So I'm wondering how to make an EXP system, a good example would be similar to the one in Temple Seige. You kill stuff, you get EXP, and after enough EXP you get a token thing to upgrade your stuffs.
Also, how do you make a life system. Say you have a zergling with 1,000 hp, but since you have low stats, its max hp is 50% or 500. So how do i make it so the zerglings hp doesn't go over 50% (because the lings life regenerates over time) while allowing it to be attacked, so it can loose hp and eventually die?
Any help at all is appreciated, thanks guys.
None.
Player accumulates X death score (unit kill score?)
Subtract Y score, add Z civilian at location A.
Switch 1 is set.
Player brings at least one HERO to location B.
Set HP to 50%.
(And various other switches for varying HP amounts).
To prevent a zergling from regenerating hp, you could theoretically spawn a unit to attack it. Something like a guardian.
None.
Yeah but, for the lifes thing im talking about again, a good example would be Temple Seige or NEO Custom Hero wars. In TS, you choose the Hydralisk, but you're unit is not maxed out on hp because you havn't upgraded it yet. How do I do something like that, Where even though for say a hydralisk has a max hp of 1000, how do i make it so its hp only regenerates to 500, but it can still be attacked etc. And then, if you bring a token to the "upgrade life section" (like in temple seige) it upgrades its max hp to say 750.
How do i do that?
None.
You can't really stop a hydra from regenerating UNLESS you do direct damage, where you move a scarab to the hydra every regen cycle.
Triggers for HP increasing:
Current Player suffers exactly 0 deaths of "unused unit".
Current Player brings at least 1 hydra to "heal".
Set HP for 1 hydra owned by current player at "heal" to 50%.
Preserve trigger.
Current Player brings at least 1 "level up token" to "increase HP".
Modify death count for current player: add 1 for "unused unit".
Preserve trigger.
Current Player suffers exactly 1 deaths of "unused unit".
Current Player brings at least 1 hydra to "heal".
Set HP for 1 hydra owned by current player at "heal" to 75%.
Preserve trigger.
None.
Zerg HP will always regenerate even if you set a temporary maximum. You should just make sure your game has enough action to make the small amount of HP regeneration insignificant.
None.
You should just make sure your game has enough action to make the small amount of HP regeneration insignificant.
Or have a huge amount of HP and attack for every unit