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[Solved] Shop - change sell list order

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Level 12
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Feb 27, 2019
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399
Hello,

I just created a new item. I added it to the list of items sold by my shop unit, in 4th position in the list in the map editor because I want it on the first line (with the 3 other expansive items).

issue.png



However it appears in last, at bottom-right. Why ?? How can I change the order through the map editor ?

Thanks in advance,

Ricola3D

PS : I googled the issue for 1 hour but no key worlds gave an answer to that... Sorry if this is a duplicate too
 
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Level 12
Joined
Feb 27, 2019
Messages
399
Arggg I got it. I tried to change it only for the new item, it didn't work. But as soon as I edited the value of art button position for all items, it worked thanks !

Yes I'm working on an improved X Hero Siege 3.33 version with some major changes to make it more interesting, particularly in late game (I already tested it solo and on bnet) : X Hero Siege 3.33 Plus

What a shame Sogat stopped working on it half a decade ago, there still are so many players !!

Below the list of major changes if you're interested in this map:
- Spells: damages are increased by your intelligence. Type -info for the detail
- Summons: in late game, summons inherit 25% to 50% of your HP, armor and base damages. When hero becomes level 20, summons gain life leech.
- All auras: range increased to 900 (same range as Ring of Superiority)
- Special farm event: -bt command enabled
- Shadow hunter/warlock: wards and portals now benefit from auras effects !
- Marine: existing illusions escort you in special farm event
- Hero image / All hero image: clones cannot cast boring spells anymore (anti-magic shield, heals, entrave, banish...)
 
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Level 20
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Jun 27, 2011
Messages
1,864
- Spells: damages are increased by your intelligence. Type -info for the detail

Hey just gonna throw this out here: There's a new native that allows you to modify ability tooltips using triggers (under Game - Set Ability Tooltip on GUI). Might be handy instead of manually making the player type a command to see what they have. Haven't tested it personally so I'm not sure if it's capable of handling the same abilities over multiple heroes.
 
Level 12
Joined
Feb 27, 2019
Messages
399
Hey just gonna throw this out here: There's a new native that allows you to modify ability tooltips using triggers (under Game - Set Ability Tooltip on GUI). Might be handy instead of manually making the player type a command to see what they have. Haven't tested it personally so I'm not sure if it's capable of handling the same abilities over multiple heroes.

Mhhh it's nice I didn't notice. I'd require the following to do that:
- Create a new trigger on an event "Hero Stat Change" or somethink similar. Does it exist ?
- Write a condition check "Ability makes damages" and get the normal damages value (hard ?)
- Get the tooltip text (the getter exists)
- Match for the string ConvertRealToString(udg_Damages) in the tooltip text. Does such a function exist ?
- Replace the matched string by the new damage value
- Set the new tooltip text (setter exists as you told)

Maybe a custom library found on hiveworkshop would help with string functions :)
 
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Level 7
Joined
Apr 17, 2017
Messages
316
Shit not sure I can do it: it seems it changes the tooltip for all the players. So if two players with different intelligence use the same skill it will be a wrong value displayed for one of them..

About that you can use GetLocalPlayer like this: set Player = Triggering Player
Custom script: if GetLocalPlayer() == udg_Player then
Do your actions
Custom script: endif
 
Level 12
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Feb 27, 2019
Messages
399
About that you can use GetLocalPlayer like this: set Player = Triggering Player
Custom script: if GetLocalPlayer() == udg_Player then
Do your actions
Custom script: endif

This GetLocalPlayer() function sounds nice but tricky to use. It causes desync if you change something behavorial right (since all clients won't have the same behavior) ?
With this command is it hasardous to use (modify) UDG variables ?
 
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