From passive to active spell with ranks

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Hey guys. I'm kind of new at WE so I ain't too good at triggers and stuff...only the basics, also at the moment I'm doing my first map so I got a little question tied to another topic that was closed.

I am trying to make a passive ability become an active one, but what I found was for a lvl 1 ability... and what I am exactly tring to do is make an active dodge ability with 10 levels.

Can anyone help? Just need for 2 levels, the rest I can do it myself ^_^


Also I got this part made by MikeyDN (ty for the example):
  • Trigger 1
  • Events
  • Unit - A unit starts the effect of an ability
  • Conditions
  • Ability - Ability being cast equal to <Active Critical Strike>
  • Actions
  • Set variable <Unit_Caster> to <casting unit>
  • Unit - Add ability <Passive Critical Strike> to <Unit_Caster>
  • Timer - Start timer <Timer_CriticalStrike> as a one-shot timer that will expire in XX seconds
  • Trigger 2
  • Events
  • Game/Timer - <Timer_CriticalStrike> expires
  • Conditions
  • Actions
  • Unit - Remove ability <Passive Critical Strike> from <Unit_Caster>
 
here is the easiest way to do it, and it will work for all levels
  • Help
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
    • Actions
      • Custom script: local unit udg_Unit
      • Custom script: local integer udg_Int
      • Custom script: local real udg_Real
      • Set Unit = (Triggering unit)
      • Set Int = (Level of ActiveCrit for Unit)
      • Set Real1 = (((Real(Int)) x 5.00) + 10.00)
      • Unit - Add HiddenCrit to Unit
      • Unit - Set level of Crit for LocalUnit to Handle
      • Wait Real1 game-time seconds
      • Unit - Remove HiddenCrit from Unit
      • Custom script: set udg_Unit=null
      • Set Int = 0
      • Set Real1 = 0
you will also need to add this trigger to a Init trigger
  • For each (Integer A) from 1 to 12, do (Actions)
    • Loop - Actions
      • Player - Disable HiddenCrit for (Player((Integer A)))
where HiddenCrit is a Spellbook that has abillity Crit(which is based off of critical strike) in it
 
^_^

Ok so basically I got to use a spellbook with an ability in it being my evasion or what? Or erm...I don't get it :D what spells I have to use what and where :grin:
 
@Narogog
You did well by using local variable to make it MUI but to be more accurate, please use normal Wait action rather than using the Wait game-time because PolledWait is much slower than TriggerSleepAction function
Also, it is more wise to use all the function in custom script, rather than setting a local variable that is based on global variable (the udg_)
 
tyvm Kala!!
That was exactly what I was looking for ^_^.

And ty Narogog to you too ^_^

Still I got one questions, about hiding the spell that is being added so it won't show. I don't want it to remain visible, just blank. and if I delete the icon it's just green square ^_^. Is there any way?
 
Make an Spellbook called HiddenBook. Put your dodge ability in it.
Then use this trigger to disable the spellbook for all players:
  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable HiddenBook for (Player((Integer A)))
And now, instead of adding the "Dodge" ability with the trigger, add the HiddenBook.
 
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