| 01-21-2006, 09:04 PM | #1 |
Should have been deleted, since it was a friend of mine who started this thread and not me. I prefer useing Transmute.. |
| 01-21-2006, 09:31 PM | #2 |
There are two ways that are far better IMO: 1) Give the builder the sell ability based on 'transmute' or 'pillage' that is set to affect 'player units' 2) Give the tower the channel ability, set it to no targets, and make a trigger cast transmute on the tower when the channel effect begins. |
| 01-21-2006, 10:21 PM | #3 |
I prefer transmute too, then you don't have to hardcode in any gold costs, which is a bother.. Also, shouldn't this go in trigger examples or something? |
| 01-21-2006, 10:59 PM | #4 |
yea, you can save point value for something else, transmute would be the eaisiest way that requires the least work and can be easily customimzed to change the sell% |
| 01-21-2006, 11:23 PM | #5 | |
Quote:
And well if what you want is a button in the tower so it sells itself instead of using another unit. You can still make a dummy unit cast transmute on the tower the moment the player clicks that button |
| 01-21-2006, 11:52 PM | #6 |
I said so already? - Why would you prefer a method that requires to write the gold cost of a unit twice? |
| 01-22-2006, 12:54 AM | #7 |
sure, working twice is not a problem when compared to working once. That doesn't make any sense |
| 01-22-2006, 02:42 PM | #8 |
I am not sure, but I read somewhere in topics about JASS function GetGoldCost (similar to that). Maybe it can be used. |
