How to: Make Spellbooks

A

Andalite

Guest
Adding Spells

Good tutorial, but you are wrong about 1 thing...you can add spells into the spellbook by doing the following:

1)Go To Level of Spell and change it to how many spells you want in your book. Note:Should be consistent with maximum amount of spells.

View attachment Screen1.bmp

2)Add the spells you want to the Spell List of each level.

View attachment Screen2.bmp

Now as the hero levels the spell book it will gain spells.

If you feel like you want to make a hero learn a stronger spell after a few levels just make a few levels with the same spells. Note:Check the level requirement on each spell before adding it.

Hope I helped! :D
 

jonadrian619

-___-
Reaction score
242
Great tutorial... There is one great possibility I'm going to use about spellbooks.. for my maps

I'll make my own Skill Trees that's similar to D2.

Thanks so much...:shades:
 
T

Tetsuoken

Guest
I can't seem to add hero abilites to the spell book, whether I change the spell book to a hero ability or not, am I being a complete nub or is there something wrong? o_O
 

Ghan

Administrator - Servers are fun
Staff member
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889
I don't think you can do that. A hero ability has to be learned before it can be used. A spellbook would not allow that.
 
T

Tetsuoken

Guest
Does that mean I have create multiple instances of a unit ability to simulate it having more than one level?
 

Ghan

Administrator - Servers are fun
Staff member
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889
> Does that mean I have create multiple instances of a unit ability to simulate it having more than one level?

No. Unit abilities can have multiple levels.
 
T

Tetsuoken

Guest
I have another question. I made a seperate Spellbook so when my character gains a certain level it gains a spell in the spell book. But when I use a trigger to remove the current spell book ability and replace it with the new one how do I remove the ability from the hero completeley? (He is still able to learn level one of the spellbook when he levels up.)
 

Ghan

Administrator - Servers are fun
Staff member
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889
> how do I remove the ability from the hero completeley?

Can you? I don't think you can permanently and completely remove hero abilities. However, this might work:

Code:
Player - Disable <Some Ability> for Player 1 (Red)
 
T

Tetsuoken

Guest
Thanks, that did work, although I also used this as well;

Code:
Hero - Modify Unspent Skillpoints Set to 0 Points

And I cba to test which one did it or not, lol.
 
B

BlueBerryWiz

Guest
This has been really helpful. Thank you. 5 stars for you :). Oh and by the way this is my first ever post to this site. (Although I have used it many times before over the years I only registered today.)
 

mr_fj

New Member
Reaction score
10
Great job. I thought i was fairly good at WE, but i learned alot from this short but efficient toturial. Good job +Rep (and maybe more +rep if i see you posting any other time :D)

Edit: also + rep to Andalite... nice helping :)
 

Piranha

New Member
Reaction score
0
Ok...Good Tutorial, but...

I've been trying to make the part of Vexorian's system with the Shockwave spell work(the tome one) for quite some time now(Not just a couple of hours... Days!:banghead:)... And it don't! It is probably just something that is wrong with my integration of the system, but I cant figure out why...
This is the triggers I am using, and I have placed a dummy hero unit that disappears at the start of the map, and have the ability that I am trying testing this with.
(Dunno how to make smart scrollers at the trigger, sry).
------------------------------------
Disabling
Events
-------Map initialization
Conditions
Actions
-------Player Group - Pick every player in (All players) and do (Actions)
----------Loop - Actions
-------------Player - Disable Flame Strike DUMMY for (Picked player)
-----Unit - Remove Spellbook Dummything 0242 <gen> from the game
------------------------------------
Buyable Spells
Events
------Unit - A unit Acquires an item
Conditions
------(Item-type of (Item being manipulated)) Equal to Flame Strike
Actions
------If (All Conditions are True) then do (Then Actions) else do (Else Actions)
---------If - Conditions
------------(Level of Flame Strike for (Triggering unit)) Equal to 0
Then - Actions
------------Unit - Add Flame Strike DUMMY to (Triggering unit)
Else - Actions
------------Unit - Set level of Flame Strike for (Triggering unit) to ((Level of Flame Strike for (Triggering unit)) + 1)
------------------------------------
Please, help me!:confused:
 

Piranha

New Member
Reaction score
0
Oh,found out what was wrong xD... Sorry if i wasted your time :(
The mistake was that the disabled spell wasent actually a spell but a spellbook! The Flame Strike DUMMY is a spellbook containing Flame Strike... Doh
 
B

Botca

Guest
Hi,

your guide really helped me to get some things running on my map..
but i have got a problem with the spells after i increased the level of the skillbook/mastery?
i made a system with 3 masterys: fire, water and arcan (its for an mage)
i started with the fireskillbook, wrote all skills (each skill with 3 levels)
the mage gets fireball1 at masterylevel 1, flamecloak at level 5 and so on..

that looks some kind of strange in the objekteditor:
Screen

i want to try the skillbook so i planted 49 (becouse maximumherolevel on my map is 50) books of might on the terrain in front of the starting location..
after i became level 50 i skilled the fireskillbook
up to level 10, all works normal..
than, from level to level, some abilitys disapear in the skillbook..
difficult to discribe.. i made screenshots each 5 levels:

Screen

as you can see in the first screen i made a very easy system (just writing the skills for each of the 50 levels down in the objekt-editor)
maybe it was some kind of to-easy-thinking?
i dont know what the problem is.. :confused:


edit: i uploaded the map, its in the attachment..#
dont wonder about the empty map, im just working <on the basics> in the moment :rolleyes:
 

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