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Thread: Unit upgrades?
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Old 04-25-2009, 03:18 PM
Andy Joslin's Avatar
Andy Joslin Andy Joslin is offline
Reverie World Studios - Lead Gameplay Scripter
 
Join Date: May 2008
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Andy Joslin is just really niceAndy Joslin is just really niceAndy Joslin is just really nice
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No. Easily doable with a bit of scripting in your own scenario or unit, though.

Example:

Code:
var Button = Self:AddActioner("ToCrossbow")
Button.Details = "Upgrade to Crossbowman"
Button.ExtendedDetails = "200 Experience required."
Button.Icon = "Icons/crossbowman"
Button.Func=function (Self,MButton)
if Self.Experience>=200 then
  var Crossbow=Self:NewObjectRelative({0,0,0},0,0,0,0,"Men-Units-Crossbowman")
  ReplaceSelectedUnit(Self,Crossbow)
  Self:Remove()
elseif Self.Experience<200 then
  NotifyPlayer(200-Self.Experience.." experience required to upgrade to crossbow")
end
It's that easy! I just typed that up in a few minutes. The "Button.Func" runs when the button is pressed. You could have anything in the button's function.

This is but an example of how easy it will be for users to drastically change the game with a small bit of editing.
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