Storing a skillset for later learning?

General talk about editing, cheating, and deprotecting maps.

Moderator: Cheaters

l)arkSephiroth
Newcomer
Posts: 5
Joined: October 20th, 2007, 12:41 am

Storing a skillset for later learning?

Post by l)arkSephiroth »

For my map, I want the player to choose [ from shops ]

example:

Attack Skill, Defense Skill, Utility Skill, Ultimate

where 1st skill chosen is Attack
2nd is Defense
3rd is Utility
Last is Ultimate

( player will be moved to next shop after choosing a skill from one so they can't get 2 from same shop )

But for the unit to not learn the skill at that point. ( They get 1 skill point when game starts, and can learn each time they level )

Then when they go to level one of those skills it will give them chosen relevant skill.

How do I go about this ?

( I hope that made sense )
Julian5
Member
Posts: 62
Joined: October 3rd, 2007, 4:17 am
Title: Dragon
Location: The land of dragons.

Re: Storing a skillset for later learning?

Post by Julian5 »

Hmm...I believe a way to do this would be...

(For example, pyroblast. Yes, I play WoW, and I am a fire-spec'd mage. =P )

Events:
Map Initialization
Actions:
Give all players 1 lumber

Events:
A player buys an item.
Conditions:
Item is equal to Pyroblast
Actions:
Hero - Give triggering unit Pyroblast (make sure its a hero ability, and just give it to them, don't want otherwise you will make it complicated. =P )
Player - Give owner of triggering unit a lumber
Unit - Move triggering unit to Region w/e <gen>
Player - Modify visibility - enable visibility modify on Region w/e <gen>

Do this for all the skills, xept for the last one get rid of the lumber part.

I'm pretty sure this is how you go about doing this. :P
Dragons FTW!
Image
^ Made by Windflamedmon. :D
Image
Image
l)arkSephiroth
Newcomer
Posts: 5
Joined: October 20th, 2007, 12:41 am

Re: Storing a skillset for later learning?

Post by l)arkSephiroth »

Ya, but you can't just give them the skill without them actually learning it [ i think ]

So I need it to be stored to something.. like Pyroblast stored under 'Attack Skill'

Then later when they click to level up 'Attack Skill', it will give them Pyroblast [ or increase it's level if already learned ]

make any sense.. ?
User avatar
Xantan
Honorary wc3edit.net Traitor
Posts: 2507
Joined: February 1st, 2007, 4:11 pm
Location: NEVADA

Re: Storing a skillset for later learning?

Post by Xantan »

no, that really doesn't make sense, or I'm tripping pretty hard idk
Julian5
Member
Posts: 62
Joined: October 3rd, 2007, 4:17 am
Title: Dragon
Location: The land of dragons.

Re: Storing a skillset for later learning?

Post by Julian5 »

l)arkSephiroth wrote:Ya, but you can't just give them the skill without them actually learning it [ i think ]

So I need it to be stored to something.. like Pyroblast stored under 'Attack Skill'

Then later when they click to level up 'Attack Skill', it will give them Pyroblast [ or increase it's level if already learned ]

make any sense.. ?
Nonono, if you give them a HERO ability it's not auto learned. =P The only way a unit would get an ability and be able to use it immidiatly would be if it's a unit ability. :P Hero abilities have to be lvled to lvl 1 using a skill point to be able to use them. So you can think of giving a hero ability to a hero sorta like giving them lvl 0 of that ability. :P
Xantan wrote:or I'm tripping pretty hard idk
Don't do drugs! :lol:
Dragons FTW!
Image
^ Made by Windflamedmon. :D
Image
Image
l)arkSephiroth
Newcomer
Posts: 5
Joined: October 20th, 2007, 12:41 am

Re: Storing a skillset for later learning?

Post by l)arkSephiroth »

Let's see if I can explain this better..

Sticking with the PyroBlast example...

They choose 'PyroBlast' as the skill they want.

Dont want them to have access to it at the moment.

Then later on, when they choose to level up their ' Attack Skill ' it will give them Pyro if no levels, level it up if it has a level in it.

Does that make any more sense? lol
Julian5
Member
Posts: 62
Joined: October 3rd, 2007, 4:17 am
Title: Dragon
Location: The land of dragons.

Re: Storing a skillset for later learning?

Post by Julian5 »

I figured that was what you were asking...I just gave a simpler alternative...sigh...lets see.

You would need a few variables....

Make an variable called Attack_Move and make it an Ability Array.

Back to the initial trigger I posted...with a couple changes...

Events:
Map Initialization
Actions:
Give all players 1 lumber

Events:
A player buys an item.
Conditions:
Item is equal to Pyroblast
Actions:
General - Set Attack_Move(Player # of Owner of Triggering Unit) to Pyroblast
Unit - Give (Triggering Unit) Pyroblast. (Make Pyroblast a unit ability.)
Unit - Disable Pyroblast for triggering unit.
Player - Give owner of triggering unit a lumber
Unit - Move triggering unit to Region w/e <gen>
Player - Modify visibility - enable visibility modify on Region w/e <gen>

In this case, we want Pyroblast a unit ability so this works. =P Make sure you still give it levels though! Also, give the hero unit an abilty that doesn't do anything. It can be anything at all. You don't even have to change the values, xept the text. =P

Later, when the player picks that ability. Oh, and make 2 more variables. Make one labeled LevelUpAbilityScreen, and make it a dialog variable. Also make a dialog button variable called LevelUpAbilityButton. Oh, and make a Unit array variable too. :P

Events-
A unit learns an ability
Conditions-
Ability = to w/e
Actions-
Set w/e your unit array is called(player # of owner of triggering unit) = triggering unit
Unlearn hero ability for triggering unit (I'm not looking at the WE right now, but I'm sure this is how it goes. :P )
Dialog - Create a dialog button for LevelUpAbilityScreen labelled Attack_Move(Player # of Owner of Triggering Unit)
Set LevelUpAbilityButton[1]= (Last created dialog Button)
(Add the other spells. :P )
Dialog - Show LevelUpAbilityScreen for Owner of (Triggering Unit)

That SHOULD show your spells. :D

Next, when you click....

(I'm just gonna copy this from my map...then make a bunch of edits to fit it to this situation. :P )

Events
Dialog - A dialog button is clicked for LevelUpAbilityScreen
Conditions
Actions
Dialog - Hide LevelUpAbilityScreen for Host
For each (Integer A) from 1 to however many spells you have, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to LevelUpAbilityButton[(Integer A)]
Then - Actions

Else - Actions
Dialog - Clear LevelUpAbilityScreen

Ok you fill in the then actions cause I just got lost...lol....I'm a space cadet...lol...hope this helped though. =P
Dragons FTW!
Image
^ Made by Windflamedmon. :D
Image
Image
l)arkSephiroth
Newcomer
Posts: 5
Joined: October 20th, 2007, 12:41 am

Re: Storing a skillset for later learning?

Post by l)arkSephiroth »

my head exploded :shock:
Julian5
Member
Posts: 62
Joined: October 3rd, 2007, 4:17 am
Title: Dragon
Location: The land of dragons.

Re: Storing a skillset for later learning?

Post by Julian5 »

Then I advise you to use the first example I gave you. Not as flashy, but at least understandable. :P
Dragons FTW!
Image
^ Made by Windflamedmon. :D
Image
Image