- Joined
- Dec 1, 2012
- Messages
- 27
I am having an issue with my map that hopefully someone can help with .
I have a skill shop setup (the code will be below)
Now here is the issue;
Normally the hero starts with 1 skill point, and also gains one when they level up.
They can then use these points to spend on the abilities in their list.
Now I have cleared all the abilities on the hero so that they start fresh, and people can choose their own skills.
So they head to the shop and buy a skill.
But here is the issue, instead of the skill going in their ability list it is added straight to the Hero's list of skills.
How do I make it so that;
1. The Hero has an empty "Hero Abilities" list
2. Has one skill point to spend at the start
and
3. The skills are added to their "Hero Abilities" so they can level them up like normal instead of being sent right to the hero and requiring them to buy their ability level ups?
I have a skill shop setup (the code will be below)
-
Shop Initialization
-
Events
- Map initialization
- Conditions
-
Actions
- Set Skills[0] = Bash
- Set Items[0] = Bash
- Set Skills[1] = Critical Strike
- Set Items[1] = Critical Strike
- Set Skills[2] = Reincarnation
- Set Items[2] = Reincarnation
- Set Skills[3] = Evasion
- Set Items[3] = Evasion
- Set Skills[4] = Spiked Carapace
- Set Items[4] = Spiked Carapace
- Set Skills[5] = Cleaving Attack
- Set Items[5] = Cleaving Attack
- Set Skills[6] = Brilliance Aura
- Set Items[6] = Brilliance Aura
- Set Skills[7] = Devotion Aura
- Set Items[7] = Devotion Aura
- Set Skills[8] = Endurance Aura
- Set Items[8] = Endurance Aura
- Set Skills[9] = Thorns Aura
- Set Items[9] = Thorns Aura
- Set Skills[10] = Trueshot Aura
- Set Items[10] = Trueshot Aura
- Set Skills[11] = Unholy Aura
- Set Items[11] = Unholy Aura
- Set Skills[12] = Vampiric Aura
- Set Items[12] = Vampiric Aura
-
Events
-
Skill Shop
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Item-class of (Item being manipulated)) Equal to Powerup
-
Actions
- Set TempUnit = (Triggering unit)
- Set TempPlayer = (Owner of (Triggering unit))
- If (TempPlayer Equal to Player 1 (Red)) then do (Set PlayerNumber = 1) else do (Do nothing)
- If (TempPlayer Equal to Player 2 (Blue)) then do (Set PlayerNumber = 2) else do (Do nothing)
- If (TempPlayer Equal to Player 3 (Teal)) then do (Set PlayerNumber = 3) else do (Do nothing)
- If (TempPlayer Equal to Player 4 (Purple)) then do (Set PlayerNumber = 4) else do (Do nothing)
- If (TempPlayer Equal to Player 5 (Yellow)) then do (Set PlayerNumber = 5) else do (Do nothing)
- If (TempPlayer Equal to Player 6 (Orange)) then do (Set PlayerNumber = 6) else do (Do nothing)
- If (TempPlayer Equal to Player 7 (Green)) then do (Set PlayerNumber = 7) else do (Do nothing)
- If (TempPlayer Equal to Player 8 (Pink)) then do (Set PlayerNumber = 8) else do (Do nothing)
- If (TempPlayer Equal to Player 9 (Gray)) then do (Set PlayerNumber = 9) else do (Do nothing)
-
For each (Integer A) from 0 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Items[(Integer A)] Equal to (Item-type of (Item being manipulated))
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Skills[(Integer A)] for TempUnit) Less than 1
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Items[0] Equal to (Item-type of (Item being manipulated))
- Items[1] Equal to (Item-type of (Item being manipulated))
- Items[2] Equal to (Item-type of (Item being manipulated))
- Items[3] Equal to (Item-type of (Item being manipulated))
- Items[4] Equal to (Item-type of (Item being manipulated))
- Items[5] Equal to (Item-type of (Item being manipulated))
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PassiveAmt[PlayerNumber] Less than 3
-
Then - Actions
- Game - Display to (Player group(TempPlayer)) for 1.00 seconds the text: (You bought + ((Name of (Item being manipulated)) + ( for + (Name of (Triggering unit)))))
- Unit - Add Skills[(Integer A)] to TempUnit
- Set PassiveAmt[PlayerNumber] = (PassiveAmt[PlayerNumber] + 1)
- Skip remaining actions
-
Else - Actions
- Player - Set TempPlayer Current lumber to ((TempPlayer Current lumber) + 1)
- Game - Display to (Player group(TempPlayer)) for 1.00 seconds the text: You already have th...
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Items[6] Equal to (Item-type of (Item being manipulated))
- Items[7] Equal to (Item-type of (Item being manipulated))
- Items[8] Equal to (Item-type of (Item being manipulated))
- Items[9] Equal to (Item-type of (Item being manipulated))
- Items[10] Equal to (Item-type of (Item being manipulated))
- Items[11] Equal to (Item-type of (Item being manipulated))
- Items[12] Equal to (Item-type of (Item being manipulated))
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AuraAmt[PlayerNumber] Less than 3
-
Then - Actions
- Game - Display to (Player group(TempPlayer)) for 1.00 seconds the text: (You bought + ((Name of (Item being manipulated)) + ( for + (Name of (Triggering unit)))))
- Unit - Add Skills[(Integer A)] to TempUnit
- Set AuraAmt[PlayerNumber] = (AuraAmt[PlayerNumber] + 1)
- Skip remaining actions
-
Else - Actions
- Player - Set TempPlayer Current lumber to ((TempPlayer Current lumber) + 1)
- Game - Display to (Player group(TempPlayer)) for 1.00 seconds the text: You already have th...
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Events
Now here is the issue;
Normally the hero starts with 1 skill point, and also gains one when they level up.
They can then use these points to spend on the abilities in their list.
Now I have cleared all the abilities on the hero so that they start fresh, and people can choose their own skills.
So they head to the shop and buy a skill.
But here is the issue, instead of the skill going in their ability list it is added straight to the Hero's list of skills.
How do I make it so that;
1. The Hero has an empty "Hero Abilities" list
2. Has one skill point to spend at the start
and
3. The skills are added to their "Hero Abilities" so they can level them up like normal instead of being sent right to the hero and requiring them to buy their ability level ups?