Deleting a ability variable

nicolas

New Member
Reaction score
2
So the title doesnt gives the complete picture so ill give a short intro of the cinda trigger i wanna make.
So a player has this 1 ability what he can use to get 1 RANDOM ability of a total of 10.
I created this ability variable with an array of 10:
1 = Avatar
2 = blizzard
and so on, all these variables are linked to a random number so 1 = avatar is linked to random number 1, 2 = blizzard is linked to blizzard and so on.

The trigger is as follow:
Untitled Trigger 001
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Random Ability
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Unit - Add Avatar to Paladin 0003 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 10) Equal to 2
Then - Actions
Unit - Add Blizzard to Paladin 0003 <gen>
Else - Actions
And so on

The problem is that when the unit gets a random ability lets say: avatar, he shouldnt be able to get the ability again. Tho whenever the player uses the random ability he must get atleast 1 new ability of the 10. So the only way for the player to get no ability is when he already have gotten the 10 abilities.
This means i need some kind of action or condition in my trigger that deletes the ability variable if he already has had that ability, and he still must get 1 of the other abilities. In this situation the player will not get the ability if he already has it but the trigger will simply do nothing so it also wont random again and give him a other ability.

I thought of something like reducing the random number if the unit already has gotten a ability. So the unit already has avatar then the random count is reduced to 1- 9 instead of 1 - 10, the problem with this however is that every ability is linked to a specific random number.

So my final question: anyone has an idea how to create a system like this or how to make it work?

Thank you in advance
 

Happy

Well-Known Member
Reaction score
71
use a bolean for each spell and turn it true if the hero got the ability. then check whenever he adds a spell whether the boolean for the spell is true (dont add) or false (add the spell and turn the boolean true).
 

UndeadDragon

Super Moderator
Reaction score
447
use a bolean for each spell and turn it true if the hero got the ability. then check whenever he adds a spell whether the boolean for the spell is true (dont add) or false (add the spell and turn the boolean true).

This would be the way I would do it.

For example, if ability[1] is Blizzard and it gets added, set used[1] (Boolean variable) to true. Then, before adding the spell, check whether the Boolean is true or false. If it's false, choose a different ability.

Note: What will happen when all 10 are used?
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Wouldn't a boolean make this not MUI?
Why not use a unit group array?

If the unit gets Avatar, add it to group[0];
It it gets Blizzard, add it to group[1], and so on.

Here's the trigger, untested though:
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Random Ability
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
        • Else - Actions
 

nicolas

New Member
Reaction score
2
A thx for all the great ideas, ill go test it. When all 10 the abilities are given the matchhas ended but to much detail to go into that:)
 

nicolas

New Member
Reaction score
2
Just 1 question does this trigger solve the problem cause what if the random number is like 1 and that ability is alrdy been given so triggering unit is in group is equal to false, wont the trigger be just turned off then since the random number is alrdy been set in the first action so the random number is always 1, this way he will never be able to get an other ability since the random number has been set to 1? this means i will have to set the RandomInt again if its false? and what if (with some bad luck) the random number turns out to be 1 again then? Or im just not seeing it?

If the unit gets Avatar, add it to group[0];
It it gets Blizzard, add it to group[1], and so on.

Here's the trigger, untested though:
Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Random Ability
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
        • Else - Actions
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Please take the time to type out your posts and use proper punctuation and new lines :p
It was really hard to understand.

I forgot that after adding the ability, that unit should be added to the unit group.
And, if the unit is already in the group, it should rerun the trigger.
I'm not sure if you can just rerun the first trigger or if you have to make a separate one, so I just did the latter.
Trigger:
  • RandomAbility
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
          • Unit Group - Add (Triggering unit) to group[randomInt]
        • Else - Actions
          • Trigger - Run RandomAbilityRerun &lt;gen&gt; (checking conditions)

Trigger:
  • RandomAbilityRerun
    • Events
    • Conditions
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
          • Unit Group - Add (Triggering unit) to group[randomInt]
        • Else - Actions
          • Trigger - Run RandomAbilityRerun &lt;gen&gt; (checking conditions)

You can try doing the "RandomAbility" trigger by re-running itself, and if it works you don't need the second trigger.
 

nicolas

New Member
Reaction score
2
1 last question. In your trigger you add the ability. As it is in your trigger, you add the ability to a random variable (the 0-9) called randomInt. Tho i dont know if im just stupid but isnt it impossible to link an ability to a random number in a trigger? cause this would make stuff alot easier. Thx in advance.

Trigger:
  • RandomAbility
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Animate Dead
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
          • Unit Group - Add (Triggering unit) to group[randomInt]
        • Else - Actions
          • Trigger - Run RandomAbilityRerun &lt;gen&gt; (checking conditions)

Trigger:
  • RandomAbilityRerun
    • Events
    • Conditions
    • Actions
      • Set randomInt = (Random integer number between 0 and 9)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in group[randomInt]) Equal to False
        • Then - Actions
          • Unit - Add ability[randomInt] to (Triggering unit)
          • Unit Group - Add (Triggering unit) to group[randomInt]
        • Else - Actions
          • Trigger - Run RandomAbilityRerun &lt;gen&gt; (checking conditions)

You can try doing the "RandomAbility" trigger by re-running itself, and if it works you don't need the second trigger.
 

WolfieeifloW

WEHZ Helper
Reaction score
372
In another trigger, at Map Initialization would be:
Trigger:
  • AbilityArrayDeclare
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • Set ability[0] = Avatar
      • Set ability[1] = Blizzard
      • Set ability[2] = ...

Then, in my trigger, it's adding "ability[#]" to the unit.

Should have probably said:
randomInt is an Integer variable.
group is a Unit Group array variable.
ability is an Ability array variable.
 
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