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Adding ability and setting level through triggers.

11-03-2004, 07:16 PM#1
HexenLordX
I ran into a problem.

Well, using the add ability trigger, you can add abilities to units, correct?
When you use this trigger to add abilities to a unit, there is no RED + to level up the abilities. THats exactly what I wanted.

Then theres a trigger, set level of ability for unit. I was hoping that this could be used to level up the abilities added to units through the add ability to unit trigger, but the problem is, you can't.

Does that mean that abilities added with the add ability to unit action cannot be leveled up?
11-03-2004, 10:07 PM#2
AntJAB
What I believe you need to do is give all and any abilities to the unit that has a chance to be added, then use something like Hide or Disable Ability.
Then when you want to "add" the ability you simply enable it, and it shows up for the unit.
I'm not quite sure on this, so check it out to make sure.
11-03-2004, 10:38 PM#3
linkmaster23
1.17 allows you to level up abilites. =]
11-03-2004, 10:40 PM#4
Vexorian
Quote:
Originally Posted by linkmaster23
1.17 allows you to level up abilites. =]
he is talking about it not working , The thing is that it should be working, at least works for me
11-03-2004, 11:23 PM#5
linkmaster23
Same here. =]
11-04-2004, 01:36 AM#6
HexenLordX
Okay, here's what I'm doing

Go into the WE, open up object editor. Click on a hero and delete his abilities, all of them.

Go to the trigger editor, and make an action somewhere to ADD an ability to that unit. Now it should have the added ability at level 1. There will be NO red + to level that ability up.

Try to use the trigger, increase level of ability for unit. It says at the bottom if the unit doesn't have the ability, the result will be zero. Now I think this refers to whether or not the hero has it set as a hero ability on the object editor, and it doesn't work with the add ability to unit action.

So when you try either increase/decrease level of ability, or set level of ability for unit after adding the ability to it with the add ability action (an ability that it doesn't have in the object editor), the action has no effect.

Lord Vexorian, linkmaster, are you talking about using the set level action for an ability that the unit has assigned to it through the object editor?

And yes, I'm using 1.17.
11-04-2004, 12:43 PM#7
Vexorian
It works well with added abilities for me, the caster system 10.0 wouldn't work otherwise.

Do you expect the ability to increase in level (what happens with me) or to show in the red cross menu (that won't ever happen) ?
11-04-2004, 02:14 PM#8
HexenLordX
Quote:
Originally Posted by Lord Vexorian
It works well with added abilities for me, the caster system 10.0 wouldn't work otherwise.

Do you expect the ability to increase in level (what happens with me) or to show in the red cross menu (that won't ever happen) ?

To just increase the level.

Maybe I'm doing something wrong. I'll go try again.

Here's the trigger I'm using.

Code:
Goku
    Events
        Unit - A unit Gains a level
    Conditions
        (Unit-type of (Leveling Hero)) Equal to Saiyan Real
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Hero level of (Leveling Hero)) Equal to (60 x (Random integer number between 1 and 10))
            Then - Actions
                Unit - Set Level of Renzoku Energy Dan  for (Leveling Hero) to ((Hero level of (Leveling Hero) / 60)
            Else - Actions

Thats so the ability levels up every 60 levels.

The ability is added to the character when he is chosen on character selection.

Code:
Unit - Add Renzoku Energy Dan  to (Last created unit)

He doesn't have the ability in the object editor, its just a plain ability added to him. He has no red + to level up the ability either, so it doesn't level up at all.


EDIT:

The only thing I can find wrong with the trigger, is if the (hero-level of (leveling unit)) corresponds to the level of the hero before it levels up, and not after.
11-05-2004, 01:49 AM#9
HexenLordX
I found the problem in the trigger.

Its the condition:
Code:
(Hero level of (Leveling Hero)) Equal to (60 x (Random integer number between 1 and 7))

The reason its not working every 60 levels is because its set to (Random integer number between 1 and 7). It needs to be set to ANY number between 1 and 7. Is there anyway to do this?
11-05-2004, 04:42 AM#10
HexenLordX
Through about 2 hours of trial + error, I finally got it.
11-05-2004, 06:06 AM#11
thedevil
=====Add ability trigger=====
Event:defend on what u want unit accquire item or use item
Condition:triggering unit have skill point or have item.........
Action:
Add [Ability] to triggering unit
=====Level up ability trigger======
Event:Unit begin casting an ability
Condition:triggering unit skill point greater than 0 or something......
Action:
-Set ability being cast to level of ability being cast+1
-Set skill point of triggering unit to skill point of triggering unit-1
11-05-2004, 03:25 PM#12
Vexorian
Quote:
Originally Posted by HexenLordX
I found the problem in the trigger.

Its the condition:
Code:
(Hero level of (Leveling Hero)) Equal to (60 x (Random integer number between 1 and 7))

The reason its not working every 60 levels is because its set to (Random integer number between 1 and 7). It needs to be set to ANY number between 1 and 7. Is there anyway to do this?
Great, anyways next time consider the modulos function Math - Modulo , it returns the residuous (sp?) of the division,
11-05-2004, 07:03 PM#13
xxxSpikexxx
Quote:
Originally Posted by HexenLordX
I found the problem in the trigger.

Its the condition:
Code:
(Hero level of (Leveling Hero)) Equal to (60 x (Random integer number between 1 and 7))

The reason its not working every 60 levels is because its set to (Random integer number between 1 and 7). It needs to be set to ANY number between 1 and 7. Is there anyway to do this?
well you can make something like ... if real(integer(level of the hero / 60)) = level of hero / 60 than add the skill

when you convert a real into an integer and back the number should be rounded to the next full numer ...
66/60 = 1.1, real(integer(66/60)) = 1
at least it should be like that.
11-05-2004, 07:05 PM#14
HexenLordX
Quote:
Originally Posted by HexenLordX
Through about 2 hours of trial + error, I finally got it.

ARE YOU BLIND! I ALREADY SOLVED THIS PROBLEM!
11-05-2004, 07:13 PM#15
xxxSpikexxx
easy, chill out. that was only a tip whats the easiest way to do this. it happens that people keep replying threads where my quesion was allready answered... that's no reason to get mad, it's better if your thread has more replies than nessesary than if it's not replied at all.