- Joined
- Jan 16, 2017
- Messages
- 110
I was trying to create some system that would enable and disable abilities based on training specific unit.
For some reason when i disable some spell then it should change the value in hashtables and make it not work, but the unit still casts the spell.
Note: I am begginer at using hashtables so i am not sure if i setted up the hashtable correctly
For some reason when i disable some spell then it should change the value in hashtables and make it not work, but the unit still casts the spell.
Note: I am begginer at using hashtables so i am not sure if i setted up the hashtable correctly
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Hashtable
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Events
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Map initialization
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set SpellBookHashtable = (Last created hashtable)
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For each (Integer B) from 1 to 8, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to 48, do (Actions)
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Loop - Actions
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Hashtable - Save True as (Integer A) of (Integer B) in SpellBookHashtable
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EnableDisable
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Events
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Unit - A unit Finishes training a unit
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Conditions
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(Unit-type of (Triggering unit)) Equal to Spell Book
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Actions
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Player - Make (Unit-type of (Trained unit)) Unavailable for training/construction by (Owner of (Triggering unit))
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-------- Disable --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Defend
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Then - Actions
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Hashtable - Save False as 1 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Defend Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Heal
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Then - Actions
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Hashtable - Save False as 2 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Heal Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Inner Fire
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Then - Actions
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Hashtable - Save False as 3 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Inner Fire Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Dispel Magic
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Then - Actions
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Hashtable - Save False as 4 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Dispel Magic Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Invisibility
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Then - Actions
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Hashtable - Save False as 5 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Invisibility Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Polymorph
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Then - Actions
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Hashtable - Save False as 6 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Polymorph Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Slow
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Then - Actions
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Hashtable - Save False as 7 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Slow Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Spell Steal
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Then - Actions
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Hashtable - Save False as 8 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Spell Steal Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Cloud
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Then - Actions
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Hashtable - Save False as 9 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Cloud Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Disable Aerial Shackles
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Then - Actions
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Hashtable - Save False as 10 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Enable Aerial Shackles Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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Else - Actions
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-------- Enable --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Defend
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Then - Actions
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Hashtable - Save True as 1 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Defend Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Heal
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Then - Actions
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Hashtable - Save True as 2 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Heal Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Inner Fire
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Then - Actions
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Hashtable - Save True as 3 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Inner Fire Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Dispel Magic
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Then - Actions
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Hashtable - Save True as 4 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Dispel Magic Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Invisibility
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Then - Actions
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Hashtable - Save True as 5 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Invisibility Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Polymorph
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Then - Actions
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Hashtable - Save True as 6 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Polymorph Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Slow
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Then - Actions
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Hashtable - Save True as 7 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Slow Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Spell Steal
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Then - Actions
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Hashtable - Save True as 8 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Spell Steal Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Cloud
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Then - Actions
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Hashtable - Save True as 9 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Cloud Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Enable Aerial Shackles
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Then - Actions
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Hashtable - Save True as 10 of (Player number of (Owner of (Triggering unit))) in SpellBookHashtable
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Player - Make Disable Aerial Shackles Available for training/construction by (Owner of (Triggering unit))
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Unit - Remove (Trained unit) from the game
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Skip remaining actions
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Else - Actions
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Else - Actions
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Cast
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Events
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Unit - A unit Begins casting an ability
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Casting unit) is A Hero) Equal to False
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(1 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Defend
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(2 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Heal
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(3 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Inner Fire
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(4 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Dispel Magic
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(5 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Invisibility
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(6 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Polymorph
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(7 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Slow
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(8 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Spell Steal
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(9 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Cloud
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(10 is stored as a Boolean of (Custom value of (Casting unit)) in SpellBookHashtable) Equal to False
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(Ability being cast) Equal to Aerial Shackles
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Then - Actions
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Unit - Remove (Ability being cast) from (Casting unit)
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Skip remaining actions
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Else - Actions
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Else - Actions
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