| 02-24-2005, 02:12 AM | #1 |
more than twelve: i suppose i need a new interface screen of some sort. I am looking for ideas or to get pointed where a trhread/tutorial is where some has done this. I want a building that can sell say 150 items or units. I may need something like the "fullscreen inventory" spell interface but for saleable units&items instead of inventory. I have noticed that Spell Book gives you like submenus in the 3x4 but for spells only, if i could enable units&items to be sold then that would be helpful, but have to flip through 15 pages may be a bit laggy in multiplayer. ingame hero skills: ive hit a few threads on this one, with the main two methods being something to do with the spellbook, items that use triggers to and dummy hero skills to allow one to pick the skill, also uses the engineering upgrade to grant the ability, i know the add ability works for level 1 skills but not for skills that can level. While my current engineering solution is workabel it creates some lag. Im wondering for other ways to do this without so much lag or maybe how to streamline the trigger. ability stacking: i looked in gameplay constants and the only stackable abilty i found were move speed, is there a way to stack other things like auras, and regens, and does drunken brawler stack with crit and evade? my ultimate aim for my map is ingame unit editing where if you can change it in the editor you can edit the unit in the game while your playing, so that brings me to my last question. Can one change the units model, name, skin, color tints while playing the a custom map? Im gonna keep poking around the threads |
| 02-24-2005, 08:32 AM | #2 | |
Quote:
I have a solution for this, but I have never used it before, so it's 100% theory. Create 2 custom items based off of any tome, and call them "Previous" and "Next". Then create a custom item ability that will do ABSOLUTELY NOTHING. Set the abilities of the custom items to this ability. Then create several shops that will sell these 2 custom items. Then create triggers that will replace the shops with a new one when one of these 2 items are sold. For example, if you have 15 different shops and you're using "Shop 1", if you buy the "Next" item, your trigger would replace the shop with "Shop 2" and force you to select that shop, or if you buy the "Previous" item, your trigger would replace the shop with "Shop 15" and force you to select that shop. Because the 2 custom items were based off tomes, they will be used automatically (although you can just set the "use automatically" flag for any item and use that) and you won't have to worry about being able to get it if you have a full inventory. It also won't affect your hero in anyway because it does absolutely nothing, but the items require an ability to be usable. |
| 02-24-2005, 08:52 AM | #3 |
And you can use the trigger "Hero Ability - Increase level" or something like that, not sure of exactly what its called, to "level up" an ability. Alternitively you can use upgrades. |
| 02-24-2005, 02:14 PM | #4 |
"I have a solution for this, but I have never used it before, so it's 100% theory." I doubt one needs a dummy ability on the item, since in my test map thats the way im adding skills to my heros and the glyph, wich is instantly consumed like a tomb, doesnt have an ability on it. Id thought up a similar solution using the morph abilities, but these methods mean that the player will have to flip through pages. Honestly i havent tested it yet but in theory both ideas work, yours just involves some triggers, but at least i can keep "previous" and "next" from button jumping with your idea. Still open for more suggestions. ![]() "Unit - increase level of ability for unit" this beats making different abilities for each level, but its automatic and doesnt allow for the spending of skill points, another note is one has to have that ability learned before it will increase. |
| 02-24-2005, 02:16 PM | #5 |
hasdf |
