• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

How do you add Custom Hero Abilities to your hero via triggers?

Status
Not open for further replies.
Level 20
Joined
Jan 6, 2008
Messages
2,627
oh lol, thanks man +rep to both. But another problem occured, the unit will be deleted when just added one level.
  • SkillTree Ini
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Game - Disable drag-selection functionality (Disable drag-selection box)
      • Game - Enable selection and deselection functionality (Disable selection circles)
      • Game - Disable pre-selection functionality (Disable pre-selection circles, life bars, and object info)
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
      • Set Unit = Paladin 0001 <gen>
      • -------- Holy --------
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • Set SkillTreeHolyTooltip[1] = Heals the target for 25 health points. Double click to learn.
          • Set SkillTreeHolySpellMaxLevels[1] = 3
          • Set SkillTreeHolyDummyUnits[1] = DummyHoly 0002 <gen>
          • Set SkillTreeHolySpells[1] = Heal
          • Set SkillTreeHolyDisBtns[2] = DisHealing Ward 0002 <gen>
          • Set SkillTreeHolyReplaceBTN[2] = Healing Ward
          • Set SkillTreeHolyBoolean[2] = False
          • Set SkillTreeHolySpells[2] = Healing Ward
          • Set SkillTreeHolySpellMaxLevels[2] = 3
          • Set SkillTreeHolyDummyUnits[2] = DummyHoly 0000 <gen>
          • Set SkillTreeHolyTooltip[2] = Heals the target in range for an amount of health. Double click to learn.
      • -------- Marksman --------
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
      • -------- Shadow --------
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
Setup trig /\

Press Trigg \/
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
      • -------- Holy --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to SkillTreeSelected
              • SkillTreeHolyBoolean[(Integer A)] Equal to True
              • (Triggering unit) Equal to SkillTreeHolyDummyUnits[(Integer A)]
        • Then - Actions
          • Set SkillTreeHolySpellLevels[(Integer A)] = (SkillTreeHolySpellLevels[(Integer A)] + 1)
          • Destructible - Remove SelectedFx
          • Unit - Add SkillTreeHolySpells[(Integer A)] to Unit
          • Unit - Set level of SkillTreeHolySpells[(Integer A)] for (Triggering unit) to SkillTreeHolySpellLevels[(Integer A)]
          • Set SkillTreeHolySpellLevels[(Integer A)] = (SkillTreeHolySpellLevels[(Integer A)] + 1)
          • Game - Display to (Player group((Triggering player))) the text: (You have learned the ability: + (Name of SkillTreeHolySpells[(Integer A)]))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • SkillTreeHolySpellLevels[(Integer A)] Greater than or equal to SkillTreeHolySpellMaxLevels[(Integer A)]
            • Then - Actions
              • Unit - Remove SkillTreeHolyDummyUnits[(Integer A)] from the game
              • Set SkillTreeHolyBoolean[(Integer A)] = False
              • Set SkillTreeHolyBoolean[((Integer A) + 1)] = True
              • Destructible - Create a SkillTreeHolyReplaceBTN[((Integer A) + 1)] at (Position of SkillTreeHolyDisBtns[((Integer A) + 1)]) facing 180.00 with scale 1.00 and variation 1
              • Destructible - Remove SkillTreeHolyDisBtns[((Integer A) + 1)]
            • Else - Actions
        • Else - Actions
      • -------- Shadow --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
        • Else - Actions
      • -------- Marksman --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
        • Else - Actions
Dont worry, its still just a test. It only learns till level 1
 
Status
Not open for further replies.
Top