Hey.
So, I'm trying to create a requirement that would require character to have specific items in his inventory.
Items are units, so I think it could be done by checking the units some how, altough I haven't really done any complex requirements yet so can't really get far with this.
Anyone else tried to do something like this? Or have an idea how I could implement it?
I have an item, which player's character can pick up.
Character has an build ability.
A building within the build ability needs to have a requirement, that checks if player has the item in his bag.
So basically, you "construct" the building from the item.
Hey.
So, I'm trying to create a requirement that would require character to have specific items in his inventory.
Items are units, so I think it could be done by checking the units some how, altough I haven't really done any complex requirements yet so can't really get far with this.
Anyone else tried to do something like this? Or have an idea how I could implement it?
Thanks,
- bablo
Bumpy bump.. Anyone?
To clarify what I'm trying to do:
I have an item, which player's character can pick up. Character has an build ability. A building within the build ability needs to have a requirement, that checks if player has the item in his bag.
So basically, you "construct" the building from the item.
Cheers, - bablo
Bumping again.. Haven't figured this out on my own.. :/
Its somewhat easy. Just make a behavior for an item, add the new behavior to it. Than, make a new requirment:
Use:
And:
Count Behavior ;
Constant 1;
Show: (if you want to hide the button)
And:
Count Behavior ;
Constant 1;