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Temporary Agility Bonus and other simple questions

12-21-2004, 02:03 PM#1
QuakeII_best
Hey everyone... I'm not a very experienced map maker but I know the basics and a little more.

Anyways here are my questions:

1.- How can I use the Agility (boot), Strength (gauntlet) and Intelligence (head) icons for items and buffs? You know the Attribute icons that are gold and blue. Do I have to import them into the map?

2.- How do I make a potion of Agility that provides +X agility to the hero for Y seconds and then it wears out? I didn't want to use triggers, but if that's the only way I'm pretty sure i can figure it out.

3.- About Buffs: I want to make the potion of Agility and make the buff appear like if it was Inner Fire, but with a different model. Can I just make a new Buff based on Inner Fire and modify the icons/modelst then apply it depending on the answer for the previous questions? I would like to put the attribute icon (boot).

4.- Dynamic Tooltip/text: For most summoning skills, the tooltip shows the damage of the unit being summoned (water elemental and wolves for example). But when I create a new unit (assuming 4 lvls of wolves) and I try to use the "maxdmg" and "mindmg" for dynamic tooltip it doesn't show the right numbers... it shows the numbers of the base unit (for example a lvl 4 water elemental shows the max and min damage for the lvl 3).
I know for sure that I'm recalling the date of the NEW custom unit but still shows me the data from the base unit. Is it that I'm doing something really stupid? or is it that it doesn't work at all when I modify the damage??
12-21-2004, 02:46 PM#2
Guest
1. Agility: UI\Widgets\Console\Human\infocard-heroattributes-agi.blp
Intelligence: UI\Widgets\Console\Human\infocard-heroattributes-int.blp
Strength: UI\Widgets\Console\Human\infocard-heroattributes-str.blp

2. Guess there is no other way than using triggers:

Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Intelligence Boost
Actions
Unit - Add Extra Intelligence (Ability) to (Triggering unit)
Wait 20.00 seconds
Unit - Remove Extra Intelligence (Ability) from (Triggering unit)

Base the ability on attribute bonus

3. Sorry don't got it

4. Find the rawcode of the unit you want to refer to and put it into the formular:
Default: <osw1,realHP> hit points
New: <o000:osw1,realHP> hit points
12-21-2004, 03:01 PM#3
Guest
1.- In the editor, go to Advanced -> Game Interface. Look for the fields Icon-Attribute, there are all the paths of those icons. Just copy the path and paste it in the item or buff icon you want.

2.- Well, there are some "temporary effect" items that you could use as base for making that item you want. I can't think of any of them now, tho. ^^ Anyway, don't think that needs any kind of triggering.

3.- Of course you can.

4.- I'm afraid I can't help you out in this point.


Salutions®
12-23-2004, 01:27 PM#4
QuakeII_best
Mara.Jade

I couldn't get Temporary Effect items to work because most bonuses to agility are permanent (or that's how it looks like to me)... I tried doing one and I got a potion with 5 charges that gives +10 agility all the time (like a +10 crown of agility), and it doesn't deplete nor activates any buffs.

Quote:
Originally Posted by ctb
4. Find the rawcode of the unit you want to refer to and put it into the formular:
Default: <osw1,realHP> hit points
New: <o000:osw1,realHP> hit points

Thanks for your help... It saved me a lot of work and time.

4. Now I do type that for the damage like I should <o000:osw1,realHP>... actually I type <o000,realHP> because I remember that when I used to use the osw1, it wasn't working properly.

The thing is that it gives the GOOD realHP but the wrong max/min damage.

Example from Water elemental:

|n|cffffcc00Level 1|r - <hwat,realHP> hit points, <hwat,mindmg1> - <hwat,maxdmg1> damage.
|n|cffffcc00Level 2|r - <hwt2,realHP> hit points, <hwt2,mindmg1> - <hwt2,maxdmg1> damage.
|n|cffffcc00Level 3|r - <hwt3,realHP> hit points, <hwt3,mindmg1> - <hwt3,maxdmg1> damage.
|n|cffffcc00Level 4|r - <h005,realHP> hit points, 51 - 59 damage.

What's the problem? Simple... I have to type 51 instead of <h005,mindmg1> and 59 instead of <h005,maxdmg1>

If I type "<h005,mindmg1> - <h005,maxdmg1>" I get the same value as if I type "<hwt3,mindmg1> - <hwt3,maxdmg1>" when they are obviously different

<hwt3,mindmg1> - <hwt3,maxdmg1> = 41 - 49 or something like that