You can create almost anything with dialogs, so a simple scoreboard should not be a problem. But there's not (as far as I know) any trigger where you can just put in name and value, and it will create a scoreboard. You'll have to create it from scratch.
I 'm considering picking up an old RPG project of mine, which involved stats, which would increase damage of skills.
The way I did it back then, were with a Catalog Field Value Set action (I think thats what it's called), which would modify damage stats every time they changed for the hero unit of the player.
This worked kinda fine, but I was thinking if anyone has come up with a better system since I left this project. I'm also considering creating my skills with triggers, and apply the damage that way, would that be more efficient?
For example Psi Storm, which would deal damage to every unit within range every 0.25 sec, would that be just as efficient with triggers as it would with data?
The thing is, I'm also considering having passive skills such as: Deal 10% more damage on full life. Healing is increased below 30% life. As far as I can see, abilities such as this, would be easier with triggers, though it could be done with data aswell, but would require a double amount of Catalog Field Value Set actions.
TLDR: I'm on the fence, whether I should create my abilities with a combination of data and trigger, or I should create them purely with triggers, to get a system which would deal damage depending on unit stats.
Oh ok. So I create a Variable of the type "- record". If I set the Variable to Array of 16, can I then have 16 different instances of the Record? So that Record[1].Integer and Record[2].Integer are different values, or will I have to do it like Record.Integer[1] and Record.Integer[2]?
I've read in a few threads that I can use Records to organize my Variables. But I can't figure out how to use them.
I've made a Record, created Variables inside it, but when I go to a trigger and use the Set Variable action I can't find the Record or the Variables inside it?
Is it possible to create a health bar at the bottom of the screen, which will display the shields, health and energy of the selected unit with UI elements?
I wan't it to resemble something like this.
I've sort of managed to move the command buttons, but I'd also love to know how to make the BehaviorPanel horizontal and move it above the CommandPanel.
I'm pretty new to UI editing, so any help would be appreciated.
I have a custom UI element, which renders with the priority of 500. I wan't to create a portrait on top of that, but for some reason I can only make it render underneath.
I used these trigger actions:
Portrait - Create a portrait sized (76, 120), at position (189, 5) relative to Bottom of screen, and show model LichPortrait (Unnamed) (look from camera Default Portrait Camera and play its Default animation) (initially Visible) (Wait until loaded)
Portrait - Turn (Last created portrait) border Off
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I wanna create a LOS blocker, which can be placed at a .5 cord (example X: 10.5 and Y: 10.5).
How do I achive this?
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Follow up question:
Using a setup like the one you suggested, won't this cause latancy/lag issues with big spells with many damage over time effects?
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In reply to DrSuperEvil:
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In reply to DrSuperEvil:
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Could you please specify what you want?
You can create almost anything with dialogs, so a simple scoreboard should not be a problem. But there's not (as far as I know) any trigger where you can just put in name and value, and it will create a scoreboard. You'll have to create it from scratch.
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I 'm considering picking up an old RPG project of mine, which involved stats, which would increase damage of skills.
The way I did it back then, were with a Catalog Field Value Set action (I think thats what it's called), which would modify damage stats every time they changed for the hero unit of the player.
This worked kinda fine, but I was thinking if anyone has come up with a better system since I left this project. I'm also considering creating my skills with triggers, and apply the damage that way, would that be more efficient?
For example Psi Storm, which would deal damage to every unit within range every 0.25 sec, would that be just as efficient with triggers as it would with data?
The thing is, I'm also considering having passive skills such as: Deal 10% more damage on full life. Healing is increased below 30% life. As far as I can see, abilities such as this, would be easier with triggers, though it could be done with data aswell, but would require a double amount of Catalog Field Value Set actions.
TLDR: I'm on the fence, whether I should create my abilities with a combination of data and trigger, or I should create them purely with triggers, to get a system which would deal damage depending on unit stats.
0
Oh ok. So I create a Variable of the type "- record". If I set the Variable to Array of 16, can I then have 16 different instances of the Record? So that Record[1].Integer and Record[2].Integer are different values, or will I have to do it like Record.Integer[1] and Record.Integer[2]?
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I've read in a few threads that I can use Records to organize my Variables. But I can't figure out how to use them.
I've made a Record, created Variables inside it, but when I go to a trigger and use the Set Variable action I can't find the Record or the Variables inside it?
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How do I move the MenuBar to the bottom left corner?
I assume I'd have to use the same method to move the Inventory Panel, as I have to move that aswell.
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I'm not really sure how to make it specify which channel to render on? How do I make it not render on LDR, as that could be the case?
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Is it possible to create a health bar at the bottom of the screen, which will display the shields, health and energy of the selected unit with UI elements?
I wan't it to resemble something like this.
I've sort of managed to move the command buttons, but I'd also love to know how to make the BehaviorPanel horizontal and move it above the CommandPanel.
I'm pretty new to UI editing, so any help would be appreciated.
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Can I hide the console panel, while keeping the part around the minimap? If so, how?
Also, how do I keep the portrait, and move to a different anchor and rescaling it?
I wan't it moved to, and scaled to
bottom offset "5"
center offset "189"
height "120"
width "76"
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I have a custom UI element, which renders with the priority of 500. I wan't to create a portrait on top of that, but for some reason I can only make it render underneath.
I used these trigger actions:
How do I solve this, so it renders on top?
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Figured it out:
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How would I show 6 command buttons in a 6x1 line, hide the rest and move it to the bottom center?