HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Bleh, multiple spellbook (hero) abilities?

12-06-2003, 01:35 AM#1
FerretDruid
This probably is a dumb question, and I'm a bit worked up over spending a lot of time making several nice spellbook abilities and realizing I cannot use them - so I'm just going to ask it anyway.

Is there a workaround to the like hero abilities limitation through triggers, or slk editing, or anything? I want to have 5 spellbook abilities on a single hero. They aren't going to be FULL, but they each represent a different class of magic and need to be seperate (I intended originally for a total of 25 spells, many of which will just be simple upgrades from lower level versions). Right now, I can give all 5 abilities to the hero, but he of course only gets ONE of them, even if I train them all to max level.

I will, as a last resort only, just use item versions of the abilities. This would mean a complete reworking of my system and .... ugh. Just bleh. It ruins my whole concept really, I want to have NO natural mana of hit point regeneration, so there is a very real emphasis on using items and being resourceful to stay alive - having 5 spellbooks in inventory is just not gonna let that happen. :(
12-06-2003, 03:00 AM#2
Bulletcatcher
Here's what I would suggest:

First, create five dummy spells with no targetting. You could, for example, base them off Taunt, War Stomp, Thunder Clap, Roar and Vampiric Potion. (Just the first five I though of.)

Next, give your hero these abilities as hero abilities, making them look like your spell books in the ability gaining screen.

Now for the tedious part: Create serparate spellbook abilities for each level of each spell book: If your spell book abilities have 10 levels, you create 10 versions of each spell book. Yes, I know it takes time, but that's the only way I can see this would be possible. These spell book abilities should have the same icon position as their corresponding dummy hero ability.

The first triggering part, now. Create triggers to catch and store the skill levels of all the dummy abilities: These are very important for the next step.

Here's the trick. Make the dummy spells say something along the line of
"Open this spell book" for ther extended descriptions, and have a trigger that launches whenever a dummy spell is cast.

The trigger should first do a 'Unit - Remove ability' for each and every one of your non-hero spellbook abilities, to stop any conflicts. Use 'Player - Enable/Disable Ability' to enable all of your dummy spells, and then disable the one you just used.
Finally, add the proper spellbook ability for the skill and the dummy spell you just used.

It's a bit complicated, but it should work okay.
I'm attaching a map in which I've done something very much similar as a demonstration, but I'm just using one-level spell books. Feel free to look at it if this post just confused you.
12-06-2003, 04:14 AM#3
FerretDruid
I had to look at the map..

Changing the cooldown of the spellbooks to zero and changing the trigger from "starts the effect of an ability" to "begins casting an ability" made them execute cleaner visually ;)

But, changing from one spellbook to another eliminated ALL spell cooldowns (even inside the books). I tested this before and after changing spellbook cooldown to zero, it was the same - that's not going to work... But it was an excellent example.
12-06-2003, 05:00 AM#4
Reb
I think the best way to do this(or at least the way i'm going to do it) is to have spellbooks or whatever and giv ethe hero every spell that he can use. When one of the spellbooks is clicked it runs a trigger that disables all the spells for that player and enables the spells for thay spellbook(dont use the remove the spells for the unit as that permentantly removes it). With this method all cool downs are kept. The drawbacks are that you lose auras and abilities like criticle stirke thats not in the book your useing and you are still limited to 5 hero spells i believe, but with creative triggering and normal abilities you can get around this like what bullet says. Hope this helps.

Reb
12-06-2003, 05:24 AM#5
Bulletcatcher
After a bit of triggering, I can say that there seems to be no way to save the cooldowns. If I just disable the currently unused spellbook abilities instead of removing them, the spells show up in all the other spell books!

One way to work around the problem might be to have triggers for each and every castable spell in a spellbook that enforces the cooldown by simply disabling the spell for a number of seconds equal to the cooldown: This would take a lot of triggering, though.

(Why couldn't there be a "Cooldown Time of (Ability being cast)" function?)
12-08-2003, 04:01 AM#6
th15
I experimented with a similar idea once, though not with a spellbook. I tied my spells into a tech requirement (a building tucked in a corner of the map) and had a trigger remove said tech building after the spell was used. After the cooldown period the building was given back to the player.