| 08-11-2008, 12:53 PM | #1 |
Ok heres what I did, I created a custom psellbook and filled it up with abilities based of charge gold and lumber. The problem is that some of the abilities arent showing up ingame but some are. Why is this so? |
| 08-11-2008, 12:58 PM | #2 |
In the spellbook there is a field Data - Maximum Spells that you need to change. |
| 08-11-2008, 01:17 PM | #3 |
I already set the Minimum and Maximum spells to the amountof spells i added to the book. So thats not the issue. |
| 08-11-2008, 01:30 PM | #4 |
Change their Order Id to something other than neutralspell, that seems to show them. |
| 08-11-2008, 01:59 PM | #5 |
Which has already been done.... The freakiest thing is that on some units certain abilites show while on others another set of abilties are missing. |
| 08-11-2008, 04:25 PM | #6 |
Ooh... The spellbook is NOTORIOUSLY buggy. If you have two different spellbooks in your inventory, and move them around to different slots, they no longer have their respective spells attached - you just get a blank menu... Talking of which: I made a crossbow item that has the spellbook ability, containing Searing Arrows and another spell. The item is charged/non-perishable, and the idea is that you activate the autocast on Searing Arrows and then get a damage bonus as long as the item has charges. HOWEVER... If you select the hero and explicitly tell it to attack a target, the item uses charges. If the unit attack-moves and encounters a target, the item uses charges. If the unit is simply standing there and a target moves within range, the item DOES NOT use charges... Even though it is casting Searing arrows! Help? |
| 08-12-2008, 08:18 AM | #7 | |
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| 08-12-2008, 10:04 AM | #8 |
The spellbook im using is not in an item. It is a units ability. I'll explain abit more.... The Unit called "Recruit" has 3 different spellbook type abilities. Each one can be opened and have a different set of abilities each, the last time I did something simmilar there was no problem. Note: All the spellbooks and their abilities have their own distinct Id's. |
| 08-12-2008, 03:53 PM | #9 |
Another bug with the orbs is that even if you have an orb ability that has a 100% chance of activating - I tested a Chain Lightning orb, was great fun! - it is only used if you manually tell the unit to attack. Unless it is the special case of the Orb of Darkness (purple), which always casts Black Arrows. I really don't know what the Blizzard guys were doing when they coded that... |
| 08-17-2008, 11:09 PM | #10 |
That is only true for the expansion orbs that have a % chance of triggering. The RoC orbs (Frost, Fire, and Lightning Shock) and those orbs that just use passives, such as Venom and Corruption, are always effective. |
| 08-18-2008, 08:54 AM | #11 |
Yesss... The ones you mentioned are the ones that simply add damage or some built-in orb effect. The ones I'm referring to are the ones where the orb ability has a % chance of calling another embedded ability - like Chain Lightning. |
| 08-18-2008, 03:02 PM | #12 | |
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The only way we can help is if you post the map. |
| 08-19-2008, 10:26 AM | #13 |
Nevermind, I managed to a simmilar system without the use of a spellbook. Thx guys. |
