set as the abilities when player selected.
My thoughts were I could run a trigger as follows (WE not installed on this computer)
Event: Unit Learns a skill
Actions:
for loop integer a (1-4)
If/then/else
If: Learned Hero Skill = hero ability[integer a[player number (owner of triggering unit)]]
Then: Set HeroAbilityLevel[integer a[player number (owner of triggering unit)]] = current level of hero ability [integer a[player number (owner of triggering unit)]] + 1
however the hero skill comparison only works for specific abilities and will not take variables as comparisons.
Got some weird random shit going on in this map with swapping abilities between players and stuff (as the map is just a fun map for friends to play on whilst I am in aus) which makes me want a system that is flexible.
Cheers
I made variables for hero ability [ability number[player number]] which are set as the abilities when player selected.
My thoughts were I could run a trigger as follows (WE not installed on this computer)
Event: Unit Learns a skill
Actions:
for loop integer a (1-4)
If/then/else
If: Learned Hero Skill = hero ability[integer a[player number (owner of triggering unit)]]
Then: Set HeroAbilityLevel[integer a[player number (owner of triggering unit)]] = current level of hero ability [integer a[player number (owner of triggering unit)]] + 1
however the hero skill comparison only works for specific abilities and will not take variables as comparisons.
Got some weird random shit going on in this map with swapping abilities between players and stuff (as the map is just a fun map for friends to play on whilst I am in aus) which makes me want a system that is flexible.
Cheers