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.
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.
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.
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.
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.
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.
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?
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@moronsonofboron: Go
Sounds like a complicated job! Thanks for the heads up.
-------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.
0
Wow, thanks, I'd never thought of that!
Does anyone have an idea with the tool tip?
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@ragoulette: Go
I wonder if that's actually possible. It seems like it's a step deeper than what I'm stuck on, :P.
0
@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.
0
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.
0
Thanks for your clarification :).
0
What does it do at all? I've searched all over but I don't see a "Vitality" field in the data editor..!
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@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.
0
@xhatix: Go
Thanks, works very well.
0
How do I prevent my unit from running the other way when it's being attacked?
0
How can I change the text size of Dialog Labels that appear within the game?
0
@gizmachu: Go
Woot, worked just like I wanted it to! Thanks!
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@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.
0
@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.
0
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?