| 11-01-2003, 07:32 PM | #1 |
Who knows? Some of them may get blizzard's attention.
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| 11-01-2003, 07:42 PM | #2 |
1)More advance Action and Events. Give you more control over the triggers you create. 2)Being able to remove/add certain parts from models, Like weapons with out editting the model. 3)Built in Map protector, and more control over the conpression values and files used in the maps/ (To slow do dl times) 4)Being able to create your own spells with no "based" spell. 4)More upgrades 5)Being able to creat floating text in a box and buttons. [We can dream :)] errr I bet there is more if I can think of more I will add them. |
| 11-01-2003, 07:48 PM | #3 |
remove limits (ie. move speed (argh) chain lightning only jumping X number of times, etc.) |
| 11-01-2003, 07:49 PM | #4 |
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| 11-01-2003, 08:12 PM | #5 | |
Quote:
I had thought of how Blizzard might execute this, and I was thinking, what if they had "spell types". For example, before you created a custom spell, you had to choose a spell type. AoE, Aura, DOT, Direct Damage, Passive Chance (i.e. critical strike and evasion), Summoning, Buffing, etc. Then you could have any appropriate fields given to you for such a spell. Would be nice :) |
| 11-01-2003, 08:20 PM | #6 |
Please make a Player - Kill unit for Player action to allow bounty experience and kills triggers work with Trigger Enhanced Spells |
| 11-01-2003, 10:35 PM | #7 |
vex there are ways to make it do that. (my current faviorite is using a pheonix fire ability add it to the unit for 1 dmg, make teh trigger do to the point where the unit has 1 hp left the pheonix fire will finish him off when he dies just remove pheonix fire...) |
| 11-01-2003, 11:13 PM | #8 |
- Make it so WMA files are importable - Built in Skinning Program <--- never will happen but we can wish right? |
| 11-01-2003, 11:22 PM | #9 |
>Local variable declaration in GUI >GetLocalPlayer actions (i.e. to play sounds for one player, or create multiboards for one player) in GUI >Trigger-based run-time particle emmiter creation >Ability to assign skins in Object Editor >Trackables in GUI >GetUnitModel() >GetUnitSkin() >GUI trigger-based global variable declaration >GUI variable destruction >GetTerrainHeight() >GetTerrainTile() >Replaceable textures for non-destructibles >GetCollisionSize() >GetPathingMap() Got a load more, I'll keep 'em coming. |
| 11-01-2003, 11:27 PM | #10 |
A unit of target spell event response.... That would be nice....... |
| 11-02-2003, 12:03 AM | #11 | |||
Quote:
Yeah that is what i meant, but I just was to lazy too right i all out, same with all of the Events and Actions for triggers. Alot of people have post exactly what I am thinking. Quote:
They could do this but there would be HUGE sever spilt problems i would think. Still it would be nice to have the option. Quote:
God yes. I would love that so much. It would make a first person camera that can change height as you go up/ or down in the terrian, without all the jass. I hate using Jass. :( I guess I am not very good with Jass. |
| 11-02-2003, 12:48 AM | #12 |
>Dynamic in-game terrain alteration >Custom units included in unit-type substring >GetTileset() >Variables usable in events without use of Add Event action >Faster keystroke detection >Keystroke detection for all keys >No limit on no. of hero abilities >Removal of bug by which multiple abilities based off the same ability do no show on Command Palette >Ability to use UI folder imports >Use of disabled icons for spell icons >GetUnitDamageBase() >GetUnitDamageDie() >GetUnitDamageDieNumber() >GetDoodadHeight() >GetCraterHeight() >GetResolution() >Access to core JASS functions >GUI multiboards More later........ |
| 11-02-2003, 01:18 AM | #13 |
Some useful things I can think of. A trigger to remove hero abilities not yet learned. A trigger like this: Kill/Remove unit in rect (currently its only Kill/remove unit) Turn Cinematic for triggering player without useing jass and more |
| 11-02-2003, 02:30 AM | #14 |
- Set # of item charges. Kinda useful if you wanted to make an item that could be recharged by a town mage npc, or if you wanted to make something like a Tome of Town Portal and buy scrolls to put in it. - The ability to set hero names, tooltip descriptions, etc, to variable strings and vice versa. Think about having a hero named after its controlling player, or the player customizing the tooltip for a spell, which would go well with... - The ability to set ability integer and boolean values to the values of triggers and vice versa. Players could build spells ingame with their own strings, etc. Think about having a custom RPG in which you name your hero and build your own spells for it. - The ability to set targets allowed for abilities to variable strings. Again, something valuable for ingame spellbuilding. To change abilities based on game circumstances would be awesome, if it's possible at all. ->GetItemAbilities Put the abilities of an item into a string. Useful for things like Iron Golem building, if other functions are added. Most of these cater to specific ideas, but from these things could derive more ideas. |
| 11-02-2003, 04:01 AM | #15 |
-The ability to save arrays in arrays (for tree type organization of fields) -Ability to change item abilitys in game threw triggers -Saveable cashe for over internet -Allow reducing of upgrades |
