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GUI Spell Setup

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I do not know where to put this coz this is only a suggestion for the rule of GUI spell submissions, whenever I import something. object first then triggers, it's a pain the the ass to put the correct SPELLID to the trigger, why coz it's messed up if you have many other custom abilities in your map, didn't get me?

This [thread=151395]Spell[/thread] for example and many others, when I import it to my map, it displays like this;

  • Sphere I Spell Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Great Possesion
    • Actions
      • -------- ================= --------
      • -------- Sets the location of units --------
      • Set Sloc[1] = (Position of (Triggering unit))
      • Set Sloc[2] = (Position of (Target unit of ability being cast))
      • -------- ================= --------
      • -------- Sets all values, which are for later use - to see what the values do, check the trigger comment --------
      • Set SphereValue[1] = ((Integer((Distance between Sloc[1] and Sloc[2]))) + 300)
      • -------- You can change the values below --------
      • Set SphereValue[2] = ((Level of Great Possesion for (Triggering unit)) x (Intelligence of (Triggering unit) (Include bonuses)))
      • Set SphereValue[3] = ((20 + (10 x (Level of Great Possesion for (Triggering unit)))) + ((Intelligence of (Triggering unit) (Include bonuses)) x 2))
      • Set SphereValue[4] = ((((Level of Great Possesion for (Triggering unit)) x 25) / 3) + ((Intelligence of (Triggering unit) (Include bonuses)) / 2))
      • Set SphereValue[5] = (1 + (Level of Great Possesion for (Triggering unit)))


The "Great Possesion" spell is in my map but it's not the correct spell for this...so I have to change ALL the SphereValue to the correct spell...really it's a pain in the ass, imagine if you'll change more or the clicks in levels...

Solution:
It cannot be avoided but can be minimize by making a variable at setup to store that particular spell then change ONLY the variable value...


  • Sphere I Map Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ================= --------
      • -------- Spell AbilityID --------
      • Set SP = Chaotic Sphere
  • Sphere I Spell Init
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to SP
    • Actions
      • -------- ================= --------
      • -------- Sets the location of units --------
      • Set Sloc[1] = (Position of (Triggering unit))
      • Set Sloc[2] = (Position of (Target unit of ability being cast))
      • -------- ================= --------
      • -------- Sets all values, which are for later use - to see what the values do, check the trigger comment --------
      • Set SphereValue[1] = ((Integer((Distance between Sloc[1] and Sloc[2]))) + 300)
      • -------- You can change the values below --------
      • Set SphereValue[2] = ((Level of SP for (Triggering unit)) x (Intelligence of (Triggering unit) (Include bonuses)))
      • Set SphereValue[3] = ((20 + (10 x (Level of SP for (Triggering unit)))) + ((Intelligence of (Triggering unit) (Include bonuses)) x 2))
      • Set SphereValue[4] = ((((Level of SP for (Triggering unit)) x 25) / 3) + ((Intelligence of (Triggering unit) (Include bonuses)) / 2))
      • Set SphereValue[5] = (1 + (Level of SP for (Triggering unit)))


Now, I'd like to request to implement this as a rule that a setup must be created, not only for spells ability objects but for ALL custom objects, like buffs and units...

NOTE:
If anyone can fix this problem without setup, this thread maybe removed...

EDIT:
Also, I already checked and uncheked the 'Automatically create unknown variables while pasting trigger data' (which doesnt really relates objects btw)
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
Ability name is a string, and there is an event response for that. GetObjectName in jass. We don't really care about that :)

We care about the ability's raw code, GetSpellAbilityId. It is an integer. However in GUI there is the ability variable type for it.

And often dummy units are created inside the code, they would also need variables used for them. So let' not make this apply to abilities only.
 
Level 37
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Mar 6, 2006
Messages
9,243
It still says "use variables for ability names" which is not what we want and might just add confusion.

It could be rephrased to "use variables for abilities". Which then again could be chaged to "use variables for object editor data, for example for abilities and unit types". Or something that conveys the same message.
 

Ralle

Owner
Level 79
Joined
Oct 6, 2004
Messages
10,182
It still says "use variables for ability names" which is not what we want and might just add confusion.

It could be rephrased to "use variables for abilities". Which then again could be chaged to "use variables for object editor data, for example for abilities and unit types". Or something that conveys the same message.
I have added the text you suggested.
 
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