- Joined
- Apr 26, 2008
- Messages
- 830
Hi guys,
Somehow I always get a fatal error when i try to use a normal, ROAR abillity or an item abillity wich gives a new abillity to a unit here is the trigger.
Somehow I always get a fatal error when i try to use a normal, ROAR abillity or an item abillity wich gives a new abillity to a unit here is the trigger.
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Setup
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Ereignisse
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Zeit - Elapsed game time is 1.00 seconds
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Bedingungen
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Aktionen
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Set tmItemAbility[tmCount] = Mega Punch
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Set tmSpell[tmCount] = TM 1 (Gegenstand)
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Set tmName[tmCount] = Mega Punch
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Rage
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Set tmSpell[tmCount] = TM 2 (Gegenstand)
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Set tmName[tmCount] = Rage
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Water Pulse
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Set tmSpell[tmCount] = TM 3 (Gegenstand)
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Set tmName[tmCount] = Water Pulse
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Ice Beam
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Set tmSpell[tmCount] = TM 4 (Gegenstand)
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Set tmName[tmCount] = Ice Beam
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Ice Punch
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Set tmSpell[tmCount] = TM 5 (Gegenstand)
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Set tmName[tmCount] = Ice Punch
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Fire Punch
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Set tmSpell[tmCount] = TM 6 (Gegenstand)
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Set tmName[tmCount] = Fire Punch
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Thunder Punch
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Set tmSpell[tmCount] = TM 7 (Gegenstand)
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Set tmName[tmCount] = Thunder Punch
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Magnitude
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Set tmSpell[tmCount] = TM 8 (Gegenstand)
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Set tmName[tmCount] = Magnitude
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Solar Beam
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Set tmSpell[tmCount] = TM 9 (Gegenstand)
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Set tmName[tmCount] = Solar Beam
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Earthquake
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Set tmSpell[tmCount] = TM 10 (Gegenstand)
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Set tmName[tmCount] = Earthquake
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Thunderbolt
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Set tmSpell[tmCount] = TM 11 (Gegenstand)
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Set tmName[tmCount] = Thunderbolt
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Psy Beam
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Set tmSpell[tmCount] = TM 12 (Gegenstand)
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Set tmName[tmCount] = Psy Beam
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Psychic
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Set tmSpell[tmCount] = TM 13 (Gegenstand)
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Set tmName[tmCount] = Psychic
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Fire Spin
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Set tmSpell[tmCount] = TM 14 (Gegenstand)
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Set tmName[tmCount] = Fire Spin
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Set tmCount = (tmCount + 1)
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-------- --------
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Set tmItemAbility[tmCount] = Eruption
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Set tmSpell[tmCount] = TM 15 (Gegenstand)
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Set tmName[tmCount] = Eruption
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Set tmCount = (tmCount + 1)
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-------- --------
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Learn TM
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Ereignisse
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Einheit - A unit Startet den Effekt einer Fähigkeit
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Bedingungen
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Aktionen
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-------- This doesn't have to be changed --------
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For each (Integer A) from 0 to tmCount, do (Actions)
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Schleifen - Aktionen
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Ability being cast) Gleich tmSpell[(Integer A)]
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'THEN'-Aktionen
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Set teachAbility = tmItemAbility[(Integer A)]
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Set teachString = tmName[(Integer A)]
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Set teachPokemon = (Target unit of ability being cast)
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Custom script: set bj_forLoopAIndex = udg_tmCount + 1
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Auslöser - Run Teach Pokemon 2 <gen> (ignoring conditions)
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'ELSE'-Aktionen
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Teach
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Ereignisse
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Bedingungen
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Aktionen
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-------- Func - trigger used to teach an ability to a pokemon --------
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-------- ================ --------
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-------- Get data --------
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Set tempForce = (Player group((Triggering player)))
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Set playerNumber = (Player number of (Triggering player))
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Custom script: set udg_handleID = GetHandleId(udg_teachPokemon)
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Custom script: set udg_tempInt = LoadInteger(udg_skillTable, udg_handleID, StringHash("spells"))
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-------- Don't learn what it already knows --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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(Level of teachAbility for teachPokemon) Größer als 0
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'THEN'-Aktionen
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Spiel - Display to tempForce for 15.00 seconds the text: The pokemon already...
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Custom script: call DestroyForce(udg_tempForce)
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Skip remaining actions
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'ELSE'-Aktionen
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-------- Check number of current abilities --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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tempInt Größer gleich 4
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'THEN'-Aktionen
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-------- Oh noes, gotta forget something --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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Or - Any (Conditions) are true
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Bedingungen
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(Owner of teachPokemon) Gleich Neutral feindlich
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(Owner of teachPokemon) Gleich Neutral passiv
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teachSilent Gleich True
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'THEN'-Aktionen
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-------- Neutral pokemons have no owner to decide for them --------
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-------- ...And ownerless pokemon don't like forgetting things --------
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Custom script: call DestroyForce(udg_tempForce)
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Skip remaining actions
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-------- (also, if Teach_Silent is true, let's not bother the player) --------
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'ELSE'-Aktionen
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-------- But if it's an owned pokemon.... --------
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Set teachWaitingAbility[playerNumber] = teachAbility
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Custom script: set udg_teachWaitingString[udg_playerNumber] = GetObjectName(udg_teachAbility)
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Set teachWaitingPokemon[playerNumber] = teachPokemon
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Set teachForget[playerNumber] = True
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-------- Pause and invul pokemon and trainer --------
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Einheit - Pause ein pokemonTrainer[playerNumber]
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Einheit - Make pokemonTrainer[playerNumber] Unverwundbar
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Einheit - Pause ein teachPokemon
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Einheit - Make teachPokemon Unverwundbar
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-------- Show his current skills --------
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Spiel - Display to tempForce for 15.00 seconds the text: ((|cff00ff00 + ((Name of teachPokemon) + |r wants to learn |cff00ff00)) + ((Name of teachAbility) + |r!))
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Spiel - Display to tempForce for 15.00 seconds the text: |cffffff00Your poke...
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Custom script: call DisplayTimedTextToPlayer(GetTriggerPlayer(), 0., 0., 15., "1 - " +LoadStr(udg_skillTable, udg_handleID, StringHash("name1")))
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Custom script: call DisplayTimedTextToPlayer(GetTriggerPlayer(), 0., 0., 15., "2 - " +LoadStr(udg_skillTable, udg_handleID, StringHash("name2")))
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Custom script: call DisplayTimedTextToPlayer(GetTriggerPlayer(), 0., 0., 15., "3 - " +LoadStr(udg_skillTable, udg_handleID, StringHash("name3")))
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Custom script: call DisplayTimedTextToPlayer(GetTriggerPlayer(), 0., 0., 15., "4 - " +LoadStr(udg_skillTable, udg_handleID, StringHash("name4")))
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Spiel - Display to tempForce for 15.00 seconds the text: (|cffffff80skip - Don't learn + ((Name of teachAbility) + |r))
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Spiel - Display to tempForce for 15.00 seconds the text: |cffffff00Type -sho...
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'ELSE'-Aktionen
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-------- Oh yeah, I can learn it! --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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'IF'-Bedingungen
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teachSilent Gleich False
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'THEN'-Aktionen
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Spiel - Display to tempForce for 15.00 seconds the text: ((|cff00ff00 + ((Name of teachPokemon) + |r just learned |cff00ff00)) + ((Name of teachAbility) + |r!))
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'ELSE'-Aktionen
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Set tempInt = (tempInt + 1)
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Hashtabelle - Save tempInt as (Key spells) of handleID in skillTable
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Custom script: call SaveInteger(udg_skillTable, udg_handleID, StringHash("abil"+I2S(udg_tempInt)), udg_teachAbility)
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Custom script: call SaveStr(udg_skillTable, udg_handleID, StringHash("name"+I2S(udg_tempInt)), udg_teachString)
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Einheit - Add teachAbility to teachPokemon
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Custom script: call DestroyForce(udg_tempForce)
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