I think I might need a custom scripted trigger for this cuz I have tried numerous times to get this to work.
Basicly what I want is have a dialog open up at the start and allow the player to pick X amount of abilities to add to their unit. Now I think that would mean either two ways to do this.
1) Either I do not preset the unit to have any abilities but do create the abilities just not attach them to the unit in the data folder but allow the triggers to attach it.
2) Or attach the X amount of abilities but just have a trigger exchange these abilities so that the hotkeys remain relative to the command card stay in place.
First option might have a problem with adding hotkeys to the abilities relative to the grid of the command card.
There isnt much you can do with this.. at the moment with out using dummy abilities that you then use triggers to do everything else for.
heres a thought I had when doing my own hero builder...
Each plyaer has a specific hero for that player number
Hero01
Hero02
Hero03
Hero04
Hero05
Each player has 4-5 abilities so
Player01Abil01
Player01Abil02
Player01Abil03
Player01Abil04
Player01Abil05
Player02Abil01
Player02Abil02
Player02Abil03
Player02Abil04
Player02Abil05
Link each player's hero to the specific abilities for that hero
set Hero01 to have abilities
Player01Abil01
Player01Abil02
Player01Abil03
Player01Abil04
Player01Abil05
You can change the properties of these abilities through the set catalog field value. You would also set the properties for each players hero through the set catalog field value as well.
You would want all your effects to be made through the data editor... its just that the abilities themselfs need to be linked to the appropriate effects when that player chooses thier spells.
The main problem is that abilties have to be placed ahead of time on the command card for a unit. unlike WC3 we seem unable to add abilties to units after the game has started.
Using this work around Each player has a different unit... so you can change the properties of the unit with the set catalog field value as needed. That being said you then have to do the same for each of the abilities.... you would need to change the Effects that are used by the dummy abilities with the set catalog field value.
This all might end up being pretty complex but in theory you should be able to do a custom hero build game like this.
I think I might need a custom scripted trigger for this cuz I have tried numerous times to get this to work.
Basicly what I want is have a dialog open up at the start and allow the player to pick X amount of abilities to add to their unit. Now I think that would mean either two ways to do this.
1) Either I do not preset the unit to have any abilities but do create the abilities just not attach them to the unit in the data folder but allow the triggers to attach it.
2) Or attach the X amount of abilities but just have a trigger exchange these abilities so that the hotkeys remain relative to the command card stay in place.
First option might have a problem with adding hotkeys to the abilities relative to the grid of the command card.
Any suggestions to approach this?
There isnt much you can do with this.. at the moment with out using dummy abilities that you then use triggers to do everything else for.
heres a thought I had when doing my own hero builder...
You can change the properties of these abilities through the set catalog field value. You would also set the properties for each players hero through the set catalog field value as well.
You would want all your effects to be made through the data editor... its just that the abilities themselfs need to be linked to the appropriate effects when that player chooses thier spells.
The main problem is that abilties have to be placed ahead of time on the command card for a unit. unlike WC3 we seem unable to add abilties to units after the game has started.
Using this work around Each player has a different unit... so you can change the properties of the unit with the set catalog field value as needed. That being said you then have to do the same for each of the abilities.... you would need to change the Effects that are used by the dummy abilities with the set catalog field value.
This all might end up being pretty complex but in theory you should be able to do a custom hero build game like this.