HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Spellbook question...

11-21-2005, 12:03 AM#1
Ignitedstar
Okay, so, I'm using the spellbook to have more then the regular amount of spells, but I started to wonder something. I triggered the spellbook so that when a unit reached a designated level, they got the next level of the spellbook, which has another ability.

So, I wondered, is there a way to show every ability in the spellbook, but without letting the unit use certain spells until they reached a certain level or a number of Strength/Agility/Inteligence points?

To my knowledge, I can't put hero-catagorized abilities into spellbooks which has level limitations, and regular abilities don't. So, that wasn't possible. Anyone know the solution?

EDIT: Uh oh, do "Channel" based spells work in spellbooks? Becuase, they won't show up in my spellbook.

Another problem came up... sadly. I made a spellbook ability list for a unit that has abilities based off of channel. Not all of them, about 4 out of 7. Everything is the same as the other spellbooks I've made, but whenever I want to test the spells in the book, they don't show up, but the spellbook does. What happened?
11-21-2005, 12:54 AM#2
Mystic Prophet
hmm sorry mate but I've never worked with spellbooks cant help ya with this one. But i did finish your resurection trigger. check the post.
12-19-2005, 10:39 AM#3
GaDDeN
Quote:
Originally Posted by Ignitedstar
do "Channel" based spells work in spellbooks? Becuase, they won't show up in my spellbook.

Channel has a data field where you can check different options such as "visibile", "physical spell", "universal spell". The "visible" option must be checked for the spell to show icon and tooltip, thats not only for spellbooks.
12-19-2005, 10:42 AM#4
iNfraNe
There is this nifty little action called "Player - Enable/Disable Ability". If the abilities in the spellbook are only for 1 unit per player you can use this to enable abilities later on.
01-05-2006, 12:05 AM#5
Shisho
Well if you disable spells you can't see them.

I don't know how you plan on managing or triggering your spellbook, but what I would do is just make Custom Researchs and apply them to the spells. I would make Researches called "Level 2", "Level 3", etc.

Then add the Tech Requirement to the ability. Requires Research "Level 2" to level 1 (the research level, which as you seen researches can have numerous levels, but these only need 1 rank).

Then when a player hits X level I would "Set Research to 1 for (Level 2)" etc. This will unlock the abilities, but with researches though you can't downgrade. If you have any plans to disable them again through the research requirements.

Also when they don't have the research it will say - Requires - Level X

Which is pretty handy too.