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 )
Storing a skillset for later learning?
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Re: Storing a skillset for later learning?
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.
(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.

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Re: Storing a skillset for later learning?
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.. ?
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.. ?
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Re: Storing a skillset for later learning?
no, that really doesn't make sense, or I'm tripping pretty hard idk
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Re: Storing a skillset for later learning?
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.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.. ?


Don't do drugs!Xantan wrote:or I'm tripping pretty hard idk

Dragons FTW!

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Re: Storing a skillset for later learning?
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
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
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Re: Storing a skillset for later learning?
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.
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.
)
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.
)
Dialog - Show LevelUpAbilityScreen for Owner of (Triggering Unit)
That SHOULD show your spells.
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.
)
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
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.

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.

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.

Dialog - Show LevelUpAbilityScreen for Owner of (Triggering Unit)
That SHOULD show your spells.

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.

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
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Re: Storing a skillset for later learning?
Then I advise you to use the first example I gave you. Not as flashy, but at least understandable. 

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