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    posted a message on Good Music in the Editor

    @zeldarules28: Go

    What do you do then? No music at all?

    I always felt like some nice epic music adds a LOT to the atmosphere...

    Posted in: Miscellaneous Development
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    posted a message on Good Music in the Editor

    @Obatztrara: Go

    Bump. Uhm. Nobody using any music? Really?

    Posted in: Miscellaneous Development
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    posted a message on Good Music in the Editor

    I was just wondering if anyone has found any nice music by blizzard? Maybe we could make a little collection, because its quite a pain to go through all the songs in the data editor, right?

    Well, I'll start: Music_End_CreditsE - This is some awsome epic music

    THanson01MusicBriefingA - Quite a sad theme, but nice

    Music_End_CreditsO - Dramatic theme

    Music_End_CreditsS - This one, too

    I'm sure most are using blizzard music, since imported sounds take so much space, so what have you found?

    Greetings

    Posted in: Miscellaneous Development
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    posted a message on Restricting Item Drops

    Ok, I solved this and it was actually very simple. I thought I'd share because pretty much any RPG with items could use this. (I'm sorry about any misstranslations, the editor I'm using is german)

    So I was trying to restrict loot to the killing player, all via data editor.

    To do this you just have to follow a few steps:

    • First of all go to Loot and set Loot-Owner to Target. You have to do this for every item, or just the ones you want to restrict. I can think of for example potions, that wouldn't have to be restricted.
    • Then go to your inventory ability and set Ability - Targetfilter to allow Player only. This enables your hero to pick up only items that are owned by his player.
    • Lastly under units make your items invulnerable - this I think explains itself.

    Greetings!

    Posted in: Data
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    posted a message on Consuming Energy over time

    Hey guys, this is probably simple: I just want my ability to consume 10% of the maximum energy like every second or so. As long as its activated of course.

    Greetings

    Posted in: Data
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    posted a message on Ability Learning

    I have implemented the provided learn ability function of the editor. But there are just sooo many limitations. Like: -whenever I learn an ability there is always one learning point consumed (Has anyone managed to change that?)

    -as far as I can tell you can only set a validator for the point the ability is learnable for the first time. Let me try to explain this with an example: My Boom Ability, which has 5 Levels, with the first one being available at level 10.

    This I can set by using a validator. BUT from level 10 on I can NOT do any further checks. As in Boom Level 2 is supposed to be available at level 15, but in fact its available at level 10 as well.

    Ok, this probably didnt make too much sense, sorry about that. What I basically need is advice on one of these two (since they'd both sovle my troubles):

    How can I make Abilities consume more than one learning point when learning them?

    How Can i set validators for EACH level of an ability?

    Well, thanks, Greets

    Posted in: Data
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    posted a message on Regarding Ability Levels

    bump

    Posted in: Data
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    posted a message on Regarding Ability Levels

    Well I understand that you just have to put the different effects for the different levels in the correct order in the effect field of the ability. So for ability level 1 the effect with the index 0 would be used, etc.

    I still wonder if there's a way to set a validator for each level.

    Example of pseudocode:

    Validator1: "Hero is Level 3" -> Hero is anabled to use Level 1 of Skill Megaboom,

    Validator2: "Hero is Level 5" -> Hero is enabled to use Level 2 of Skill Megaboom ..and so on..

    Posted in: Data
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    posted a message on Regarding Ability Levels

    So I would like my hero to gain abilities when he reaches a certain level. I have set the ability cost and effect for each level, but I can't quite figure out how to control the level aspect:

    I have the validators ready, but I'm not exactly sure where to use them...

    Any help appreciated!

    Posted in: Data
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    posted a message on [Video, Triggers] Hero Revival

    @Zantai: Go

    Sorry to interrupt your lazyness Zantai, but it would be great if you could explain this alternative...! :-P

    Posted in: Tutorials
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    posted a message on [Video, Triggers] Hero Revival

    Maybe the reason is the new patch, maybe it was like this before, but I have been noticing serious bugs lately. Mostly items disappearing...

    Has anyone else experienced this since patch 1.1?

    Posted in: Tutorials
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    posted a message on Bank files - Situation report 1.1

    @Mille25: Go

    This has awsome written all over it! Great news!

    Posted in: Triggers
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    posted a message on Restricting Item Drops

    This - while I'm sure it'll work - is exactly what I would like to avoid. Seriously is this so confusing? =(

    Posted in: Data
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    posted a message on Restricting Item Drops

    @Helral: Go

    I'm sorry for the missunderstanding here. English is not my native language so that can happen:

    Actually I was talking about loot. My monster do have different Loot-Sets (?). The thing is I don't want any ninjaing (as in the first to grab the item gets it) but I also don't love the Idea of restricting loot via triggers. So ideally there would be a way to use the data editor to restrict loot to certain players...I hope I have made myself clear now. :-)

    This should actually concern pretty much everyone making RPG's...

    Posted in: Data
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    posted a message on Restricting Item Drops

    Yes. I know it can be done - because I'm doing it currently - via triggers but I'm really not too happy with that...

    Posted in: Data
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