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Spellbook Item

01-04-2005, 03:43 AM#1
UndercoverIdiot
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
JetPack
Do you mean something like this?
01-04-2005, 05:58 AM#3
Panto
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
UndercoverIdiot
Quote:
Originally Posted by Panto
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.

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
GreyArchon
Quote:
Originally Posted by SiR-BuMaLoT
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.

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
UndercoverIdiot
Quote:
Originally Posted by GreyArchon
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.

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
Panto
I believe it's with Item abilities, and called "Spellbook".
01-04-2005, 10:36 PM#8
UndercoverIdiot
Quote:
Originally Posted by SiR-BuMaLoT
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)?

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
GreyArchon
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
UndercoverIdiot
Quote:
Originally Posted by GreyArchon
There's a way to do it... Replace the book in the inventory with a new, boosted book. :)
Yes but that decreases much of the possible flexibility that I really need for my map...
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
logik
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
UndercoverIdiot
Quote:
Originally Posted by logik
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.

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
Kalvorod
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
UndercoverIdiot
Quote:
Originally Posted by Kalvorod
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.
Yes, but I would really like to use an actual spellbook instead of a unit if at all possible... But thanks anyway.
01-05-2005, 08:02 PM#15
Kalvorod
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.