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[Trigger] Need help with some triggers in SOL's Open RPG

Discussion in 'Triggers & Scripts' started by Pyromaniac99999, Sep 8, 2019.

  1. Pyromaniac99999

    Pyromaniac99999

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    Link: SOL's Open RPG - (Teams).

    So I mainly play this by myself and have edited a lot of heroes for my comfort. The real problem lies in the triggers/scripts. It wont allow you to level up past lvl 15 (max lvl 21) if you purchase a nation(Base) as opposed to a hideout. I tried ediiting the triggers, but i have no clue what to do and I dont want to break stuff.
     
  2. BloodSoul

    BloodSoul

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    This is the only moment a trigger prevents a player from researching those "level upgrades":
    Cap researches at level 3
    • Destiny Buy
      • Events
        • Unit - A unit Gains a level
      • Conditions
        • (Hero level of (Triggering unit)) Equal to 3
      • Actions
        • Unit - Remove Summoner of Heroes 0001 <gen> from the game
        • Unit - Remove Summoner of Champions 0000 <gen> from the game
        • Unit - Remove Summoner of Legends 0003 <gen> from the game
        • Unit - Remove Summoner of the Damned 0004 <gen> from the game
        • Player Group - Pick every player in (All players) and do (Actions)
          • Loop - Actions
            • Player - Set the max research level of Rise to Power to 0 for (Picked player)
            • Player - Set the max research level of Legendary Status to 0 for (Picked player)
            • Player - Set the max research level of Nirvana to 0 for (Picked player)
            • Player - Set the max research level of Archangel to 0 for (Picked player)
            • Player - Set the max research level of Might of Demigods to 0 for (Picked player)
            • Player - Set the max research level of Divine Ascension to 0 for (Picked player)
        • Unit Group - Pick every unit in (Units in Spawning Ground <gen>) and do (Unit - Move (Triggering unit) instantly to (Position of Fountain of Power 0107 <gen>))
        • Unit - Create 1 Rock of Fate for Neutral Passive at (Center of Spawning Ground <gen>) facing Default building facing degrees
        • Quest - Display to (All players) the Quest Completed message: Your apprenticeship...
        • Quest - Mark Apprentice as Completed
        • Game - Display to (All players) the text: To move beyond leve...
        • Cinematic - Ping minimap for (All players) at (Center of Spawning Ground <gen>) for 15.00 seconds, using a Flashy ping of color (100.00%, 100.00%, 100.00%)
        • Trigger - Turn off (This trigger)
    Then, once a hero reaches a certain level, those very same researches become available again.
    Cap/Uncap levels
    • Level 6 Cap
      • Events
        • Unit - A unit Gains a level
      • Conditions
        • (Hero level of (Leveling Hero)) Equal to 6
      • Actions
        • Hero - Disable experience gain for (Leveling Hero)
        • Game - Display to (Player group((Owner of (Leveling Hero)))) the text: |cff00ff00You may n...
        • Player - Set the max research level of Rise to Power to 1 for (Owner of (Leveling Hero))

    • Level 6 Uncap
      • Events
        • Unit - A unit Finishes research
      • Conditions
        • (Researched tech-type) Equal to Rise to Power
      • Actions
        • Unit Group - Pick every unit in (Units owned by (Owner of (Researching unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
          • Loop - Actions
            • Hero - Enable experience gain for (Picked unit)
    It goes on and on for levels 9, 12, 15, 18

    When they build a base or a hideout, the game doesn't do anything regarding the researches themselves.
    No research-actions involved
    • base 1
      • Events
        • Unit - A unit owned by Player 1 (Red) Finishes construction
        • -------- The classic one trigger per player. Eww --------
      • Conditions
        • Or - Any (Conditions) are true
          • Conditions
            • (Unit-type of (Constructed structure)) Equal to Cardboard Box [base]
            • (Unit-type of (Constructed structure)) Equal to Den [base]
            • (Unit-type of (Constructed structure)) Equal to Hideout [base]
            • (Unit-type of (Constructed structure)) Equal to Pit [base]
            • (Unit-type of (Constructed structure)) Equal to Nest [base]
            • (Unit-type of (Constructed structure)) Equal to Town Hall (base)
            • (Unit-type of (Constructed structure)) Equal to Great Hall (base)
            • (Unit-type of (Constructed structure)) Equal to Necropolis [base]
            • (Unit-type of (Constructed structure)) Equal to Tree of Life [base]
            • (Unit-type of (Constructed structure)) Equal to Temple of Tides [base]
            • (Unit-type of (Constructed structure)) Equal to Blood Elven Capitol
      • Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Unit-type of (Constructed structure)) Not equal to Cardboard Box [base]
            • (Unit-type of (Constructed structure)) Not equal to Den [base]
            • (Unit-type of (Constructed structure)) Not equal to Hideout [base]
            • (Unit-type of (Constructed structure)) Not equal to Pit [base]
            • (Unit-type of (Constructed structure)) Not equal to Nest [base]
          • Then - Actions
            • Unit Group - Add (Constructed structure) to townhall
            • Game - Display to (All players) the text: ((Name of (Owner of (Constructed structure))) + ( has founded the great nation of + ((Name of (Triggering player)) + -topia!)))
            • Game - Display to (Player group((Owner of (Constructed structure)))) the text: Your nation's food ...
            • Hero - Make (Owner of (Constructed structure)) Heroes gain 95.00% experience from future kills
            • Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Constructed structure))) and do (Actions)
              • Loop - Actions
                • Quest - Enable Nation
                • Hero - Enable experience gain for (Picked unit)
                • Hero - Set (Picked unit) Hero-level to 4, Show level-up graphics
                • Quest - Flash the quest dialog button
          • Else - Actions
            • -------- If initial base is not a nation --------
            • Unit Group - Add (Constructed structure) to hideouts
            • Game - Display to (All players) the text: ((Name of (Owner of (Constructed structure))) + has built a base!)
            • Hero - Make (Owner of (Constructed structure)) Heroes gain 150.00% experience from future kills
            • Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Constructed structure))) and do (Actions)
              • Loop - Actions
                • Quest - Enable Mercenary
                • Hero - Enable experience gain for (Picked unit)
                • Hero - Set (Picked unit) Hero-level to 4, Show level-up graphics
                • Quest - Flash the quest dialog button
        • Trigger - Turn off (This trigger)
        • Wait 0.05 seconds
        • Trigger - Turn on base 1 again <gen>
    So, the problem lies in the object editor unit data. The base structure certainly doesn't have the "Archangel" research - (which enables leveling your hero beyond level 15)
     
    Last edited: Sep 10, 2019
  3. Pyromaniac99999

    Pyromaniac99999

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    So, what do I have to do if I want to keep the same gameplay for both the base and hideout?
    Like become a King and God. How do I do that?
     
  4. BloodSoul

    BloodSoul

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    Open the object editor -> "Units" tab. Select the respective buildings (nation) and add the missing researches to them via "Techtree - Researches Available".

    You'll notice that nation structures don't have the required researches in order to go over level 15 - Archangel [15+], Might of Demigods [18+], Divine Ascension [?].

    Human nation researches available
    Untitled-3.png
     
  5. Pyromaniac99999

    Pyromaniac99999

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    It worked! Thank you so very much!!