CAn a hero build tower?

puppetmaster

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Can i ask? Can a hero build tower? Cause i wanna make a skill with 10 levels for build towers!
Is tht possible?
 

Necrach

You can change this now in User CP.
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Enable the hero to build towers like a normal worker. Then make a hero skill with those 10 levels, and enable upgrades (through triggers) as requirements or as upgrades for the towers when the hero picks levels in that skill (which should be passive)

There is, of course, ways of triggering a skill to be used as a build structure command without using that icon with a hammer to reveal structures enabled to construct. One way is to use Channel as a base skill, create an invisible dummy worker to construct the building and then trigger off the channeling ability when the structure is complete/canceled.
 

Nherwyziant

Be better than you were yesterday :D
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Here

Just give the hero the repair ability and add list the structures you wan't to build
 

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KillingSpree

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Cause i wanna make a skill with 10 levels for build towers!

If I understand you correctly, you want to make a hero ability that builds a tower? And if you level it up you build a stronger tower?

If that's so, you can base the abillity on "Build tiny farm" (an item ability)
Change it into an hero ability, add levels and the structures it builds for the levels.
There is a downside to it: it doesn't cost gold if you use the ability, it only uses mana. But you can trigger it so it substracts gold whenever you use the ability.
 

puppetmaster

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If I understand you correctly, you want to make a hero ability that builds a tower? And if you level it up you build a stronger tower?

If that's so, you can base the abillity on "Build tiny farm" (an item ability)
Change it into an hero ability, add levels and the structures it builds for the levels.
There is a downside to it: it doesn't cost gold if you use the ability, it only uses mana. But you can trigger it so it substracts gold whenever you use the ability.

Awww, lovely. No trigger needed?
Then it would be easy for newbies like me =)
BUT I WANT THE SKILL TO BUILD ONLY 1 tower .
ONCE THE TOWER DESTROYed.... the skill is available again.
 

envenger

Active Member
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u need to trigger it

once the tower in complete remove the old spell add a new spell with same name and very high mana cost(hero cannot reach) then when the tower breaks remove the new spell and add the old spell

there might be easier solution than this which i dont know
 

KillingSpree

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After some experimenting with triggers I came up with these triggers:

Trigger:
  • Build
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Build Tiny Farm
    • Actions
      • Player - Disable Build Tiny Farm for Player 1 (Red)
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Farm) and do (Actions)
        • Loop - Actions
          • Set BuildedTower[1] = (Picked unit)


This trigger disables the "Build tiny farm" abillity and sets the BuildedTower variable as the farm.

Trigger:
  • Destroy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to BuildedTower[1]
    • Actions
      • Player - Enable Build Tiny Farm for Player 1 (Red)


This enables the abillity again if the farm (BuildedTower) is destroyed.

Note: this only works for player 1.
 

puppetmaster

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After some experimenting with triggers I came up with these triggers:

Trigger:
  • Build
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Build Tiny Farm
    • Actions
      • Player - Disable Build Tiny Farm for Player 1 (Red)
      • Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Farm) and do (Actions)
        • Loop - Actions
          • Set BuildedTower[1] = (Picked unit)


This trigger disables the "Build tiny farm" abillity and sets the BuildedTower variable as the farm.

Trigger:
  • Destroy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to BuildedTower[1]
    • Actions
      • Player - Enable Build Tiny Farm for Player 1 (Red)


This enables the abillity again if the farm (BuildedTower) is destroyed.

Note: this only works for player 1.

Can i know the variable for BuildedTower? the variable is under 'Interger' or what?

Lets say, got 2 players using this hero... the trigger i set for all players?
Player 1-8?
 

jhnam95

Active Member
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12
Trigger:
  • Build
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Your Ability
    • Actions
      • Player - Disable Your Ability for Owner of Triggering Unit



Trigger:
  • Destroy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to Your Tower Type
    • Actions
      • Player - Enable Your Ability for Owner of Dying Unit


I just used KillingSpree's and just modified it (it's from my own head so make out what you can of it)
 

Slapshot136

Divide et impera
Reaction score
471
Can i know the variable for BuildedTower? the variable is under 'Interger' or what?

"Set BuildedTower[1] = (Picked unit)" is a unit variable with an array - your setting it equal to "picked unit", only units can be set equal to units
 

puppetmaster

New Member
Reaction score
0
Trigger:
  • Build
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Your Ability
    • Actions
      • Player - Disable Your Ability for Owner of Triggering Unit



Trigger:
  • Destroy
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Dying unit) Equal to Your Tower Type
    • Actions
      • Player - Enable Your Ability for Owner of Dying Unit


I just used KillingSpree's and just modified it (it's from my own head so make out what you can of it)

Can it be use?
 

tom_mai78101

The Helper Connoisseur / Ex-MineCraft Host
Staff member
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1,723
Use (Integer - Player number of (Triggering Player)) for the array.

And check to see if the dying unit belongs to the triggering player. (Owner of dying unit = Player index (Player number of (Triggering player)))

Use the "If...then...else" logic if you needed to.
 

puppetmaster

New Member
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0
Use (Integer - Player number of (Triggering Player)) for the array.

And check to see if the dying unit belongs to the triggering player. (Owner of dying unit = Player index (Player number of (Triggering player)))

Use the "If...then...else" logic if you needed to.

Btw, is KillingSpree trigger correcT?
 
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