| 01-04-2005, 03:43 AM | #1 |
Ok. I've seen items in many maps that when clicked on will open up a sub menu over the abilities box in the bottom right corner(the one with attack, stop, hold position, and unit abilities). Could someone tell me how to do this? -Thanks |
| 01-04-2005, 03:50 AM | #2 |
Do you mean something like this? |
| 01-04-2005, 05:58 AM | #3 |
Be careful of using the Spellbook ability on an item. If it gets moved to a different position in the inventory than the one it is picked up into, it won't find any of the abilities in the spellbook. Also, if you open the spellbook, and then move it, and then close it, it may disable all of your hero's abilities. Crazy, neh? Should really only be used as a unit or hero ability, or on an un-droppable (and thus unmovable) item. |
| 01-04-2005, 09:29 PM | #4 | |
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I didn't even know you could use it as a hero ability. How would I do that? But I caould make the item undropable anyway. |
| 01-04-2005, 09:39 PM | #5 | |
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Right now, it's set as an item. Stats - Hero Ability - FALSE Stats - Item Ability - TRUE Now when you change both to false, it becomes a unit ability. If you change item to false and hero to true, it becomes a hero ability. |
| 01-04-2005, 09:45 PM | #6 | |
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Whats the ability called? And what is it under? I didn't even know there was a premade ability. I thought it would be trigger based or something. -Thanks EDIT: Ok. Nevermind. I found it... But is there a way to make it so that you can add more spells to it later after it is being carried...? or to modify the current ones(disable, improve, enable)? |
| 01-04-2005, 09:47 PM | #7 |
I believe it's with Item abilities, and called "Spellbook". |
| 01-04-2005, 10:36 PM | #8 | |
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I'm thinking that there isn't a way to do that... However, is there a way to remove all normal every unit abilities form a unit (such as move, hold position, attack, ect.). I know you can remove attack by not giving the unit any attacks but what about the others? If this is possible I could use a unit that acts as a spellbook... |
| 01-04-2005, 10:58 PM | #9 |
There's a way to do it... Replace the book in the inventory with a new, boosted book. :) |
| 01-05-2005, 01:07 AM | #10 | |
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Do you happen to know the answer to my other question? -Thanks By the way, your pandaren campaign thing sound interesting. |
| 01-05-2005, 06:48 AM | #11 |
you can remove it by giving the unit the unit classification "ward" although i am almost certain it removes the abilities aswell. with the spell book thing, you can remove and add abilities from it by giving the spell book all the spells you want... then disable then ones you dont want to show up at map initialization (using triggers). then enable and disable spells on the fly... using triggers, i'd personally use a variable database... its hard to explain, meh you can also level up abilities that are in the spell book. |
| 01-05-2005, 07:31 PM | #12 | |
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Yes! Thats exactly what im looking for, but what triggers activate and deactivate the spells. Also, what triggers would I use to level them up? |
| 01-05-2005, 07:49 PM | #13 |
Well, to add/remove spells from a spellbook, I assume you would do something to do with abilities, but I don't really know. If you are using a unit as a spellbook, it is much more flexable. Just use "Unit-Add (Fire)" or "Set Research Level-(Fire) to Level (2)" Units are really flexable in that regard. |
| 01-05-2005, 07:54 PM | #14 | |
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| 01-05-2005, 08:02 PM | #15 |
Well, if you have it undercontrol, ok. But you can still use an item for the same purpose. If you make an item with an activatable ability with no target(say thunder clap), then have a trigger check for when the spell is cast, it selects the spell book unit. It may seem a little hard for beginners, but it's really quite simple, only 1 event with 1 condition and 1 action Event-Unit casts an ability Condition-Ability=SpellBook(dummy) Action- Set Player selection (owner of triggering unit) to Spell Book. |
