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Worker Secondary Build with Spellbook

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Level 11
Joined
Jan 2, 2016
Messages
472
Okay so here's my idea not the best one but in theory it should work.
You add different spells to your spell book.Everytime you cast a spell ,create a dummy at that point an order the dummy unit to build w/e you want.

I think this would work although you wouldn't see the space the building will take i guess.

EDIT: Is there a way to create like pages in the build menu?
 
Level 8
Joined
Jan 28, 2016
Messages
486
Probably no. What I think is a same worker with only a difference is their build menu if they have a switch ability between these two workers.
Bad thing is he only wants to pick a structure/units to build at the spellbook so this doesn't help.

Was going to suggest what you said but then re-read your post and realised what you meant with the spellbook. :p

Sorry,dude.This is an impossible thing to do (for me of course.Subscribing to see how this turns out).

Same here. Waiting for the impossible!
 
Attached is an example map that rips the Custom Build system from my Heaven's Fall mod. This system was used in the Voidspawn race, and basically lets you do what you are asking for using the Build Tiny abilities.

In the example map, there is a "Super Acolyte" test unit, who has 3 build lists: normal undead buildings (the normal way), "Advanced Build" which lets him build a farm for testing (using Build Tiny), and then he has the entire Night Elf Build and all night elf buildings, with both of the second lists implemented using the system ripped out of my mod (Spellbook + Charge Gold and Lumber + Build Tiny).
 

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  • CustomBuild.w3x
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The way I make a building build another building is to:
A) switch your building from building to unit. (Untick the Is A Building field)
B) as a unit, you can add a list of stuff it can build to it. Populate the list, and convert it back to a building.
C) use a trigger to find out what the order id of each building is when you order the structure, who now has a build list, to build a specific building. (or use decimals with binary or w/e like, idfk, Retera figured it out)
D) when you know the order Id of each building, create a dummy builder with race as undead (this way the building will summon), and order that unit to build the corresponding building to the order id. See below:
JASS:
if GetIssuedOrderId() == 1717988727 then
    set BuildingID = 'ffmw'
elseif GetIssuedOrderId() == 1717985889 then
    set BuildingID = 'ffba'
elseif GetIssuedOrderId() == 1717985644 then
    set BuildingID = 'ffal'
elseif GetIssuedOrderId() == 1717986669 then
    set BuildingID = 'ffem'
elseif GetIssuedOrderId() == 1717987181 then
    set BuildingID = 'ffgm'
endif

set dummy = CreateUnit(GetOwningPlayer(caster), 'fdum', x, y, 270.0)
call IssueBuildOrderById(dummy, BuildingID, x, y)
call UnitApplyTimedLife(dummy, 'BTLF', 10.00)
set FF_BuildingSource[GetUnitUserData(dummy)] = caster

set dummy = null
 
Level 7
Joined
Feb 20, 2016
Messages
274
I tried your map and it's well made. I noticed in the triggers there's a ton of codes. I don't know if those will work with what I want to build: walls and gates. I also realized you made the extra build options through building with abilities. Don't know what "Generation" stands for though.
 
Level 5
Joined
Jan 16, 2016
Messages
115
You can have a skill that creates a foundation ans then the foundation upgrades into the specific building.
 
Level 4
Joined
Jan 2, 2016
Messages
66
The way I've used comes from this tutorial by aple: http://www.hiveworkshop.com/forums/general-mapping-tutorials-278/basic-advanced-build-icons-239475/

Basically his method is to create two dummy abilities, Basic Build and Advanced Build. Then, through a trigger, when the Basic Build ability is activated, you enable all basic buildings, disable all advanced buildings, then open the build menu. When you activate the Advanced Build ability, you enable all advanced buildings, disable all basic buildings, then open the build menu.

One mildly annoying downside is that whenever you click the build icon, you hear two clicking sounds instead of just one. Aple also says in the tutorial that this may lag in multiplayer (though I haven't tried that yet).

As already mentioned by Abovegame, another way is to base an ability off Bear Form that turns the Peasant into another version, then opens the build menu. You have two versions of Peasant (and every other builder), one with basic buildings and the other with advanced. The custom Bear Form ability switches from one to the other. I've never tried this way myself, though.
 
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