HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Spell that opens up another 4x4 Button Box

12-28-2002, 09:19 PM#1
Guest
In a game i'm making I am having to need a Unit with alot of spells to use. I am wondering is there a way that I can have a button that opens up a fresh new 4x4 button box to put my spells in there? Otherwise I can use a Merchant method way but it's sort of annoying and it would be better I think another way.
12-28-2002, 10:19 PM#2
Ari
Well, the consensus seems to be that what you're asking for is impossible. However, I've been thinking about this a bit, and I can imagine a workaround. I haven't tested this, and indeed, it may be harder to do than some other system, but here goes:

Create a series of abilities that have no target. These will be your "higher level" menu options: "fire magic" "cures" "grey magic" etc.
When any of these buttons are clicked, an order will be given. Edit slk files to ensure that whatever spells these buttons are associated with do 0 damage, have no special effects, and use 0 mana. However, when the order to do one of these spells is given, use a trigger to select a *different* unit, which has as *its* orders the actual spells you want to use (fire1, fire2, fire3 or cure1,2,3 etc). This unit should be invisible, invincible, small and tucked away into some small corner of the map. Or created via triggers each time it is needed (and subsequently removed), and placed next to the "caster." The buttons on this "submenu" unit should be the functional spells that you actually want to use.

Oh, and you probably want a "back" button on the "submenu" units which when pushed destroys that unit and reselects the original unit.

This is pretty complicated trigger work, but I believe this is possible to do.
12-28-2002, 10:38 PM#3
Guest
Thanks that's exactly what I was thinking, Guess there's no easier or more professional way to do it than that.