Hello guys. I would like to add energy bars to my units, such those we can see in WoW (warrior, thief), with different properties. I've conclued, after a research on this forum and a few tests in the editor, that it was not possible to do it with the data editor. Hoping i'm wrong.
What would be the specifications for those energy bars? Not all of us play WoW.
There are some (fairly limited) options to change the default status bars on a per unit-type basis (size, colors, offset...). Also, they can be limited to only show energy or to always display.
For everything else, there might be trigger solutions (maybe dialogs, maybe text tags?)
For example, warrior fills his energy bar when he hits his target. If I remember, the thief's one is similar to mana, but regenerates faster. In my project, those differents bars would be affected by different spells (no mana drain on warriors or thiefs, but other spells could burn that energy). Also, their ways of regeneration are different, but I feel this point will be easier to fix with data editor or triggers, at least for me.
Edit: @Zantai: okay, that what I was thinking. I guess I have to look to validators to get some "Feedback" spells working on some targets, like I want.
Ah, you mean custom resource systems, not just new graphical representations of energy.
Like Zantai stated, you should be able to use energy and use special measures to regenerate it. Regenerating energy faster or based on caused damage should be no problem. Burning energy is not hard, either.
Like you said, you might need multiple validators for the different energy effects.
Hello guys. I would like to add energy bars to my units, such those we can see in WoW (warrior, thief), with different properties. I've conclued, after a research on this forum and a few tests in the editor, that it was not possible to do it with the data editor. Hoping i'm wrong.
Another way to implement it ? Thanks in advance.
What would be the specifications for those energy bars? Not all of us play WoW.
There are some (fairly limited) options to change the default status bars on a per unit-type basis (size, colors, offset...). Also, they can be limited to only show energy or to always display.
For everything else, there might be trigger solutions (maybe dialogs, maybe text tags?)
Use energy and have each unit type generate it differently.
For example, warrior fills his energy bar when he hits his target. If I remember, the thief's one is similar to mana, but regenerates faster. In my project, those differents bars would be affected by different spells (no mana drain on warriors or thiefs, but other spells could burn that energy). Also, their ways of regeneration are different, but I feel this point will be easier to fix with data editor or triggers, at least for me.
Edit: @Zantai: okay, that what I was thinking. I guess I have to look to validators to get some "Feedback" spells working on some targets, like I want.
Ah, you mean custom resource systems, not just new graphical representations of energy.
Like Zantai stated, you should be able to use energy and use special measures to regenerate it. Regenerating energy faster or based on caused damage should be no problem. Burning energy is not hard, either.
Like you said, you might need multiple validators for the different energy effects.
Thanks for your responses, I'll throw an eye to abilities and validators. I'll post there when I work more on that concept.