Need help fixing .omg's Moded stat system, +Rep will be given
So i asked .omg if i could mod his stat system to fix my liking and he had said yes so what i did was I Created this Dialog, with 4 options, str, int, agi, cancel.
What i need Help with is
-When you hit ESC it shows how many stat points you have in dialog box
-When you spend a point it deducts it from the dialog and shows the new available stat points
-Does not glitch out rapidly clicking esc
-Does not glitch out dieing while putting stats in
Problems with this Dialog button
-Rapidly press ESC, stat system breaks
-Die while doing stat points, Stat system yet again breaks
Here are the codes
So i asked .omg if i could mod his stat system to fix my liking and he had said yes so what i did was I Created this Dialog, with 4 options, str, int, agi, cancel.
What i need Help with is
-When you hit ESC it shows how many stat points you have in dialog box
-When you spend a point it deducts it from the dialog and shows the new available stat points
-Does not glitch out rapidly clicking esc
-Does not glitch out dieing while putting stats in
Problems with this Dialog button
-Rapidly press ESC, stat system breaks
-Die while doing stat points, Stat system yet again breaks
Here are the codes
-
Stats Ini
-
Events
- Map intialization
-
Conditions
- none
-
Actions
- Set MaxPlayersCount = 10
- Set Stats_UnitType=____
- -----count of unspent points when lvlup------
- For each (Integer Index)from 1 to MaxPlayersCount, do (actions)
-
Loop - Actions
- Set UnsuspentSP[index] = UP_Number
- Set HeroLevel[index] = 1
- Set Stats_Text[1] = |c00FF0000Strength|r :
- Set Stats_Text[2] = |c0017CB33Agility|r :
- Set Stats_Text[3] = |c001407A6intelligence|r :
-
Events
-
Selection Clearing
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnsuspentSP[(Player number of (Triggering player))] Greater than 0
- Stats_Hero[(Player number of (Triggering player))] Not equal to No unit
- (Stats_Hero[(Player number of (Triggering player))] is alive) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to DialogButton[1]
-
Then - Actions
- Set HeroStr[(Player number of (Triggering player))] = ((Strength of Stats_Hero[(Player number of (Triggering player))] (Exclude bonuses)) + 1)
- Floating Text - Change text of Str_Floating_Text[(Player number of (Triggering player))] to (String(HeroStr[(Player number of (Triggering player))])) using font size Stats_Size
- -------- - --------
- Hero - Modify Strength of Stats_Hero[(Player number of (Triggering player))]: Add 1
- Special Effect - Create a special effect attached to the PointSP of Stats_Hero[(Player number of (Triggering player))] using StrSP
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to DialogButton[2]
-
Then - Actions
- Set HeroAg[(Player number of (Triggering player))] = ((Agility of Stats_Hero[(Player number of (Triggering player))] (Exclude bonuses)) + 1)
- Floating Text - Change text of Ag_Floating_Text[(Player number of (Triggering player))] to (String(HeroAg[(Player number of (Triggering player))])) using font size Stats_Size
- -------- - --------
- Hero - Modify Agility of Stats_Hero[(Player number of (Triggering player))]: Add 1
- Special Effect - Create a special effect attached to the PointSP of Stats_Hero[(Player number of (Triggering player))] using AgSP
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to DialogButton[3]
-
Then - Actions
- Set HeroInt[(Player number of (Triggering player))] = ((Intelligence of Stats_Hero[(Player number of (Triggering player))] (Exclude bonuses)) + 1)
- Floating Text - Change text of Int_Floating_Text[(Player number of (Triggering player))] to (String(HeroInt[(Player number of (Triggering player))])) using font size Stats_Size
- -------- - --------
- Hero - Modify Intelligence of Stats_Hero[(Player number of (Triggering player))]: Add 1
- Special Effect - Create a special effect attached to the PointSP of Stats_Hero[(Player number of (Triggering player))] using IntSP
- Special Effect - Destroy (Last created special effect)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Clicked dialog button) Equal to DialogButton[4]
-
Then - Actions
- Dialog - Hide MyDialog for (Triggering player)
- Else - Actions
-
If - Conditions
- Set UnsuspentSP[(Player number of (Triggering player))] = (UnsuspentSP[(Player number of (Triggering player))] - 1)
- Floating Text - Change text of Floating_Text_Array_Unsuspent[(Player number of (Triggering player))] to (String(UnsuspentSP[(Player number of (Triggering player))])) using font size UnspentSize
- -------- - --------
- Skip remaining actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
ESC Selection
-
Events
- Player - Player 1 (Red) skips a cinematic sequence
- Player - Player 2 (Blue) skips a cinematic sequence
- Player - Player 3 (Teal) skips a cinematic sequence
- Player - Player 4 (Purple) skips a cinematic sequence
- Player - Player 5 (Yellow) skips a cinematic sequence
- Player - Player 6 (Orange) skips a cinematic sequence
- Player - Player 7 (Green) skips a cinematic sequence
- Player - Player 8 (Pink) skips a cinematic sequence
- Player - Player 9 (Gray) skips a cinematic sequence
- Player - Player 10 (Light Blue) skips a cinematic sequence
- Conditions
-
Actions
- Wait 0.03 seconds
- Dialog - Clear MyDialog
- Dialog - Change the title of MyDialog to Upgrade Stats
- Dialog - Create a dialog button for MyDialog labelled Str
- Set DialogButton[1] = (Last created dialog Button)
- Dialog - Create a dialog button for MyDialog labelled Agi
- Set DialogButton[2] = (Last created dialog Button)
- Dialog - Create a dialog button for MyDialog labelled Int
- Set DialogButton[3] = (Last created dialog Button)
- Dialog - Create a dialog button for MyDialog labelled Cancel
- Set DialogButton[4] = (Last created dialog Button)
- Dialog - Show MyDialog for (Triggering player)
-
Events
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