Cancel ID and Spellbook questions

Squishy

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Two questions:
1. Does cancel have an ID, or whatever it is called, and if so, what is it? For example Move's is Amov.

2. How would you force a unit to open a spellbook that is a Hero Ability?

Any help is appreciated.
 

Squishy

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Thanks, it worked. :D

So does anyone know the answer to question 1?
 

MurderMode

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I don't think it does. I don't even think stop has an ID. What do you need it for exactly? Is there any reason why you couldn't just order the unit to 'stop' in your trigger?
 

Squishy

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I'm trying to remove the cancel ability from a unit. I tried removing move from a unit and that worked, but I needed to use move's ID. So I thought if I could get Cancel's ID, I could remove cancel.
 

MurderMode

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yeah well things with ability id's can actually be found in the ability editor. If you press ctrl+d then it will bring up the abilcodes for every ability, and if you ctrl+f and search through to find cancel or stop, you won't. You will however find move and attack in the standard game abilities. This just leads me to think that things like cancel and stop aren't ability based, just coded to cut off whatever ability is currently being performed.
 

AceHart

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Event:
- Unit - A unit is issued an order with no target
Conditions:
Actions:
- Custom script: call BJDebugMsg( I2S( GetIssuedOrderId() ) )

Will tell you the ID of cancel if you use it.
However, removing it? You don't even know if it is there or not...
 

AceHart

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> Cancel doesn't even register when doing that test.

What did you try to cancel?

> It is basically, nothing...

It's an order... just like everything else a unit is told to do.
 

vypur85

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Not sure what's the ID but:
Code:
Game - Force Player 1 (Red) to press Escape/Cancel

You can order the unit to cancel. But this will also trigger the 'A unit skip a cinematic event'. So make sure you don't have that event in your map.
 

vypur85

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> Did you try that one?

You refering to me? I've tried it to cancel a Spellbook (meaning to exit the spellbook). It worked. Not sure about others though.
 

Squishy

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I'm not trying to force a unit to cancel though. I'm trying to remove the cancel ability from a unit. But it seems like it may not be possible.
 

Knight7770

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I'm not trying to force a unit to cancel though. I'm trying to remove the cancel ability from a unit. But it seems like it may not be possible.
Why would you need to remove the cancel ability from a unit, anyway?
 

Squishy

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Well, I'm attempting to make a unit open a spellbook, then make it impossible to close it, at the same time removing the cancel ability, leaving 12 free slots. I didn't think that it would be possible to do, I just wanted to try it.
 

PurgeandFire

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> Cancel doesn't even register when doing that test.

What did you try to cancel?

An attack. Or movement or something.

And I'm guessing that Squishy wants to make a spellbook where you can only cast spells and not move or anything. Just a guess. :p
 

Squishy

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Naw, I still want them to be able to move, I thought I could just hide the movement icons by opening a spellbook.
 

Knight7770

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If you don't want the unit to be able to move after he opens the spellbook, you can just set its movement speed to 0 :thup: (This will remove the Move command.) Also, you can remove its attack, or replace the unit with a unit without an attack. (This will remove the Attack and Patrol Commands.) :thup:
 
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