| 05-17-2008, 01:40 AM | #1 |
In my map, I'm trying to implement a trinket system, in which trinkets (Items with no charges and casted spells) can only be carried one at a time. They have shared cooldown, and I've already put it in place so that a Hero can only have one at a time. Problem is, I also wanted player's to be able to start off the game and pick one of the Eight Trinkets for free the first time. That way, everyone can customize how they play a little, and if they want it changed they just have to buy a new one. My initial plan was to make Fake items for each trinket, that costed no gold, and put them in the shop as well. Then, at initialization, I would disable the ability to buy the real trinkets for each player. When they bought a fake one, I would remove it, give them the real one, and disable the fake ones + enable the real ones. Except, apparently shops can only hold a maximum of 12 items, and 8 + 8 = 16. So apparently, that method doesn't quite work. I could always just do it with a dialog, but that looks unproffessional for the situation, and doesn't show tooltips. I would prefer to do something similar to the first method I described, but I don't know how. Any Ideas? |
| 05-17-2008, 01:46 AM | #2 |
Dummy abilities from the shop, perhaps? |
| 05-17-2008, 01:54 AM | #3 |
In the "starting area" places the 16 items on the ground (use dummy items if you want) and let them select whatever. If you REALLY want the shop then try to add "pages" to it. |
| 05-17-2008, 04:25 AM | #4 |
Yeah, I guess dummy abilities could work... Since there's no cap for abilities like there is items, it should work the same. Thanks :) |
| 05-17-2008, 11:42 AM | #5 |
You could have two shops, replace with the second after the picking first item phase. |
| 05-17-2008, 08:50 PM | #6 |
Well, what I was going for is it would change for each player. The best way I know of to do this is with the Enable/Disable ability or buying functions, but there may be better ways without causing desyncs (Because those are bad >_>). |
| 05-18-2008, 10:32 AM | #7 |
make the second shop have 0.01 scaling and add a trigger that detects when the real shop is selected and change the selection to the second shop. by the way functions that change scaling and vertex coloring are local so you can put them inside GetLocalPlayer () == x blocks to hide the real shop and show the fake one, but I would rather use the first method. |
