your custom UI is through the UI editor, I assume. I am pretty sure if you were to set every command card button to hold all of the skills; and then enabled the picked skills; the first (or last) added skill for that slot will overlap. this comes from my testing around with it... a year or more ago.
I got it to work because skill slot 1 is all "offensive skill", and I set them all to one button; none of those skills can be used in another slot. The only way I know of to do a "full customization" would be to use dummy units and dummy abilities to cast east skill; and use catalog field value set to change the icon, hotkey, and tooltip of a skill that is being cast; along with the mana cost and cooldown. for some... terrible reason... you cannot actually add and remove skills to units in this game; as Im sure you have learned.
I have been doing UI work lately, and I read in quite a few places that UI items cannot be moved with triggers.
Doing the entire thing through dummy units and dialog boxes would be the most legwork; but allow for the most customization and broadest capabilites; once you got a good system made for the whole thing.
I have created a system like this in 2 maps (custom hero creation)
What I currently do is add all of skills to the heroes. I then set the skills to a variable array; and use a dialog selection for the skills which matches up with the variable array the skill is on. (Dialog button 1 selected will be equal to skill 1)
On the start I run a loop from 1-(total number of skills) and disable and hide those skills on a unit. When the dialog for that skill is picked, I unhide it, and allow it.
I use different skill slots (offensive, defensive, misc, innate, ult) so that the buttons wont overlap each other when they are enabled. You can use a dialog based skill casting system if it is a problem for you.
your custom UI is through the UI editor, I assume. I am pretty sure if you were to set every command card button to hold all of the skills; and then enabled the picked skills; the first (or last) added skill for that slot will overlap. this comes from my testing around with it... a year or more ago.
I got it to work because skill slot 1 is all "offensive skill", and I set them all to one button; none of those skills can be used in another slot. The only way I know of to do a "full customization" would be to use dummy units and dummy abilities to cast east skill; and use catalog field value set to change the icon, hotkey, and tooltip of a skill that is being cast; along with the mana cost and cooldown. for some... terrible reason... you cannot actually add and remove skills to units in this game; as Im sure you have learned.
I have been doing UI work lately, and I read in quite a few places that UI items cannot be moved with triggers.
Doing the entire thing through dummy units and dialog boxes would be the most legwork; but allow for the most customization and broadest capabilites; once you got a good system made for the whole thing.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I have created a system like this in 2 maps (custom hero creation)
What I currently do is add all of skills to the heroes. I then set the skills to a variable array; and use a dialog selection for the skills which matches up with the variable array the skill is on. (Dialog button 1 selected will be equal to skill 1)
On the start I run a loop from 1-(total number of skills) and disable and hide those skills on a unit. When the dialog for that skill is picked, I unhide it, and allow it.
I use different skill slots (offensive, defensive, misc, innate, ult) so that the buttons wont overlap each other when they are enabled. You can use a dialog based skill casting system if it is a problem for you.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418