Tutorial:Pooled Resource Unit Costs: Difference between revisions
No edit summary |
No edit summary |
||
Line 7: | Line 7: | ||
== The Theory == | == The Theory == | ||
If you're not familiar with Lua UI modding then the [https://tw-modding.com/wiki/Main_Page#UI_Tutorial_Series,_by_Vandy: UI Tutorial Series] a good place to start as this guide won't explain the full UI theory, just what we need to know. | If you're not familiar with Lua UI modding then the [https://tw-modding.com/wiki/Main_Page#UI_Tutorial_Series,_by_Vandy: UI Tutorial Series] is a good place to start as this guide won't explain the full UI theory, just what we need to know. | ||
There are 3 main elements to making something cost a Pooled Resource: | There are 3 main elements to making something cost a Pooled Resource: | ||
*'''Building the UI''': This involves finding UI components, copying them, and repositioning them. | *[https://tw-modding.com/wiki/Tutorial:Pooled_Resource_Costs#Building_the_UI '''Building the UI''']: This involves finding existing UI components, copying them, and repositioning them. | ||
*'''Handling the UI''': This involves handling refreshes to the UI, making sure UI components are enabled / disabled, and have the right text, tooltips, and icons at the right time. | *'''Handling the UI''': This involves handling refreshes to the UI, making sure UI components are enabled / disabled, and have the right text, tooltips, and icons at the right time. | ||
Line 18: | Line 18: | ||
== Building the UI == | == Building the UI == | ||
The first step is figuring out where you want your cost to appear. For units this will probably be in the same place as normal recruitment and upkeep costs. | |||
'''Finding UI Components''': | |||
To do this we'll need to use the [https://tw-modding.com/wiki/Tutorial:Context_Viewer_(Warhammer_3) Context Viewer] | |||
== Handling the UI == | == Handling the UI == | ||
== Handling the Cost == | == Handling the Cost == |
Revision as of 03:49, 10 July 2023
Originally written by Pear
Let's Talk Pooled Resources
Pooled Resources are an important part of what makes any faction unique. The problem is they're often not used for very much. This tutorial aims to fix that by explaining how to use Pooled Resources as costs using units in the main recruitment panel as an example. The theory used here can be applied to a range of other things such as RoRs, lords, agents, buildings, and technologies or anything you want really.
This guide is also my submission for Mod Jam #7, along with an example mod for making units cost Pooled Resources in the main recruitment panel.
The Theory
If you're not familiar with Lua UI modding then the UI Tutorial Series is a good place to start as this guide won't explain the full UI theory, just what we need to know.
There are 3 main elements to making something cost a Pooled Resource:
- Building the UI: This involves finding existing UI components, copying them, and repositioning them.
- Handling the UI: This involves handling refreshes to the UI, making sure UI components are enabled / disabled, and have the right text, tooltips, and icons at the right time.
- Handling the Cost: This involves taking away the Pooled Resource from the player and returning it in a multiplayer-friendly way.
Building the UI
The first step is figuring out where you want your cost to appear. For units this will probably be in the same place as normal recruitment and upkeep costs.
Finding UI Components: To do this we'll need to use the Context Viewer