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Adding Attributes?

12-20-2006, 07:01 AM#1
Das Jank
Alright, sorry about the bad description, I wrote it early in the morning and must have been too tired to comprehend that it didn't explain enough. Heres what I want:

Every level the hero is given 10 lumber which he can then turn into stats, 1 lumber = 1 stats, like Strength, Agility, Intellienge. I want a way to be able to add the stats to the hero not using Dialog boxes.

One of my ways I was thinking was to add a spellbook to the hero that had 3 different dummy spells in it so that when casted, a trigger could remove the lumber and add the stats. The problem I ran into was that I have used a lot of skills and the only dummy ones I tried to make it from were summons which seemed to have a Built-in Cast-Time so it would take someone a long time to put their points in. I need something that they can spam clicked.

The other idea I had was to give the hero a dummy spell called "Add Attributes" and when he clicks it, triggers make the player deselect him and reselect a hidden unit that could build 3 units: Strength, Agility, Intelligence. The problem here was that built units also have a minimum build time.

Does anyone have any ideas on how to add attribute points to a hero thats quick?
12-20-2006, 09:51 AM#2
xombie
Quote:
like summons seem to have a build in recast and cant be spammed.
When explaining your MAIN problem try to be alot clearer than not making any sense. Though after a few minutes of desiphering I know that you meant:
"Built-in Cast-Time", but honestly -build in recast- does not convay that message whatsoever.

In terms of ideas, make it a spellbook with multiple spellbooks in it, creating a branch. This way you can have 1 spellbook of all abilities that you are capable of learning (they would really just be dummy spells, and the spellbook wouldn't only be available when you level-up or w/e); anyways you can have 1 spellbook called "Learnable Abilities" or w/e, and in that spellbook all of your different categories branch off. You could have a spellbook for "Fire Spells" or w/e in there and within the "Fire Spells" spellbook have all of your desired spells. Be sure to perfect the hotkeys so there are no conflicts (once your within the 1st spellbook, you are allowed to use 'M', 'S', 'H', 'A', and 'P' once again) so that it is quick-access to the abilities you want. Also make them extremely logical because with that many spellbooks it may be hard to remember.

[L]earnable Spells
|
|
|------> [F]ire Spells
|
|------> [W]ater Spells
|
|------> [C]ombat Spells

In that manner. Struggling to remember hotkeys is something nobody wants to do.
12-20-2006, 10:21 AM#3
zen87
press Esc --> a dialog pop out
- pick your skills !!

well most of the rpg did that, and it works out quite well, of course make sure you inform the players there is such function or not they gota be skilless to the max level =|
12-20-2006, 11:00 AM#4
xombie
He said he wanted something original. Though I don't play RPGs and I wouldn't really know, you stated in your post that it wasn't original.

Edit: Zen, do you make a -point- of being very hard to understand?
Quote:
or not they gota be skilless to the max level =|
Seriously, I can usually decipher what people say but in this case -WHAT THE HELL-
12-20-2006, 12:46 PM#5
oNdizZ
what, i think, he meant was that the players wouldn't understand how to put their skillpoints into spells (not that this is about skillpoints though since he mentioned Attributes) so they would walk around without any spells until they finish the map. Not that i think anyone would play a that long without any
spells though.

Anyways, using spellbooks isn't that original but it's the best looking way (and dialogues sucks), just dont forget to give the spellbooks different Ids.

Use Channel (hero ability) as a dummy instead of summon, lots of people here at wc3c will say that it sucks and is buggy, but just ignore them :P
12-20-2006, 01:22 PM#6
xombie
Meh, channel is kind of annoying because none of the fields seem to make any real sense. It is however the only good way of pausing a unit without "pausing" a unit. But, what else are you going to use for a dummy ability? Everything else is hardcoded so you cannot change their default order IDs.

Lol, I still can't make sense of what Zen said, and yea Spellbooks I think are the most professional way of doing it. The only backset is if you click on a spell, the only indication that you have "learned" it is that the spellbook will cancel out, maybe there is another way with tiny subscript numbers that I can't think of at the moment.
12-20-2006, 04:23 PM#7
Das Jank
I re-explained in my first post, sorry about all the confusion....
12-20-2006, 05:05 PM#8
zen87
xombie : he is asking for STAT, not SKILL, like hell you understand his question fully too, anyway i dont want to argue with u on this.

Das Jank : hmph without a dialog... ? spell book should work, btw when you said
Quote:
I tried to make it from were summons which seemed to have a Built-in Cast-Time so it would take someone a long time to put their points in. I need something that they can spam clicked.
try use another based ability... hmph such as roar or warstomp, and set the spell animation to some fast animation (attack animation ?) anyway i'll try to make an testing map for u tomorrow if im free

another way is making the buttons in for multiple ammount that you want to add (aka spamming it)
x x x x
x x x x
x x x o
now this is simple, make the button at (0,0) (1,0) and (2,0) for adding 1 str, 1 agi, 1 int
for the second row, (0,1) (1,1) (2,1) for adding 5 str, 5 agi, 5 int
for the third row, (0,2) (1,2) (2,2) for adding... 15 str, 15 agi, 15 int

simple isn't it, instead of mass clicking all u need is a few clicks now :)
12-20-2006, 05:16 PM#9
Das Jank
Quote:
Originally Posted by zen87
Das Jank : hmph without a dialog... ? spell book should work, btw when you said try use another based ability... hmph such as roar or warstomp, and set the spell animation to some fast animation (attack animation ?) anyway i'll try to make an testing map for u tomorrow if im free
:)

The only problem I run into here is that the heroes already have a spellbook on them that is full with 12 abilities and I dont want them to run into conflicts like if I already have a roar based ability.
12-20-2006, 06:57 PM#10
oNdizZ
And thats why you use Channel as the base ability since you can change the id on it!
12-20-2006, 11:58 PM#11
xombie
oNdizZ, how can you make a spellbook ability using channel? Anyways, to answer your question Das:

Instead of making this dummy unit has researchable units, why not make him have abilities that do nothing, other than trigger an event. This way, when an ability is learned, you can add +1 to the associated attribute point.

Sorry for my first post, I thought you wanted a system of learning 'spells' not 'attributes'.
12-21-2006, 01:12 PM#12
Avanger
How about creating a Building witch sells Items whitch are getting used (like tomes) it can be planted everywere on the map with a Dummy-unit for each player beneath it with sight of zero.

Trig1: Esc- pressed => select Building for Player

Trig2: Unit buys item => get statt+ for udg_Hero[Playernumber]

u can modify nearly everything with this way. I used this tactic to create Heros with 7 Skills (normaly max. is 5)