Problem with Custom Spell Map

ShadourazeR

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Another Two Problems with Custom Spell Map

I'm making a custom spell AoS, but I had the following problem(New one):

The HOTKEYS. Is there anyway to change an ability's hotkey with a trigger? you know, having two skills with the same hotkey isn't really nice, and the alphabet doesn't have 200 letters... so, any answers?

My second problem is down there, few posts away from here. It's about ultimates... But I'm making progress after all.
 

Accname

2D-Graphics enthusiast
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the problem is that you cannot give 2 abilitys with the same order id to one unit. but you can use the ability channel. it does nothing and is only added to the game for triggering abilitys. (you can find it under neutral hostile -> hero abilitys)
you can change the order id of channel in the "data" section. just give an other order id to each copy.
 

ShadourazeR

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Thanks :) I didn't know channel wasn't targeted.


Ops... for some reason the choosing unit is not showing the ability... Does the ability have any restriction or it just need to do something to make them show up?
 

Komaqtion

You can change this now in User CP.
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469
Yeah, you need to change these fields:
Data - Disable Other Abilities = False
Data - Options = Visible

:D
 

ShadourazeR

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Strange things happening...

Ok, I'm making progress...

:thup:

Trigger:
  • Arcane Bolt
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Arcane Bolt (Choose)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] Less than 6
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Triggering unit)) Food used) Greater than Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] Equal to 0
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Damage[(Player number of (Owner of (Triggering unit)))] Less than 2
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Ability_Number[(Player number of (Owner of (Triggering unit)))] Less than 3
                        • Then - Actions
                          • Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] + 1)
                          • Set Ability_Number[(Player number of (Owner of (Triggering unit)))] = (Ability_Number[(Player number of (Owner of (Triggering unit)))] + 1)
                          • Wait 0.01 game-time seconds
                          • Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Add Arcane Bolt to (Picked unit))
                          • Set Damage[(Player number of (Owner of (Triggering unit)))] = (Damage[(Player number of (Owner of (Triggering unit)))] + 1)
                          • Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]) to (Owner of (Triggering unit)) Food used
                        • Else - Actions
                          • Game - Display to (All players) the text: You already have th...
                    • Else - Actions
                      • Game - Display to (All players) the text: You already have tw...
                • Else - Actions
                  • Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)] + 1)
                  • Wait 0.01 game-time seconds
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Set level of Arcane Bolt for (Picked unit) to Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)])
                  • Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 1)]) to (Owner of (Triggering unit)) Food used
            • Else - Actions
              • Game - Display to (All players) the text: Not enough ability ...
        • Else - Actions
          • Game - Display to (All players) the text: This ability was al...




But the ultimate ability giving trigger doesnt works ...

:thdown: (What's wrong?)

Trigger:
  • Frost Army
    • Events
      • Unit - A unit Finishes casting an ability
    • Conditions
      • (Ability being cast) Equal to Frost Army (Choose)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] Less than 3
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Owner of (Triggering unit)) Food used) Greater than Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] Equal to 0
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Ultimate[(Player number of (Owner of (Triggering unit)))] Less than 1
                    • Then - Actions
                      • Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
                        • Loop - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Hero level of (Picked unit)) Greater than or equal to 6
                            • Then - Actions
                              • Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] + 1)
                              • Set Ultimate[(Player number of (Owner of (Triggering unit)))] = (Ultimate[(Player number of (Owner of (Triggering unit)))] + 1)
                              • Wait 0.01 game-time seconds
                              • Unit - Add Frost Army (Ultimate) to (Picked unit)
                              • Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]) to (Owner of (Triggering unit)) Food used
                            • Else - Actions
                              • Game - Display to (All players) the text: You need to be of a...
                    • Else - Actions
                      • Game - Display to (All players) the text: You already have an...
                • Else - Actions
                  • Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Hero level of (Picked unit)) Greater than or equal to ((Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] x 6) + 6)
                        • Then - Actions
                          • Set Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] = (Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)] + 1)
                          • Wait 0.01 game-time seconds
                          • Unit - Set level of Frost Army (Ultimate) for (Picked unit) to Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]
                          • Player - Add (0 - Ability_Level[(((Player number of (Owner of (Triggering unit))) x 1000) + 6)]) to (Owner of (Triggering unit)) Food used
                        • Else - Actions
                          • Game - Display to (All players) the text: You need to be of a...
            • Else - Actions
              • Game - Display to (All players) the text: Not enough ability ...
        • Else - Actions
          • Game - Display to (All players) the text: This ability was al...
 
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