I remember reading something about the ability limit in some thread a few months ago but I can't find it anymore. Here's what I think I read but I'm really not sure if it's true or possible:
The ability limit only limits abilities. You can have much more buttons then abilities.
So the idea do circumvent the ability limit is that you use the same editor ability for multiple spells with different buttons. Then you somehow differentiate between the button used and the ability (via trigger I suppose) and run the ability.
This would only work if the different abilities use the same targeting system (for example multiple spells that cast on self).
Is this possible? If so, how would I go about it?
Note that I haven't reached the ability limit on any of my units yet but I probably will if I ever finish my map. If this way works I want to set up everything correctly so I don't have to change it later.
It may have been on an Element TD thread. The issue was that abilities were orphaned when units morphed from 1 to another, and buttons started missing.
@Thorgan8: Go
Yeah I run into this problem.
All morph able unit's adds to the origin unit's ability count. Max ability is about 30, if I remember right.
I used a dummy research ability with dummy research info+s too make the buttons, than I made the units not to morph but to be placed by a trigger when the button is used...
(Btw I tried many stuff and I think there is no work around by only using data editor)
Well now, when we do see multi-phase abilities (executed way or another with command card)
I think 30 ish phases could be high-end refined game mechanic for something...
Here's my theory though.
Maybe we could use different ability commands from the same abilitiy to generate different spells.
Take overlord creep spread. It is one ability but it has multiple ability commands that materialize as multiple abilities (start creep spread and stop creep spread).
So wouldn't it be possible to differentiate between the two and make different abilities happen?
Judging from the comments so far noone has tried that.
I'm not really familliar with ability commands but I'll mess around with it for a bit.
Any thoughts?
edit: Oh, you can't add additional ability commands. Well fuck.
It might be possible to use a train/build/upgrade ability to store multiple ability commands and then execute the actions by trigger. For example, if a unit executes the "build fireball" ability, a trigger could be made to spawn a fireball projectile and launch it towards the 'triggering ability target point.'
That build idea could work. It's very limited but could work.
Anyone just happen to know how 'building a unit' is handled as an ability? Does it cancel other commands in progress? Can a unit shoot or move wile building?
If not I'll test it myself.
Can't say I've ever heard of switch effects before you just now mentioned them. Can't think of a way they'd help here, too.
First of all sorry for the necro, but wouldn't mind seeing if anyone has come up with something new since the 1.5 beta editor has come out. The Switch effect could totally work for a pretty much unlimited number of spells, except for one catch. The button would be the same. Now I've heard you can change the text on it, and the tooltip, but not the image. However, is there a way to change what button the ability uses? I could totally make this kind of thing work for almost unlimited abilities if this was true. Actually, in truth I can now, but the buttons not changing ruins the user experience in my opinion so I use a slightly different system.
So, any new tricks the 1.5 beta offers? :)
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Hey there
I remember reading something about the ability limit in some thread a few months ago but I can't find it anymore. Here's what I think I read but I'm really not sure if it's true or possible:
The ability limit only limits abilities. You can have much more buttons then abilities.
So the idea do circumvent the ability limit is that you use the same editor ability for multiple spells with different buttons. Then you somehow differentiate between the button used and the ability (via trigger I suppose) and run the ability.
This would only work if the different abilities use the same targeting system (for example multiple spells that cast on self).
Is this possible? If so, how would I go about it?
Note that I haven't reached the ability limit on any of my units yet but I probably will if I ever finish my map. If this way works I want to set up everything correctly so I don't have to change it later.
It may have been on an Element TD thread. The issue was that abilities were orphaned when units morphed from 1 to another, and buttons started missing.
@Thorgan8: Go Yeah I run into this problem.
All morph able unit's adds to the origin unit's ability count. Max ability is about 30, if I remember right.
I used a dummy research ability with dummy research info+s too make the buttons, than I made the units not to morph but to be placed by a trigger when the button is used...
(Btw I tried many stuff and I think there is no work around by only using data editor)
@Hookah604: Go
It's 32, but yeah. Kinda stinks. :/
Actually I just tested the ability limit today and I got to 29. At 30 abilities, buttons started disappearing/not showing up.
Well now, when we do see multi-phase abilities (executed way or another with command card) I think 30 ish phases could be high-end refined game mechanic for something...
Hmmm aight.
Here's my theory though.
Maybe we could use different ability commands from the same abilitiy to generate different spells.
Take overlord creep spread. It is one ability but it has multiple ability commands that materialize as multiple abilities (start creep spread and stop creep spread).
So wouldn't it be possible to differentiate between the two and make different abilities happen?
Judging from the comments so far noone has tried that.
I'm not really familliar with ability commands but I'll mess around with it for a bit.
Any thoughts?
edit: Oh, you can't add additional ability commands. Well fuck.
@Thorgan8: Go
It might be possible to use a train/build/upgrade ability to store multiple ability commands and then execute the actions by trigger. For example, if a unit executes the "build fireball" ability, a trigger could be made to spawn a fireball projectile and launch it towards the 'triggering ability target point.'
what about using a switch effect for different circumstances? never used them before, so don't know how to go about doing that.
That build idea could work. It's very limited but could work.
Anyone just happen to know how 'building a unit' is handled as an ability? Does it cancel other commands in progress? Can a unit shoot or move wile building?
If not I'll test it myself.
Can't say I've ever heard of switch effects before you just now mentioned them. Can't think of a way they'd help here, too.
First of all sorry for the necro, but wouldn't mind seeing if anyone has come up with something new since the 1.5 beta editor has come out. The Switch effect could totally work for a pretty much unlimited number of spells, except for one catch. The button would be the same. Now I've heard you can change the text on it, and the tooltip, but not the image. However, is there a way to change what button the ability uses? I could totally make this kind of thing work for almost unlimited abilities if this was true. Actually, in truth I can now, but the buttons not changing ruins the user experience in my opinion so I use a slightly different system.
So, any new tricks the 1.5 beta offers? :)