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Equip Weapon System

07-31-2004, 12:27 PM#1
NuclearMushroom
For my RPG, I would like to have equipable weapons that you can "wear".
I want it so thaht it doesnt equip itself when you pick the weapon up, but after you pick it up, you can click on it once and it equips to right hand. Then, you click on it again and it destroys the special effect.

Next I would like you to be able to hold 2 weapons for specific heroes but I would just like to solve my first problem first.

If you want, i can post my trigger but its long, so just ask.
THX
07-31-2004, 12:37 PM#2
th15
I woudln't use the SFX actions to do this. Instead I would add a modified "Slow Aura (tornado)" ability to the unit when it first clicks the item and remove that ability when it next clicks the item. Much cleaner than using SFX, same effect and less mucking with variables required.
07-31-2004, 01:37 PM#3
NuclearMushroom
Quote:
Originally Posted by th15
I woudln't use the SFX actions to do this. Instead I would add a modified "Slow Aura (tornado)" ability to the unit when it first clicks the item and remove that ability when it next clicks the item. Much cleaner than using SFX, same effect and less mucking with variables required.

What do you mean by modified Slow Aura?
And another question, wouldnt that new ability that you learn when you click on the item overlap on the spells? If you had 5 spells, wouldnt it replace one of them?
07-31-2004, 01:44 PM#4
th15
Search the forums for "Slow Aura (Tornado)". There's a fair bit of discussion of using this spell instead of SFX triggers. The thing about this spell is that there's no icon so you don't have to worry about it messing up your command card. All you have to do is set the "Target art" and "target attachment point 1" for this spell and give it to your unit.
07-31-2004, 04:58 PM#5
NuclearMushroom
In the battle.net forums i posted the same thing, and someone came up with giving the item the unit immolation ability, and changing the buff to a sword and the attachment point to the hand. It works fine but hte problem is that you cannot remove the graphic by clicking on the item a second time.

Someone suggested removing the item and creating another one to give to the hero, that would work but i can't get the trigger working...

Events
--Unit uses an item
Conditions
--Item is equal to Heavy Great Sword and charges remaining = 1
Actions
--Remove (manipulating item)
--Create (manipulating item) and give it to (hero manipulating item)

By the way, the starting charges of the Heavy Great Sword is 3.
So when you use it once it becomes 2, then when you use it again it becomes 1.

The trigger may not be the problem, cuz when i lcick on the item for the second time to uneqiup it, nothing happens, the remaining charges doesnt even go down.
07-31-2004, 06:06 PM#6
th15
You have to make the item a perishable, actively used item in order for that trigger event to fire and the # of charges to reduce when used.
07-31-2004, 06:46 PM#7
NuclearMushroom
Quote:
Originally Posted by th15
You have to make the item a perishable, actively used item in order for that trigger event to fire and the # of charges to reduce when used.

The item is a perishable and is a actively used item. The number of charges gets reduced only the first time i click on the item, to create the graphic on the heroes hand. But when i click on the item for a second time, nothing happens. Maybe it has something to do with the ability it has?
07-31-2004, 08:30 PM#8
weaaddar
You people are ignoring the hard part of his request the whole equiping item deal to actually gain the effect of the item. Thats ALOT harder then a stupid little special effect trigger. I would strongly suggest my DT4a RPG engine (found in my signature) as the triggers to get such an effect with reasonable portability are simply absurd.