Angrypuffin
New Member
- Reaction score
- 2
I'm making a very simple map to test a concept, and I'm getting hung up at a spot that I thought was easy.
I'm guiding the player through several stages of a selection process. They start the game owning an obelisk where they make their choices by "casting" various "spells" that correspond to their choice for that stage. Once they've made their choice for that stage, all of that stage's choice-abilities are removed, and the obelisk is given the next set of choice-abilities.
At least, that's how it should work. Unfortunately, I can't get it to remove all of the choice-abilities once one is picked. And it won't properly add the next stage of choice-abilities. It always removes /some/ of the choice-abilities, though, which is the confusing part. It looks like it's selectively processing the actions.
I've attached the map file (35kB).
And here's a copy of the trigger:
I'm guiding the player through several stages of a selection process. They start the game owning an obelisk where they make their choices by "casting" various "spells" that correspond to their choice for that stage. Once they've made their choice for that stage, all of that stage's choice-abilities are removed, and the obelisk is given the next set of choice-abilities.
At least, that's how it should work. Unfortunately, I can't get it to remove all of the choice-abilities once one is picked. And it won't properly add the next stage of choice-abilities. It always removes /some/ of the choice-abilities, though, which is the confusing part. It looks like it's selectively processing the actions.
I've attached the map file (35kB).
And here's a copy of the trigger:
Trigger:
- Pick Progression
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Unit-type of (Casting unit)) Equal to Obelisk of Hero Choosing
- Progression[(Player number of (Owner of (Casting unit)))] Equal to 0
- Actions
- -------- Pure Intelligence --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Pure Intelligence Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Intelligence progre...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 1
- Else - Actions
- If - Conditions
- -------- Pure Strength --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Pure Strength Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength progressio...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 100
- Else - Actions
- If - Conditions
- -------- Pure Agility --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Pure Agility Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Agility progression...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 10
- Else - Actions
- If - Conditions
- -------- Balanced --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Balanced Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Balanced progressio...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 111
- Else - Actions
- If - Conditions
- -------- Agility-Intelligence --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Agility-Intelligence Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Agility-Intelligenc...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 11
- Else - Actions
- If - Conditions
- -------- Strength-Agility --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Strength-Agility Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength-Agility pr...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 110
- Else - Actions
- If - Conditions
- -------- Strength-Intelligence --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Strength-Intelligence Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength-Intelligen...
- Set Progression[(Player number of (Owner of (Casting unit)))] = 101
- Else - Actions
- If - Conditions
- -------- Random --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Ability being cast) Equal to Random Progression
- Then - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: Random progression ...
- Set Progression[(Player number of (Owner of (Casting unit)))] = (((Random integer number between 0 and 1) x 100) + (((Random integer number between 0 and 1) x 10) + (Random integer number between 0 and 1)))
- Else - Actions
- If - Conditions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: (String(Progression[(Player number of (Owner of (Casting unit)))]))
- -------- Remove Progression Ablities --------
- Unit - Remove Agility-Intelligence Progression from (Casting unit)
- Unit - Remove Balanced Progression from (Casting unit)
- Unit - Remove Pure Agility Progression from (Casting unit)
- Unit - Remove Pure Intelligence Progression from (Casting unit)
- Unit - Remove Pure Strength Progression from (Casting unit)
- Unit - Remove Random Progression from (Casting unit)
- Unit - Remove Strength-Agility Progression from (Casting unit)
- Unit - Remove Strength-Intelligence Progression from (Casting unit)
- -------- Add Hero Choices --------
- Unit - Add Archmage Model to (Casting unit)
- Events