🏆 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!
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
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