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    posted a message on Random item stats?

    @moronsonofboron: Go

    Sounds like a complicated job! Thanks for the heads up.

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    Is it possible for me to detect if a new behaviour had been applied to my unit via triggers? I cannot in anyway have the behaviour affect my unit's damage, range, or weapon speed. If it is possible, I would like the trigger to directly retrieve a number from a random field within the behaviour buff and have something that can detect if a buff had been applied to my unit. If for example it detects the buff, I can then set the variable as the number I put in the random field and have it to directly influence my unit's damage. That way it will not mess with my unit's stats.

    Posted in: Miscellaneous Development
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    posted a message on Random item stats?

    Wow, thanks, I'd never thought of that!

    Does anyone have an idea with the tool tip?

    Posted in: Miscellaneous Development
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    posted a message on Random item stats?

    @ragoulette: Go

    I wonder if that's actually possible. It seems like it's a step deeper than what I'm stuck on, :P.

    Posted in: Miscellaneous Development
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    posted a message on Has anyone figured out how to move an item?

    @barakatx2: Go

    I bet you'd already figured this out, but anyway, you can just right-click the item and it will allow you to move it to whatever slot you want it to be in.

    Posted in: Miscellaneous Development
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    posted a message on Random item stats?

    Is it possible to have multiples of an exact same item that contains varying/random stats from one another?

    For example, I'll use an item called "Long Sword".

    I have three Long Swords. Each of them has its independent statistics.

    Long Sword /Damage: 3 - 7 /Speed: +4

    Long Sword /Damage: 1 - 12 /Speed: +1

    Long Sword /Damage: 8-9 /Speed: +5

    Edit: If this can be accomplished, I am going to "Catalog Field Value Get" the damage boost that it gave to my unit, and convert it to the amount of damage I do to other units using triggers.

    Posted in: Miscellaneous Development
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    posted a message on Vitality?

    Thanks for your clarification :).

    Posted in: Miscellaneous Development
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    posted a message on Vitality?

    What does it do at all? I've searched all over but I don't see a "Vitality" field in the data editor..!

    Posted in: Miscellaneous Development
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    posted a message on Changing the text size?

    @s3rius: Go

    I see. But after searching through, I found that it requires some sort of "String". This string I believe sets the font and size of the characters, but I have no idea what "String" it is relating to.

    Posted in: Triggers
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    posted a message on Stop my unit from running away when being attacked?

    @xhatix: Go

    Thanks, works very well.

    Posted in: Miscellaneous Development
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    posted a message on Stop my unit from running away when being attacked?

    How do I prevent my unit from running the other way when it's being attacked?

    Posted in: Miscellaneous Development
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    posted a message on Changing the text size?

    How can I change the text size of Dialog Labels that appear within the game?

    Posted in: Triggers
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    posted a message on Killing drops an item?

    @gizmachu: Go

    Woot, worked just like I wanted it to! Thanks!

    Posted in: Miscellaneous Development
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    posted a message on Killing drops an item?

    @gizmachu: Go

    Nope, that isn't what I'm trying to do.

    Okay, so here's the situation. What I did was this:

    1. I created a dialog which shows a picture of a "Health Potion" and the amount of it I have.

    2. I created a trigger which counts the number of Health Potions I have and when I press the hot key to use it (which is [1]), the number of potion(s) go down by one.

    3. I didn't use the inventory system that the game gives. But instead, I used a "Side Bar" system.

    4. Now, what have been trying to do is make a unit to be dropped by a dead Zergling, which you have described can be done using the Data Editor. For me, the dead Zergling drops a Terran Beacon.

    5. This is where the problem showed up; I have no idea how to detect if what I have next to me is a Beacon, a Zergling, or myself since the trigger doesn't allow me to use (A [Unit Type] has entered Region) this, or something along the lines of that. If I can detect that a Beacon has entered my region, I can then add another Health Potion to the number I already have, and then remove the Beacon from the floor.

    So basically, what I want to do is just to detect what "Unit Type" had entered my region, so that I can convert the item into an addition to a variable.

    Posted in: Miscellaneous Development
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    posted a message on Killing drops an item?

    @gizmachu: Go

    How I can pick the item up, which is an unit. I don't know how I can pick up the "Unit Type", which is a Beacon. There's a choice of "Any Unit", but that would also pick up the my unit and the enemy's Zerglings... By the way, I am doing this through the use of triggers.

    Posted in: Miscellaneous Development
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    posted a message on Killing drops an item?
    Quote from gizmachu: Go

    In the data editor go to the data type loot, and create the item or unit you would want to appear/drop upon another units death. Then go to the unit you would want it to drop (in your case a Zergling) and look under the data field "none-loot". set the loot you created to that field and it will drop/appear upon the Zerglings death. Note: if you want to make it so that there's only a % chance of something dropping/appearing you will have to create a loot data type set, and then put another loot data type unit/item/effect into that and then set the % of each thing to drop/appear.

    Thanks, that worked well.

    But how will I be able to detect if I am "near" the drop (it's an unit) in order to pick it up? Is there a way to detect what unit is near me?

    Posted in: Miscellaneous Development
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