| 08-18-2008, 04:57 PM | #1 |
I'd like to add some custom Tavern heroes (someday). But the existing four slots won't be enough, and I've already made up my mind not to take out any of the existing ones, or make a "Secondary Tavern" (I want this to be as melee/ladder-friendly as possible). So is there some way of "adding" space to the Tavern, like a backroom? My first thought was of using Spellbook, but I'm not sure you can sell units from a Spellbook, just use abilities... |
| 08-18-2008, 05:33 PM | #2 |
Just to confirm: there are 12 slots. If you have more than that, give it an ability that selects another tavern. (the other tavern will have no pathing practically be invisible) Just trigger it. |
| 08-18-2008, 05:36 PM | #3 |
But wouldn't I still have to insert this 'shadow Tavern' into each map? I was hoping for a method that would allow an unchanged melee map (ish). Yes, there are 12 slots. 8 are taken up with the current hero list, and I have more than 4 ideas. Thus the issue :/ |
| 08-18-2008, 05:43 PM | #4 |
JASS:I was hoping for a method that would allow an unchanged melee map (ish). If you wish to overcomplicate it, then trigger it with an invisible tavern. If you wish to make it complicated for the user, then make all heroes use black icons, and add all of them to the same tavern. Then add an icon/dummy ability to the tavern which tells the user what hotkey to press in order to get what hero. Othwerwist just make another tavern and place it on the map!? |
| 08-18-2008, 05:57 PM | #5 |
Themerion is right, even the simplist triggered way of doing this will probably overcomplicate things for users. The best way by far would be to make another tavern, but if you really need to make it all in one tavern, the trigger is easy as pie and can be placed into any map easily. |
| 08-18-2008, 08:46 PM | #6 |
Darn, so no "buy an item/cast a spell, catch that event, then summon a hero"-type solutions? Not sure that would work with the "only 1 per customer" rule and stuff, though... So by 'trigger with an invisible tavern', you mean like it summons (temporarily) a sub-Tavern that gives you some more slots' worth of heroes, then disappears after selling? --EDIT-- Woot! 333th post! |
| 08-19-2008, 10:24 AM | #7 |
Doesn't get created on the spot. But now that you mention it, that could work even better. Basically, allow your main tavern to sell other taverns. It owns. Then just trigger it to select the sold tavern, and to destroy it when a hero is bought / tavern is deselected. There is, however, a problem with this system: infinite heroes forever (no stock refresh cooldown) |
| 08-19-2008, 03:27 PM | #8 |
Grr... So if that wasn't what you were suggesting, what was? |
| 08-19-2008, 03:32 PM | #9 |
Not the most MUI way of doing this, but I just add a Turn Page spell to my tavern, and when it's clicked just replace the tavern with a new one and have the new Turn Page spell go back to the original. So the cons is it affects everyone, but if thats cool then i'd say it's the easiest way to go to save space. |
| 08-19-2008, 04:09 PM | #10 |
If by "affect everyone", you mean that if more than one person was "shopping" from the same Tavern, then yeah, that's ok. I mean, how often are you and your enemy/ally both going for the same Tavern at the same time? (Rhetorical question; I don't play Battle.net much, so maybe it happens pretty often.) And then what I'd do, to make it really Multi-Map-Instanceable, is have it work via triggers: at Map Initialization, you Pick Every Tavern on the map, then add the ability to them. That way I don't have to go into every map and add that ability to the Tavern. (Speaking of which, does that leak a group or a location? I'm relatively sure I know how to remove a location, but not so much a group...) |
| 08-19-2008, 04:32 PM | #11 |
All players controlling the current page would be abused, and is not nessesary. For clarification: You have two taverns at the same spot, one with a smaller scale so it's invisible/unselectable. In both taverns you have an ability which will deselect that tavern and select the other. |
| 08-19-2008, 04:50 PM | #12 |
Eugh, that requires placing. I was hoping to just mass-import all trigger/object editor/imported data, line everything up, set all the proper paths, then start the map and be able to play. Preferably not adding a mini-Locust Tavern at the same spot as every existing Tavern, and giving them the 'switcheroo' abilities. Unless that could be done with triggers as well... But it still seems simpler to have some mild abuse. What's the worst that could happen, a Peasant standing their switching the pages back and forth repeatedly? Kill the Peasant. |
| 08-19-2008, 05:29 PM | #13 |
It can easily be done with triggers, no need to manually place anything. It also doesn't have the issue of everything resetting when the building is replaced. |
| 08-19-2008, 06:26 PM | #14 | |
So like this? (assuming the Quote:
Trigger: Create SubTaverns
![]() Conditions
Trigger: Trigger: (Obviously, triggers 2 and 3 are the same, except they switch between the two.) Even if all this is correct, I'm still unsure as to how to clean up "Pick Every Unit" functions. ~~~ Y'know, if buildings can be given and use a modified Robo-Goblin ability, that would make the last two triggers unnecessary... |
