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More than 7 clickable abilities on a hero using UI frames (Not spellbooks)?

1721677919394.png

I say 7 clickable abilities because there are 6 blank slots here and you can hide the learn menu with various workarounds to make 7
As the title says, has anyone tried this with UI frames and what are the results?

I'd especially love to hear from UI frame experts like Tasyen on this
 
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A few of the other basic orders can be hidden/collided with/changed, too, so the total count is more than 7 free slots (in case you are not aware). In order to do what you want, you will have to know the UI key of the ability associated with each slot. Without knowing the UI key (so you can use ForceUIKey()) I don't see how you can get the player to enter the targeting paradigm of the ability.

You could probably make a workaround where all possible targeting paradigms are covered via a set of basic abilities the player never sees (no-target, unit, unit/point, point, point-with-aoe), use the field natives to alter their cast range/mana cost/targets allowed to match the actual spell they are 'casting', and then dummy-cast the real spell after the basic ability cast goes through. That isn't less work overall but it does allow you to arbitrarily add abilities to the unit once you've got it set up, presuming you know the targeting type of the ability you want to mimic. But at that point just save the UI Keys and force those because it's simpler.

I suppose there is the option of building your own targeting UI elements and faking that as well, then just dummy-casting the real spells after. Even more work for what gain, though?

Of course no-target abilities are very easy to put into a UI element, so perhaps that's what would be easiest in your situation. If you have many of those.
 
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I disrecomment custom commands buttons that cast blizzards, stormbolts and such targeted spells. Remaking the targeting is far to much work and will perform bad in online play.
Self casts are good.
One can make a custom frame with all the stuff: icon, clickable, cooldown, tooltip, charges ... . Hotkey one would do with the oskey events.



It is easier to hide (some) default commands with a imported file units/commandfunc.txt (like mentioned in that link from Pyrogasm). Then you can have upto 12 spells, when you hide all default commands.
in player=hero maps:
Patrol & Move are unneeded (right click still works to move around).
Attack, Hold & Stop are useful.


There are practical problems with many skills on a hero:
unique orders. Or do channel spells. (otherwise the game might cast some other ability)
more actives -> more mana usage & more time needed to choose targets.
making 7+ skills for each hero takes much effort.
basic attack needs to be weak, the hero needs time to use all that skills and it now needs to be worth using all that active skills.
^^ look at custom hero maps, when the map does not force you to pick many actives. Then players tend to pick a small amount of actives and a big amount of passives.


I once made a custom button system, which could have many many buttons. it used the wow targeting, you select your target and then everything is casted onto that target. Was far to much work and I never used it outside of the demo map. I choose this other targeting because with many actives it is annoying that one needs to confirm the targeting everytime. if you want to take a look, i discontinued that project (and I will not continue it), the demo works in Warcraft 3 V1.31.1, no idea about current version.
I liked making that system :) ,learned some stuff making it. But imo it is not so useful in a real map (to far away from warcraft 3).
 
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I disrecomment custom commands buttons that cast blizzards, stormbolts and such targeted spells. Remaking the targeting is far to much work and will perform bad in online play.
Self casts are good.
One can make a custom frame with all the stuff: icon, clickable, cooldown, tooltip, charges ... . Hotkey one would do with the oskey events.



It is easier to hide (some) default commands with a imported file units/commandfunc.txt (like mentioned in that link from Pyrogasm). Then you can have upto 12 spells, when you hide all default commands.
in player=hero maps:
Patrol & Move are unneeded (right click still works to move around).
Attack, Hold & Stop are useful.


There are practical problems with many skills on a hero:
unique orders. Or do channel spells. (otherwise the game might cast some other ability)
more actives -> more mana usage & more time needed to choose targets.
making 7+ skills for each hero takes much effort.
basic attack needs to be weak, the hero needs time to use all that skills and it now needs to be worth using all that active skills.
^^ look at custom hero maps, when the map does not force you to pick many actives players tend to pick a small amount of actives and a big amount of passives.


I once made a custom button system, which could have many many buttons. it used the wow targeting, you select your target and then everything is casted onto that target. Was far to much work and I never used it outside of the demo map. I choose this other targeting because with many actives it is annoying that one needs to confirm the targeting everytime. if you want to take a look, i discontinued that project (and I will not continue it), the demo works in Warcraft 3 V1.31.1, no idea about current version.
I liked making that system :) ,learned some stuff making it. But imo it is not so useful in a real map (to far away from warcraft 3).
Thanks. I take it there never was a JASS version?
edit: Something is wrong with the test map too

1721759361372.png
 
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