- General - If (Conditions) then do (Actions) else do (Actions)
- If
- _index == 0
- Then
- General - If (Conditions) then do (Actions) else do (Actions)
- If
- Player Data[_player].Behaviors[(_index + 1)]._panel == No Dialog Item
- Then
- ------- | X |
- Else
- ------- | X O O |
- Dialog - Move Player Data[_player].Behaviors[(_index + 1)]._panel to (0, 0) relative to Top Right of UI Dialogs.Behavior Pin[_player] for (All players) (from Top Left)
- Else
- General - If (Conditions) then do (Actions) else do (Actions)
- If
- Player Data[_player].Behaviors[(_index + 1)]._panel == No Dialog Item
- Then
- ------- | O O X |
- Else
- ------- | O O X O O |
- Dialog - Move Player Data[_player].Behaviors[(_index + 1)]._panel to (0, 0) relative to Top Right of Player Data[_player].Behaviors[(_index - 1)]._panel for (All players) (from Top Left)
复制代码
是关于行为的
原文是这样写的
im using this system: Trigger "Acquire Behavior"
Unit - Any Unit has Any change Activate
blablabla code Trigger "Remove Behavior"
Unit - Any Unit has Any change Deactivate
blablabla code Also 2 core actions:
UI Behavior Process for showing cooldown on behavior itself
UI Behavior Remove for removing behavior
and 3 support functions:
UI Behaviors Find Current Index
UI Behaviors Find Last Index
UI Behaviors Find Current Index By Behavior So basically i have a 1 behavior dialog for all and after player hero acquire behavior system adds custom trigger made dialog item to behaviors dialog (or to previous behavior) and show it to player
After behavior depletes/removed system "intelligently" removes behavior and reassign chain to previous behavior or dialog:
- + of this system - it looks pretty nice
- + it can show cooldowns
- + it supports itself (u just need your behavior have an alignment, icon, text and not hidden)
- - its limited for only 1 hero use
- - it bugs with fast behaviors (very small duration) (so u should hide this type of behaviors and make all ur tech behaviors hidden)
Also it is very easy to make them display Behaviors Level and Tooltips (i havent made this because im too lazy for making tooltips for all behaviors) If u want u can contact me via Fen1lkz.514@EU some screens:
at first we have 0 duration neutral behavior and half-passed positive behavior (bad behaviors are red)
at second screen we have stimpack behavior with my system
i repeat - tooltips for them not a problem, i just turned them off
这是他贴的用这个通过触法器写出来的行为调用.
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