Fire-Wolf
S.P.D Smoke Pot Daily, Legalize It!
- Reaction score
- 54
Alright so I am planning on making an Rpg for Starcraft II similar to a Fallout game with a large open landscape, tons of guns, armor, skills, abilities, quests, monsters, ect. I have started creating the hero system and the stats dialog works perfect, however the more complicated skill dialog isnt functioning properly. It opens but does not close, and you can only select the first skill in the list box. I have gone over the gui multiple times and find no errors, so now I am asking for help! Any help would be greatly appreciated. If I cannot figure out how to use the list box then I might have to lower the amount of skills, but I would rather have the list box.
P.S. If you would like to see the map to check the triggers out yourself and test it just PM me.
Create Char
Events
Game - Player Any Player types a chat message containing "-new", matching Exactly
Local Variables
Conditions
(Number of Any units in (Unit group(Hero[(Triggering player)]))) == 0
Actions
Unit - Create 1 Marine 2 for player 1 at (Center of (Entire map)) facing (Random angle) degrees (No Options)
Variable - Set Hero[(Triggering player)] = (Last created unit)
Variable - Set Heroweap[(Triggering player)] = 1
Player Group - Pick each player in (Player group((Triggering player))) and do (Actions)
Actions
Variable - Set skilltxtlvl[(Picked player)][1] = "- - Required Level 0 - - "
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Variable - Set skilltxtlvl[(Picked player)][3] = "- - Required Level 4 - - "
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 0 - - "
Variable - Set skilltxt[(Picked player)][1] = ("- - Training - - " + (skilltxtlvl[(Picked player)][1] + "The Training skill adds two skill p..."))
Variable - Set skilltxt[(Picked player)][2] = ("- - Gun Expert - - " + (skilltxtlvl[(Picked player)][2] + "The Gun Expert skill adds 5% more d..."))
Variable - Set skilltxt[(Picked player)][3] = ("- - Toughness - - " + (skilltxtlvl[(Picked player)][3] + "The Toughness skill adds +1 armor a..."))
Variable - Set skilltxt[(Picked player)][4] = ("- - Swift Feet - - " + (skilltxtlvl[(Picked player)][4] + "The Swift Feet skill adds .5 moveme..."))
Events
Game - Player Any Player types a chat message containing "-new", matching Exactly
Local Variables
Conditions
(Number of Any units in (Unit group(Hero[(Triggering player)]))) == 0
Actions
Unit - Create 1 Marine 2 for player 1 at (Center of (Entire map)) facing (Random angle) degrees (No Options)
Variable - Set Hero[(Triggering player)] = (Last created unit)
Variable - Set Heroweap[(Triggering player)] = 1
Player Group - Pick each player in (Player group((Triggering player))) and do (Actions)
Actions
Variable - Set skilltxtlvl[(Picked player)][1] = "- - Required Level 0 - - "
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Variable - Set skilltxtlvl[(Picked player)][3] = "- - Required Level 4 - - "
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 0 - - "
Variable - Set skilltxt[(Picked player)][1] = ("- - Training - - " + (skilltxtlvl[(Picked player)][1] + "The Training skill adds two skill p..."))
Variable - Set skilltxt[(Picked player)][2] = ("- - Gun Expert - - " + (skilltxtlvl[(Picked player)][2] + "The Gun Expert skill adds 5% more d..."))
Variable - Set skilltxt[(Picked player)][3] = ("- - Toughness - - " + (skilltxtlvl[(Picked player)][3] + "The Toughness skill adds +1 armor a..."))
Variable - Set skilltxt[(Picked player)][4] = ("- - Swift Feet - - " + (skilltxtlvl[(Picked player)][4] + "The Swift Feet skill adds .5 moveme..."))
ButtonIni
Events
Timer - Elapsed time is 0.1 Real Time seconds
Local Variables
Conditions
Actions
Dialog - Create a Modal dialog of size (150, 50) at (0, 25) relative to Top Left of screen
Variable - Set statdia = (Last created dialog)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Top Left with an offset of (0, 0) setting the tooltip to "Stat points are awarded every level..." with button text "Stats" and the hover image set to ""
Variable - Set statdia2 = (Last created dialog item)
Dialog - Create a Modal dialog of size (150, 50) at (0, 80) relative to Top Left of screen
Variable - Set skilldia = (Last created dialog)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Top Left with an offset of (0, 0) setting the tooltip to "Skill points are awarded every even..." with button text "Skills" and the hover image set to ""
Variable - Set skilldia2 = (Last created dialog item)
Dialog - Create a Modal dialog of size (480, 190) at (0, 0) relative to Center of screen
Variable - Set statscreen = (Last created dialog)
Dialog - Set title of statscreen to "Statistics"
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (25, 50) setting the tooltip to "Skill points are awarded every even..." with button text "Perception" and the hover image set to ""
Variable - Set statscreenb[0] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (135, 47) setting the tooltip to "Skill points are awarded every even..." with button text "Agility" and the hover image set to ""
Variable - Set statscreenb[1] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (245, 45) setting the tooltip to "Skill points are awarded every even..." with button text "Endurance" and the hover image set to ""
Variable - Set statscreenb[2] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (355, 43) setting the tooltip to "Skill points are awarded every even..." with button text "Intelligence" and the hover image set to ""
Variable - Set statscreenb[3] = (Last created dialog item)
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Dialog - Create a Modal dialog of size (200, 100) at (0, 50) relative to Top Right of screen
Variable - Set Points[(Picked player)] = (Last created dialog)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (250, 75) anchored to Top Left with an offset of (25, 25) with the text ("Stat Points: " + (Text(statp[(Picked player)]))) color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set statd[(Picked player)] = (Last created dialog item)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (250, 75) anchored to Top Left with an offset of (25, 50) with the text ("Skill Points: " + (Text(skillp[(Picked player)]))) color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set skilld[(Picked player)] = (Last created dialog item)
Dialog - Show (Last created dialog) for (Player group((Picked player)))
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Dialog - Create a Modal dialog of size (350, 500) at (162, 0) relative to Center of screen
Variable - Set skillscreen[(Picked player)] = (Last created dialog)
Dialog - Set title of skillscreen[(Picked player)] to "Skills"
Dialog - Create a List Box for dialog (Last created dialog)
Variable - Set skillscreenb[(Picked player)] = (Last created dialog item)
Dialog - Set (Last created dialog item) size to (300, 375) for (All players)
Dialog - Move (Last created dialog item) to (25, 75) relative to Top Left of dialog for (Player group((Picked player)))
Dialog - Select item 0 of (Last created dialog item) for (All players)
Dialog - Add list item "Training" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Swift Feet" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Gun Expert" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Toughness" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Create a Modal dialog of size (350, 500) at (-162, 0) relative to Center of screen
Variable - Set skillscreen2[(Picked player)] = (Last created dialog)
Dialog - Create an image for dialog (Last created dialog) with the dimensions (300, 250) anchored to Top Left with an offset of (25, 25) setting the tooltip to "" using the image Assets\Textures\wireframe-terran-marine.dds as a Normal type with tiled set to False tint color Green and blend mode Normal
Variable - Set skillscreen2img[(Picked player)] = (Last created dialog item)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (300, 200) anchored to Top Left with an offset of (25, 275) with the text "Choose a skill to view it here." color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set skillscreen2txt[(Picked player)] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Bottom Left with an offset of (25, 25) setting the tooltip to "" with button text "Purchase" and the hover image set to ""
Variable - Set skillscreenb2[(Picked player)][0] = (Last created dialog item)
Events
Timer - Elapsed time is 0.1 Real Time seconds
Local Variables
Conditions
Actions
Dialog - Create a Modal dialog of size (150, 50) at (0, 25) relative to Top Left of screen
Variable - Set statdia = (Last created dialog)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Top Left with an offset of (0, 0) setting the tooltip to "Stat points are awarded every level..." with button text "Stats" and the hover image set to ""
Variable - Set statdia2 = (Last created dialog item)
Dialog - Create a Modal dialog of size (150, 50) at (0, 80) relative to Top Left of screen
Variable - Set skilldia = (Last created dialog)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Top Left with an offset of (0, 0) setting the tooltip to "Skill points are awarded every even..." with button text "Skills" and the hover image set to ""
Variable - Set skilldia2 = (Last created dialog item)
Dialog - Create a Modal dialog of size (480, 190) at (0, 0) relative to Center of screen
Variable - Set statscreen = (Last created dialog)
Dialog - Set title of statscreen to "Statistics"
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (25, 50) setting the tooltip to "Skill points are awarded every even..." with button text "Perception" and the hover image set to ""
Variable - Set statscreenb[0] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (135, 47) setting the tooltip to "Skill points are awarded every even..." with button text "Agility" and the hover image set to ""
Variable - Set statscreenb[1] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (245, 45) setting the tooltip to "Skill points are awarded every even..." with button text "Endurance" and the hover image set to ""
Variable - Set statscreenb[2] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (100, 100) anchored to Bottom Left with an offset of (355, 43) setting the tooltip to "Skill points are awarded every even..." with button text "Intelligence" and the hover image set to ""
Variable - Set statscreenb[3] = (Last created dialog item)
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Dialog - Create a Modal dialog of size (200, 100) at (0, 50) relative to Top Right of screen
Variable - Set Points[(Picked player)] = (Last created dialog)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (250, 75) anchored to Top Left with an offset of (25, 25) with the text ("Stat Points: " + (Text(statp[(Picked player)]))) color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set statd[(Picked player)] = (Last created dialog item)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (250, 75) anchored to Top Left with an offset of (25, 50) with the text ("Skill Points: " + (Text(skillp[(Picked player)]))) color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set skilld[(Picked player)] = (Last created dialog item)
Dialog - Show (Last created dialog) for (Player group((Picked player)))
Player Group - Pick each player in (Active Players) and do (Actions)
Actions
Dialog - Create a Modal dialog of size (350, 500) at (162, 0) relative to Center of screen
Variable - Set skillscreen[(Picked player)] = (Last created dialog)
Dialog - Set title of skillscreen[(Picked player)] to "Skills"
Dialog - Create a List Box for dialog (Last created dialog)
Variable - Set skillscreenb[(Picked player)] = (Last created dialog item)
Dialog - Set (Last created dialog item) size to (300, 375) for (All players)
Dialog - Move (Last created dialog item) to (25, 75) relative to Top Left of dialog for (Player group((Picked player)))
Dialog - Select item 0 of (Last created dialog item) for (All players)
Dialog - Add list item "Training" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Swift Feet" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Gun Expert" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Add list item "Toughness" to (Last created dialog item) for (Player group((Picked player)))
Dialog - Create a Modal dialog of size (350, 500) at (-162, 0) relative to Center of screen
Variable - Set skillscreen2[(Picked player)] = (Last created dialog)
Dialog - Create an image for dialog (Last created dialog) with the dimensions (300, 250) anchored to Top Left with an offset of (25, 25) setting the tooltip to "" using the image Assets\Textures\wireframe-terran-marine.dds as a Normal type with tiled set to False tint color Green and blend mode Normal
Variable - Set skillscreen2img[(Picked player)] = (Last created dialog item)
Dialog - Create a label for dialog (Last created dialog) with the dimensions (300, 200) anchored to Top Left with an offset of (25, 275) with the text "Choose a skill to view it here." color set to White text writeout set to False with a writeout duration of 2.0
Variable - Set skillscreen2txt[(Picked player)] = (Last created dialog item)
Dialog - Create a button for dialog (Last created dialog) with the dimensions (150, 50) anchored to Bottom Left with an offset of (25, 25) setting the tooltip to "" with button text "Purchase" and the hover image set to ""
Variable - Set skillscreenb2[(Picked player)][0] = (Last created dialog item)
Skillscreen
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Changed Selection
Local Variables
Conditions
(Used dialog item) == skillscreenb[(Triggering player)]
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 1
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Triggering player)][1] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 3
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Herolvl[0] >= 2
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][2] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 2
Else
Dialog - Set skillscreenb2[(Triggering player)][0] color to Gray for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][2] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 2
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 4
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Herolvl[0] >= 4
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 3
Else
Dialog - Set skillscreenb2[(Triggering player)][0] color to Gray for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 4 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 0
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 2
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 0 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 4
Else
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Changed Selection
Local Variables
Conditions
(Used dialog item) == skillscreenb[(Triggering player)]
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 1
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Triggering player)][1] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 1
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 3
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Herolvl[0] >= 2
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][2] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 2
Else
Dialog - Set skillscreenb2[(Triggering player)][0] color to Gray for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][2] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 2
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 4
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Herolvl[0] >= 4
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 2 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 3
Else
Dialog - Set skillscreenb2[(Triggering player)][0] color to Gray for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][2] = "- - Required Level 4 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 0
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Selected list item of skillscreenb[(Triggering player)] for (Triggering player)) == 2
Then
Dialog - Set skillscreenb2[(Triggering player)][0] color to Green for (Player group((Triggering player)))
Variable - Set skilltxtlvl[(Picked player)][4] = "- - Required Level 0 - - "
Dialog - Set skillscreen2txt[(Triggering player)] text to skilltxt[(Picked player)][3] for (Player group((Triggering player)))
Variable - Set skillselect[(Triggering player)] = 4
Else
Skillbuy
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
(Used dialog item) == skillscreenb2[(Triggering player)][0]
skillp[(Triggering player)] >= 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 1
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 0
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 1
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
Dialog - Remove item 1 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 4
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 0
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
Unit - Add 1 Swift Feet to Hero[(Triggering player)] from Hero[(Triggering player)]
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 1
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
Dialog - Remove item 1 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 2
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][2] == 0
Herolvl[(Triggering player)] >= 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][2] = (Skill.lvl[(Triggering player)][2] + 1)
Unit - Add 1 Gun Expert to Hero[(Triggering player)] from Hero[(Triggering player)]
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][2] == 1
Herolvl[(Triggering player)] >= 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][2] = (Skill.lvl[(Triggering player)][2] + 1)
Unit - Add 1 AddGunE to Hero[(Triggering player)] from Hero[(Triggering player)]
Dialog - Remove item 2 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 3
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][3] == 0
Herolvl[(Triggering player)] >= 4
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][3] = (Skill.lvl[(Triggering player)][3] + 1)
Unit - Add 1 Toughness to Hero[(Triggering player)] from Hero[(Triggering player)]
Dialog - Remove item 2 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
Events
Dialog - Any Dialog Item is used by Player Any Player with event type Clicked
Local Variables
Conditions
(Used dialog item) == skillscreenb2[(Triggering player)][0]
skillp[(Triggering player)] >= 1
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 1
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 0
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 1
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][1] == 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][1] = (Skill.lvl[(Triggering player)][1] + 1)
Dialog - Remove item 1 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 4
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 0
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
Unit - Add 1 Swift Feet to Hero[(Triggering player)] from Hero[(Triggering player)]
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 1
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][4] == 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set statp[(Triggering player)] = (statp[(Triggering player)] + 2)
Variable - Set Skill.lvl[(Triggering player)][4] = (Skill.lvl[(Triggering player)][4] + 1)
Dialog - Remove item 1 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 2
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][2] == 0
Herolvl[(Triggering player)] >= 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][2] = (Skill.lvl[(Triggering player)][2] + 1)
Unit - Add 1 Gun Expert to Hero[(Triggering player)] from Hero[(Triggering player)]
General - Skip remaining actions
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][2] == 1
Herolvl[(Triggering player)] >= 2
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][2] = (Skill.lvl[(Triggering player)][2] + 1)
Unit - Add 1 AddGunE to Hero[(Triggering player)] from Hero[(Triggering player)]
Dialog - Remove item 2 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
skillselect[(Triggering player)] == 3
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
Skill.lvl[(Triggering player)][3] == 0
Herolvl[(Triggering player)] >= 4
Then
Variable - Set skillp[(Triggering player)] = (skillp[(Triggering player)] - 1)
Variable - Set Skill.lvl[(Triggering player)][3] = (Skill.lvl[(Triggering player)][3] + 1)
Unit - Add 1 Toughness to Hero[(Triggering player)] from Hero[(Triggering player)]
Dialog - Remove item 2 from skillscreenb[(Triggering player)] for (Player group((Triggering player)))
Dialog - Set skillscreen2txt[(Triggering player)] text to "Click on a skill to view it." for (Player group((Triggering player)))
General - Skip remaining actions
Else
Else
P.S. If you would like to see the map to check the triggers out yourself and test it just PM me.