Remove Armor, Turn-Based & Restore Spells

Templarion

Member
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After completing my first map, I am going to do something 'eavy.

1) Is it possible to remove "Armor" icons from unit panels and all "Armor" stuff from the game (I know already that I can change the armor data from Advanced/Gameplay Constants)?

2) How can I make the game turn-based and action&moving limits for every unit (ie. Heroes of Might and Magic & Civilization)?

3) "When a unit casts a spell it dissappears. There is however possibility to recover cast spells." What is the best way to save all spells which are cast to recover them later?
 

Krofttt

New Member
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14
i tied this along time ago. triggers are what uneed. and probably alot of waits based on units agility or something....
 

UnknowVector

I come from the net ... My format, Vector.
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144
For turn based, use pause/unpause and have a trigger count its move distance.

Better idea, this is kinda odd so bear with me, have all units have no movement speed, and have a dummy ability called "Move" when a unit casts it move the unit with triggers reduceing its mana. Have all actions cost mana, like a ability called "Attack" and no real attack, and stuff like that, mana can be stamina.

3) "When a unit casts a spell it dissappears. There is however possibility to recover cast spells." What is the best way to save all spells which are cast to recover them later?

..um what??? Err do you mean you cast a spell and it can only be cast once and then the caster can...I don't know eat a berry and get back its magic berry powers?

Mabey use an ability array and a unit array to find which unit ate the berry and find which abilitys to return to it.

@krofttt
 

Templarion

Member
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8
Thanks for ideas, though I haven't tested them yet.

For UnknownVector: In example a hero cast Fireball spell. After the spell is cast, it dissappears.

I want that the game remembers all the cast spells and with a spell (let it be... like "Restock") the hero can get the same once cast ability back (ie. "Magic the Gathering").

Has everyone understood the first question?
"1) Is it possible to remove "Armor" icons from unit panels and all "Armor" stuff from the game (I know already that I can change the armor data from Advanced/Gameplay Constants)?"
 

UnknowVector

I come from the net ... My format, Vector.
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144
Ok, the first question,
In simple matters, No
In harder ones, Yes

Yes) You can change the icon for it so it doesn't display, make a new icon that blends in with the standered UI panel and change the armor thing to it under Gameplay Constants (or mabey Advanded).
 

Yoshii

New Member
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74
1) Is it possible to remove "Armor" icons from unit panels and all "Armor" stuff from the game (I know already that I can change the armor data from Advanced/Gameplay Constants)?

the only way to remove armor is to set dmg to nothing as far as i know.

2) How can I make the game turn-based and action&moving limits for every unit (ie. Heroes of Might and Magic & Civilization)?

I made a little map like heroes but i stopped I can send you it, the hero cant move unless you use the far sight(blink) ability whcih let you move about 50yard only thing to add is cooldown.Also in my map when 2 hero meet they get teleported to a duel place with all their unit near town.I also have the end turn thing where when you can invisiblity on yourself you game is locked for 10sec(cuz i coulnt test with another so i made it timed) and then return to normal.
 

AceHart

Your Friendly Neighborhood Admin
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> Is it possible to remove "Armor" icons from unit panels.

Open to weird ideas?
Here is one:

Give them "Cargo (Meat Wagon)" with 1 capacity and force load a unit (a rat or something)... :D
The stats panel will be replaced by the loaded unit and this particular cargo doesn't allow unloading.
 

Templarion

Member
Reaction score
8
Weird ideas, yea. Those are what I really need now. :D

Thanks. That might actually work. Only thing I need to do is to find time to test them.

Just tell me your ideas people. The Three Questions can be found above (first message in this thread).
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
Event:
- A unit owned by Player 1 starts the effect of an ability
Conditions:
Actions:
- Set NumberOfAbilities[1] = NumberOfAbilities[1] + 1
- Set AbilitiesUsed1[NumberOfAbilities[1]] = (Ability being cast)

A given player then used all abilities from
AbilitiesUsedX[NumberOfAbilities[1]]
to AbilitiesUsedX[NumberOfAbilities[X]],
where X is the player number.

Give or take some details...

Doesn't work on passive abilities though.
 
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