Is there a way to override the set ability cost on a specific Unit? For example, in case of Train abilities, there is an option to override the specified unit cost in the ability itself, and I was wondering if there was such a thing in case of overriding ability cost.
Basically I have multiple units using the same ability, and I would like just to make the cost different. Is there no other solution but to make different abilities?
Work around is a dummy ability that gives an Issue Order effect to use the ability and a Modify Player effect to cast the ability and then refund a bit.
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Thanks for the reply, it looks like a very interesting approach, but I am not getting it perfectly. So, my goal is this: I have Ability X which I want to be used by Unit A and Unit B at different costs. You are suggesting that I would make Ability Y (dummy) which would Issue Order: Ability X and Modify Player: Cost as effects. But doesn't this give me the same problem? The cost spending is delegated to Modify Player, but in order to change that, I would have to have an Ability Y and Ability Z for Unit A and Unit B. And while this would allow me to keep Ability X as unique (perhaps helping maintanability), it will force me to create different abilities and effects for different units anyways, right?
You mean that the Switch should activate different Modify Player according to Unit Type Validator, right? But then I wouldn't have the cost of the ability displayed on the tooltip, right?
Also, I really don't think I got your first proposed solution correctly.
you can still do the switch effect method and have different costs show on the buttons. you're just gonna need to make a button for every different cost and then manually input the cost in each button's info. i don't remember what you type exactly, but you can put in a 'link' to the image of the energy/life/ or shields icon in the button. i think its something like <d ref=image..../> or something like that...
Edit: ok, so the call for an image is <IMG path="place the image path here" height="any number you want" width="any number you want"/>
so, for example, <IMG path="Assets\Textures\icon-gas-zerg.dds" height="28" width="28" would create a 28x28 icon image for vespene gas used by the zerg race. you would just need to use the above image call for your buttons and type in the number associated with the cost to make it look like the price/cost normally does.
here are the image paths for various costs:
- "icon-energy-nobg.dds" {Energy}
- "icon-health-nobg.dds" {Life}
- "icon-gas-terran.dds" {Vespene Gas}
there are more variations for these icons, these are just the basic ones.
Look, only you know what you want. All I can do is give suggestions based on what you tell me.
I didn't mean to sound disrespectful DrSuperEvil. I appreciate your suggestions, I just didn't understand some steps. Perhaps I have been unclear for what I want.
It's as simple as that: I have multiple units using the same ability: the ability has absolutely the same effect, but the cost should be different.
I can create multiple abilities, with a different cost. That's the obvious solution, but also a bit of a hassle because of all the duplication, and actor events will become messy.
Since the Train abilities can override the unit costs, I thought something similar could be possible for other kind of abilities as well.
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Is there a way to override the set ability cost on a specific Unit? For example, in case of Train abilities, there is an option to override the specified unit cost in the ability itself, and I was wondering if there was such a thing in case of overriding ability cost.
Basically I have multiple units using the same ability, and I would like just to make the cost different. Is there no other solution but to make different abilities?
Work around is a dummy ability that gives an Issue Order effect to use the ability and a Modify Player effect to cast the ability and then refund a bit.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Thanks for the reply, it looks like a very interesting approach, but I am not getting it perfectly. So, my goal is this: I have Ability X which I want to be used by Unit A and Unit B at different costs. You are suggesting that I would make Ability Y (dummy) which would Issue Order: Ability X and Modify Player: Cost as effects. But doesn't this give me the same problem? The cost spending is delegated to Modify Player, but in order to change that, I would have to have an Ability Y and Ability Z for Unit A and Unit B. And while this would allow me to keep Ability X as unique (perhaps helping maintanability), it will force me to create different abilities and effects for different units anyways, right?
What am I getting wrong?
Else have a switch effect validated by unit type validators.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
You mean that the
Switch
should activate differentModify Player
according toUnit Type Validator
, right? But then I wouldn't have the cost of the ability displayed on the tooltip, right?Also, I really don't think I got your first proposed solution correctly.
Look, only you know what you want. All I can do is give suggestions based on what you tell me.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
you can still do the switch effect method and have different costs show on the buttons. you're just gonna need to make a button for every different cost and then manually input the cost in each button's info. i don't remember what you type exactly, but you can put in a 'link' to the image of the energy/life/ or shields icon in the button. i think its something like <d ref=image..../> or something like that...
Edit: ok, so the call for an image is <IMG path="place the image path here" height="any number you want" width="any number you want"/>
so, for example, <IMG path="Assets\Textures\icon-gas-zerg.dds" height="28" width="28" would create a 28x28 icon image for vespene gas used by the zerg race. you would just need to use the above image call for your buttons and type in the number associated with the cost to make it look like the price/cost normally does.
here are the image paths for various costs:
- "icon-energy-nobg.dds" {Energy}
- "icon-health-nobg.dds" {Life}
- "icon-gas-terran.dds" {Vespene Gas}
there are more variations for these icons, these are just the basic ones.
Thanks a lot KingRadical! That's an helpful workaround.
I didn't mean to sound disrespectful DrSuperEvil. I appreciate your suggestions, I just didn't understand some steps. Perhaps I have been unclear for what I want.
It's as simple as that: I have multiple units using the same ability: the ability has absolutely the same effect, but the cost should be different.
I can create multiple abilities, with a different cost. That's the obvious solution, but also a bit of a hassle because of all the duplication, and actor events will become messy.
Since the Train abilities can override the unit costs, I thought something similar could be possible for other kind of abilities as well.