I'm making a game with heroes and want players to be able to spend skill points on certain stats such as strength and magic.
http://www.galaxywiki.net/Attributes_(Stat_Boosts) would be a good starting point. That article gives you a basic idea of how Attributes in StarCraft 2 work.
I need them to be able to have skill points awarded every level and possibly some cool level up effects on the unit.
For help with level up effects, check out
http://www.galaxywiki.net/Level_Up_Effect. To add spendable skill points when the hero levels up, that can be set in the Veterancy that you have to create for the hero.
http://www.galaxywiki.net/Leveling_units can help with that.
I then need 4 buttons for them to upgrade theses stats using a submenu to store them in.
What do you mean you want a submenu to store the stats? Or do you mean you want 4 buttons on a submenu to raise them? If the latter, then you need to create 1 button for each Attribute that would be raised, and then create an ability to tie that button to the Attribute.
I'll add all my questions about abilities here cuz a good map can't be made from copy pasted abilities.
Technically this is true, but you should be able to learn how to create abilities by checking out tutorials that are out there. At the core, every ability is structured similarly in SC2.
They will only have 1 hero unit so you could simplify it by making the attribute points terrazine or something.
No, you're thinking in terms of the limitations of SC1. In SC2, they have Attributes built in to the game.
I heard you could use triggers to detect a dummy ability then have a buff be applied to the unit. It wasn't explained much beyond that.
Yes, though in most cases this is unnecessary and the Trigger lag could be detrimental. You're better off doing it all in the Data Editor.
Post has been edited 2 time(s), last time on Oct 4 2011, 1:31 am by DevliN.
Currently Working On: My Overwatch addiction.