Icons?
- DarkNemesis
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Icons?
I think Icons should be implamented for buffs/shields/etc. I know most effects already have them, but skills such as Rune Shield, Fungal Armor, and Icy Barrier? Don't have Icons, kinda uncool imo.
Note: If anyone can think of further effects that pertain to what I just said, please add them, I know I forgot some
Note: If anyone can think of further effects that pertain to what I just said, please add them, I know I forgot some
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- Reaper
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Re: Icons?
It would actually be nice if the damage absorbing spells had a lifebar, or some way of tracking how much health they have.
Tooltips aren't really necessary though
Tooltips aren't really necessary though
[Reaper]
- GeneralFunk
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Re: Icons?
Clever idea, I'll see if i can experiment with this some.GeneralFunk wrote:Yak could use a texttag of "llllllllll" for a life bar.
DarnYak
- GeneralFunk
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Re: Icons?
Of course don't forget invis and "revealed" checks. That would be all shitty like to be invising around with that shit over your head for everyone to see like the "noob" notification.
- Reaper
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Re: Icons?
why 'L' and not |||||||
also I mentioned this because the black road 2.0 has a similar thing on the paladin hero
also I mentioned this because the black road 2.0 has a similar thing on the paladin hero
[Reaper]
- GeneralFunk
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Re: Icons?
'|' is a problematic character in Warcraft III. If you put two in a row ("||") it will show as nothing, so ultimately if you did '|||||||' it would come out as "|". He would have to space each one, which would make it too wide, and to do it in a looped format, it would look clunky with a space on the far left, unless an if check is made to look at the last one to not add a space. '|' character was designed for text tags, like center text, colorize text, close colorize text, etc.. "I" could be better, or the fastest method that requires the least work and process/memory would be to just take the Sheild integer and use I2S(sheildLife)
- Discombobulator
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Re: Icons?
Personas has such a system, it looks great.DarnYak wrote:Clever idea, I'll see if i can experiment with this some.GeneralFunk wrote:Yak could use a texttag of "llllllllll" for a life bar.
DarnYak
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- Dekar
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Re: Icons?
The Blizzard map with aircraft combat has progress bars, too.
<EotA@Azeroth> YAKS GO MOOOOOOOOOOOOOOOOOOOOOOOO
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Dekar: the ultimate ocean themed hero should buff and depend on spawn waves!
DarnYak: why is that
Dekar: WAVES
Dekar:
DarnYak: i was afraid that was the answer
Re: Icons?
Personally I think llllll looks like shit. I wouldn't do it.
That being said, not having buff icons is sometimes annoying for RK and them, because one some heroes its hard to see.
That being said, not having buff icons is sometimes annoying for RK and them, because one some heroes its hard to see.
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- GeneralFunk
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Re: Icons?
I suppose multiple text tags stacked on each other to generate a more solid effect could work. >_>
Har har, thilly me! I forgot about the cltr+backspace character, that could be used between the '|' characters.
"[]" represents the ctrl + backspace character, since it doesn't show on here either.
Code: Select all
//Pseudo-code
constant float offsetY = 15;
constant integer maxHealthPercent = 20;
UpdateSheildBar( int initSlotPosition, Unit theUnit, int sheildLifePercent )
{
float offsetX = -9.5;
for (int i = initSlotPosition, i > initSlotPosition + 20, i++)
{
if ( i >= lifePecent )
{
textTag[i] = EditTag( theUnit, "|", offsetX, offsetY );
}
offsetX++
}
}
"[]" represents the ctrl + backspace character, since it doesn't show on here either.
Code: Select all
//Pseudo-code
constant float offsetX = 0f;
constant float offsetY = 15f;
constant integer maxHealthPercent = 20;
UpdateSheildBar( int slotPosition, Unit theUnit, int sheildLifePercent )
{
string lifeBar = ""
for (int i = 0, i > 20, i++)
{
if ( i < lifePecent )
{
lifeBar = lifeBar + "|[]"
}
else
{
break //in Jass terms "exitwhen true"
}
}
textTag[slotPosition] = EditTag( theUnit, lifeBar,offsetX, offsetY );
}