This guide will teach you how to make an advanced infinite leveling system, but it will be easy to undersatnd. I know that there are already two guides on this topic, but this one goes a little more in-depth and explains how to give different amounts of experience per unit. It's made for both noobs and experienced users, though it will most likely mainly fit noobs, as it's rather simple. However, there are some requirements for being able to use this guide. So here's a list:
This guide uses a few custom triggers. These triggers are the effect named QV Set Unit Count and the condition is named QV count unit.
You need to know basic Quest vars, if you do not know quest vars at all, I suggest you take a look at
That's it, that's all you need to know for understanding this guide.
It's a very simple trigger setup, though it requires three triggers for each unit you want to include. In this example I'll use Anubites and Automatons.
Active, high priority
Condition: Always
Effect: QV Set Unit count, player (the player of the unit), unit:Anubite, QV name:Anubite exp(or anything you want).
Active, High priority
Condition: Always
Effect: QV Set Unit count, player of your choice, Automaton as protounit and QV name should be something like Automaton exp.
Active, High priority
Condition: QV Count unit, same player as in the other triggers, operator should be (less than), the QV name should be Anubite Exp and the unit should be "Anubite".
Effects: 1:Grant resources-player 1-how much xp you want the unit to give and send to player 9(or any other).
(Optional)2: player 0. + (amount of resources) exp or "You gained (amount of resources) exp by killing an Anubite.
3.Fire event: Trigger 1
4.Fire event: Trigger 5
Active, High priority
Condition: QV Count unit, same player as in the other triggers, operator should be (less than), the QV name should be Automaton Exp and the unit should be "Automaton".
Effects: 1:Grant resources-how much xp you want the unit to give and send to player 9(or any other).
(Optional)2: player 0. + (amount of resources) exp or "You gained (amount of resources) exp by killing an Automaton.
3.Fire event: Trigger 2
4.Fire event: Trigger 6
Unactive, high priority
Condition: Always
Effect: Fire event:Trigger 3
Unactive, high priority
Condition: Always
Effect: Fire event:Trigger 4
Active, high priority
Condition: Player resource count- Player 9- the resource chosen for the other triggers-Amount: 100 (or whatever you want).
Effect: 1. Whatever you want
2.Fire event: trigger 8.
3.Grant resources = -100 of your chosen resource
Unactive, high priority
Condition:Always
Effects: Fire event: Trigger 7
There are a few things to keep in mind when creating these triggers:
Hope this guide helps some people out
Final result:
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