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molten core map question

11-26-2008, 11:13 PM#1
311
In the map molten core people talked about how he made skill trees similar to wow. Where you open the book and choose what you want.
I cant get it to work though, I copy pasted all the abilites/triggers/custom text, and saving did work got no errors.

WHen I click to learn skill I click a tree, and choose a spell to learn
this is where it breaks all buttons that were in that skill tree are now just in the normal place where you learn spells

example of how it should work
click hero skill button
see 2 trees to choose from
pick 1 and now u see 4 spells and u can pick any u want
choose 1 its now a spell u can always do
level up again same thing no changes really

but what mine is doing is
click hero skill button
see 2 trees to choose from
click 1 and now i see 4 spells
choose 1 and i do learn it +extra enginneing ability
now when click hero skill button again because I level i do not have skill trees I have the 4spells that came from it



I do have 1real ability and 1fake like he does
I do have the skill button copied 3x to the hero+the 2 tree spells
11-27-2008, 12:38 AM#2
Pyrogasm
To get us to help you, you'll need to post your map and/or your code. Without that, it's pretty much impossible to figure out what's going wrong.
11-27-2008, 04:45 AM#3
311
dunno how to show it here, I did print screen but didnt show up
11-27-2008, 07:07 AM#4
Pyrogasm
Select your trigger > Right-click > Copy as text

Come here to post > Click Trigger tags > Paste
11-28-2008, 08:11 AM#5
311
Trigger:
Open ret1 Tree
Collapse Events
Unit - A unit Learns a skill
Collapse Conditions
(Learned Hero Skill) Equal to Paladin1 (Retribution)
Collapse Actions
-------- Setup the arrays for this skill tree: --------
Set HeroSkill_learn[0] = Entangling Roots fake
Set HeroSkill_real[0] = Entangling Roots
Set HeroSkill_learn[1] = Faerie Fire fake
Set HeroSkill_real[1] = Faerie Fire
Set HeroSkill_learn[2] = Regrowth fake
Set HeroSkill_real[2] = Regrowth
Set HeroSkill_learn[3] = Bash fake
Set HeroSkill_real[3] = Bash.
-------- Remember the level of each static spell --------
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
-------- Next is just to allow the editor use the hero skill variable as ability --------
Custom script: set udg_HeroSkillAsAbility = udg_HeroSkill_real[ bj_forLoopAIndex ]
-------- Remember --------
Set SkillLevel[(Integer A)] = (Level of HeroSkillAsAbility for (Triggering unit))
-------- Remove the static ability --------
Unit - Remove HeroSkillAsAbility from (Triggering unit)
-------- The button is just an option, it shouldn't waste a skill point --------
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Unit - Remove Paladin1 (Retribution) from (Triggering unit)
-------- Add the two engineering upgrades that allow this skill tree --------
Unit - Add Paladin1 Tree Part 1 to (Triggering unit)
Unit - Add Paladin1 Tree Part 2 to (Triggering unit)
-------- Enable the exit tree button: --------
Unit - Add Add Exit Skill Tree Button to (Triggering unit)
-------- Relearn the learnable abilities using the noted levels --------
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
Collapse For each (Integer B) from 1 to SkillLevel[(Integer A)], do (Actions)
Collapse Loop - Actions
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Hero - Learn skill for (Triggering unit): HeroSkill_learn[(Integer A)]
11-28-2008, 08:14 AM#6
311
Trigger:
Close ret1 Tree
Collapse Events
Unit - A unit Learns a skill
Collapse Conditions
(Learned Hero Skill) Equal to Exit Skill Tree
(Level of Paladin1 Tree Part 1 for (Triggering unit)) Greater than 0
Collapse Actions
-------- The exit tree is just an option, shouldn't waste skill points: --------
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Unit - Remove Add Exit Skill Tree Button from (Triggering unit)
-------- Setup the arrays for this skill tree: --------
Set HeroSkill_learn[0] = Entangling Roots fake
Set HeroSkill_real[0] = Entangling Roots
Set HeroSkill_learn[1] = Faerie Fire fake
Set HeroSkill_real[1] = Faerie Fire
Set HeroSkill_learn[2] = Regrowth fake
Set HeroSkill_real[2] = Regrowth
Set HeroSkill_learn[3] = Bash fake
Set HeroSkill_real[3] = Bash.
-------- Remember current hero level --------
Set HeroLevel = (Hero level of (Triggering unit))
-------- REPLACE 6 with the maximum level that a skill will need --------
-------- (This is to avoid it not working with skills that need high levels) --------
Hero - Set (Triggering unit) Hero-level to (Max(6, HeroLevel)), Hide level-up graphics
-------- (That max calculation is so it doesn't go backwards when it is not needed) --------
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
-------- Next is just to allow the hero skill variable work as an ability variable --------
Custom script: set udg_HeroSkillAsAbility = udg_HeroSkill_learn[ bj_forLoopAIndex ]
-------- Make sure the skills are learned: --------
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Level of HeroSkillAsAbility for (Triggering unit)) Equal to 0
Collapse Then - Actions
-------- If the skill wasn't learned, learn it --------
Hero - Modify unspent skill points of (Triggering unit): Add 1 points
Hero - Learn skill for (Triggering unit): HeroSkill_learn[(Integer A)]
Collapse Else - Actions
-------- If the skill was learned, make the value to 0 so the last part of the trigger, doesn't remove it --------
Custom script: set udg_HeroSkill_real[ bj_forLoopAIndex ] = 0
-------- Take away the exit tree button --------
Unit - Remove Exit Skill Tree from (Triggering unit)
-------- Take away the engineering upgrades of this tree --------
Unit - Remove Paladin1 Tree Part 1 from (Triggering unit)
Unit - Remove Paladin1 Tree Part 2 from (Triggering unit)
-------- Take away the fake skills --------
Unit - Remove Skill Slot (normal) from (Triggering unit)
Unit - Remove Skill Slot (normal) from (Triggering unit)
Unit - Remove Skill Slot (normal) from (Triggering unit)
Unit - Remove Paladin1 (Retribution) from (Triggering unit)
Unit - Remove Paladin2 (Holy) from (Triggering unit)
-------- Remove the abilities that weren't learned --------
Collapse For each (Integer A) from 0 to 3, do (Actions)
Collapse Loop - Actions
-------- Next is just to allow the hero skill variable work as an ability variable --------
Custom script: set udg_HeroSkillAsAbility = udg_HeroSkill_real[ bj_forLoopAIndex ]
Unit - Remove HeroSkillAsAbility from (Triggering unit)
-------- Set the level back to what it was --------
Hero - Set (Triggering unit) Hero-level to HeroLevel, Hide level-up graphics


Trigger:
Setup Eight Skills
Collapse Events
Map initialization
Conditions
Collapse Actions
-------- Disable Engineering Upgrade based aiblities, so they don't use command slots --------
Collapse Player Group - Pick every player in (All players) and do (Actions)
Collapse Loop - Actions
Player - Disable Paladin1 Tree Part 1 for (Picked player)
Player - Disable Paladin1 Tree Part 2 for (Picked player)
-------- 8skillit --------
-------- Destroy Trigger Since we are not going to use it again --------
Custom script: call DestroyTrigger( GetTriggeringTrigger() )



and ya I know it says paladin even though Its on my druid, I just want to get it to work before I really do everything
11-29-2008, 07:08 AM#7
311
so any luck on fixing my problem?
11-29-2008, 07:58 AM#8
Pyrogasm
I would really help if you could post your map. I've never played this Molten Core map, so it could be that I just don't understand how the trees work. Posting the map would give a better idea of where your triggers are going wrong.
11-29-2008, 08:21 AM#9
311
k heres the molten core map
Attached Files
File type: w3xMolten Core b4.w3x (3.0 MB)
12-02-2008, 09:32 PM#10
311
that help? I dont really wanna keep working on my map if I cant get this to work. I thought bought maybe doing shops that sell the abilities, and have the shops have like 23432432 range, and when you click hero + button, and then a fake do nothing spell(its a tree button), it would auto make you pick the shop that way its almost like it, but just the cheep way havent tried it yet, but seems like it would work