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How do i make heros change at level ten like in Fireblades Mutating hero arena?
PLZZZZZZZZZZZZZZZZZZ HELP!
PLZZZZZZZZZZZZZZZZZZ HELP!
trigger
Events
[unit - generic unit event]
Unit - A unit Gains a level
Conditions
[integer comparison - hero - hero level]
(Hero level of (Leveling Hero)) Equal to 10
Actions
[set variable]
[hero - hero level]
Set int1 = (Hero level of (Leveling Hero))
[hero - hero experience]
Set int2 = (Hero experience of (Learning Hero))
[hero - hero attribute]
Set int3 = (Strength of (Learning Hero) (Include bonuses))
[hero - hero attribute]
Set int4 = (Agility of (Learning Hero) (Include bonuses))
[hero - hero attribute]
Set int5 = (Intelligence of (Learning Hero) (Include bonuses))
[hero - unspent skill points]
Set int6 = (Unspent skill points of (Learning Hero))
[unit - level of ability for unit]
Set int7 = (Level of <heroability1> for (Leveling Hero))
[unit - level of ability for unit]
Set int8 = (Level of <heroability2> for (Leveling Hero))
[unit - level of ability for unit]
Set int9 = (Level of <heroability3> for (Leveling Hero))
[unit - level of ability for unit]
Set int10 = (Level of <heroability4> for (Leveling Hero))
Events -
Generic Unit Event-
Unit gains a level
Conditions-
Integer comparison-
Hero Level Of (Leveling Hero )) Is equal to <your level>
Conditions-
Boolean Comparison-
Triggering Unit Is A Hero is Equal To True
Actions-
Unit-
Replace (Triggering Unit )) With <new unit> with new unit's relative
Originally posted by Darg
Ok I haven't played that map, but I imagine it would be slightly complex, since that involves making a new custom hero. And so all the hero's items, stats and experience would have to be transferred over to the new hero.
Let's start off with detecting when the hero gets to level 10 and storing all his stats. So to start off, make 10 new integer variables.
To make a new variable, go to edit -> variables in the trigger editor. Hit the "make new variable" button which is the green cross. Type in some funky name and select "Integer" from the variable type list. Do this 10 times.
Here's what to do when setting the 10 integers.
Code:trigger Events [unit - generic unit event] Unit - A unit Gains a level Conditions [integer comparison - hero - hero level] (Hero level of (Leveling Hero)) Equal to 10 Actions [set variable] [hero - hero level] Set int1 = (Hero level of (Leveling Hero)) [hero - hero experience] Set int2 = (Hero experience of (Learning Hero)) [hero - hero attribute] Set int3 = (Strength of (Learning Hero) (Include bonuses)) [hero - hero attribute] Set int4 = (Agility of (Learning Hero) (Include bonuses)) [hero - hero attribute] Set int5 = (Intelligence of (Learning Hero) (Include bonuses)) [hero - unspent skill points] Set int6 = (Unspent skill points of (Learning Hero)) [unit - level of ability for unit] Set int7 = (Level of <heroability1> for (Leveling Hero)) [unit - level of ability for unit] Set int8 = (Level of <heroability2> for (Leveling Hero)) [unit - level of ability for unit] Set int9 = (Level of <heroability3> for (Leveling Hero)) [unit - level of ability for unit] Set int10 = (Level of <heroability4> for (Leveling Hero))