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Init

Events


Time - Elapsed game time is 0.01 seconds

Conditions

Actions


-------- Set your variables. --------


-------- This following variable will be set differently depending on how your player receives the hero. --------


-------- If you use some sort of Picking system, you would set it at the time of picking, for example, and not in init trigger. --------


Set Hero = Mountain King2 0001 <gen>


-------- This stores your hero's data. Attributes are under "Update" trigger --------


Set HeroLevel = (Hero level of Hero)


Set HeroSPs = (Unspent skill points of Hero)


Set HeroSkills[1] = Storm Bolt


Set HeroSkills[2] = Thunder Clap


Set HeroSkills[3] = Bash


Set HeroSkills[4] = Avatar
Update

Events


Time - Every 0.05 seconds of game time

Conditions

Actions


Set HeroAttributes[1] = (Strength of Hero (Exclude bonuses))


Set HeroAttributes[2] = (Agility of Hero (Exclude bonuses))


Set HeroAttributes[3] = (Intelligence of Hero (Exclude bonuses))


Set HeroXP = (Hero experience of Hero)


Set HeroSPs = (Unspent skill points of Hero)


Set HeroLevel = (Hero level of Hero)
Learn Skill

Events


Unit - A unit owned by Player 1 (Red) Learns a skill

Conditions

Actions


For each (Integer loopA) from 1 to 4, do (Actions)



Loop - Actions




Set skill_level[loopA] = (Level of HeroSkills[loopA] for Hero)
Add Inventory

Events


Unit - A unit Gains a level

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




HeroLevel Equal to 10



Then - Actions




Set HeroXP = (Hero experience of Hero)




Set point = (Position of (Triggering unit))




Set facing = (Facing of (Triggering unit))




Unit - Remove Hero from the game




Unit - Create 1 Mountain King for Player 1 (Red) at point facing facing degrees




Set Hero = (Last created unit)




Selection - Select Hero for Player 1 (Red)




Hero - Set Hero experience to HeroXP, Hide level-up graphics




Hero - Modify Strength of Hero: Set to HeroAttributes[1]




Hero - Modify Agility of Hero: Set to HeroAttributes[2]




Hero - Modify Intelligence of Hero: Set to HeroAttributes[3]




Hero - Modify unspent skill points of Hero: Set to HeroSPs points




Game - Display to (All players) the text: TRIGGER WORKS!!!




For each (Integer loopA) from 1 to 4, do (Actions)





Loop - Actions






Unit - Add HeroSkills[loopA] to (Triggering unit)






Unit - Set level of HeroSkills[loopA] for Hero to skill_level[loopA]



Else - Actions
(Level of Inventory (Hero) for (Triggering unit)) Greater than 0
Aph, I tried that, that ability is weird. It didn't work when I did it like that. I couldn't simply disable the ability and give it at level 10. If you can do it, and test it to be working, please do, I'd love to see it.
Aph, I tried that, that ability is weird. It didn't work when I did it like that. I couldn't simply disable the ability and give it at level 10. If you can do it, and test it to be working, please do, I'd love to see it.