- Joined
- Oct 19, 2007
- Messages
- 51
So I'm working on reworking the way that the bacteria race in my virus infection map works. I'm planning on making it so that whenever a bacteria reproduces it passes its abilities onto its offspring, with some slight variation. I'm going to have 11 abilies because I plan to fill one spellbook with passives.
I've read a few tutorials regarding spellbooks, but none of them seem to cover quite what I want to do--they all cover a case where only one instance per player of a unit exists. (ie they use a player disable spell function or whatever)
I think I have a grasp of what I'm going to have to do, but I want to see if anyone else has a better idea. It seems im going to have to have a bacteria with an empty spellbook ability, and have 11 spellbook abilities (one per ability) with the same order id as the empty one. When a bacteria is determined to have a certain ability, i add the appropriate spellbook ability, then use a SetUnitAbilityLevel to control what level the ability is at.
Is that an accurate assessment of what will work? and also is there an easier way?
Additionally, as a side note, I have some abilities based off of item abilities (Item Increase Attack Damage or whatever) that, even though I have assigned an icon and an icon position to it, does not display an icon. Is there something about using item abilities I don't know about?
Thanks
SkoobyDoo
I've read a few tutorials regarding spellbooks, but none of them seem to cover quite what I want to do--they all cover a case where only one instance per player of a unit exists. (ie they use a player disable spell function or whatever)
I think I have a grasp of what I'm going to have to do, but I want to see if anyone else has a better idea. It seems im going to have to have a bacteria with an empty spellbook ability, and have 11 spellbook abilities (one per ability) with the same order id as the empty one. When a bacteria is determined to have a certain ability, i add the appropriate spellbook ability, then use a SetUnitAbilityLevel to control what level the ability is at.
Is that an accurate assessment of what will work? and also is there an easier way?
Additionally, as a side note, I have some abilities based off of item abilities (Item Increase Attack Damage or whatever) that, even though I have assigned an icon and an icon position to it, does not display an icon. Is there something about using item abilities I don't know about?
Thanks
SkoobyDoo