Setting levels of hero skills not working?

Sajberhippie

New Member
Reaction score
30
So, what I want to do is basically making the heros begin with two skill levels worth of hero skills already invested, as is done in the TFT Orc campaign. When the player begins, the hero should have Skill One - [Level 1], Skill Two - [Level 1] as well as a single skill point to distribute.
I've tried using both the "set level of ability for unit" and "increase level of ability for unit" with no success. The heroes have the ability and there is no problem choosing them the regular way. Here's the trigger:

Trigger:
  • Hero Choosen
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Stalker
        • Then - Actions
          • Unit - Increase level of Hawk Companion for (Triggering unit)
          • Unit - Increase level of Hunter for (Triggering unit)


There's more to the trigger, that should be the relevant part. If the whole trigger is needed, here it is:

Trigger:
  • Hero Choosen
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set TempPoint3 = (Center of (Playable map area))
      • Set TempGroup = (Units owned by (Owner of (Triggering unit)) of type Choose Your Hero!)
      • Selection - Select (Triggering unit) for (Owner of (Triggering unit))
      • Unit Group - Pick every unit in TempGroup and do (Unit - Remove (Picked unit) from the game)
      • Custom script: call DestroyGroup (udg_TempGroup)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Stalker
        • Then - Actions
          • Set TempPoint = (Random point in (Playable map area))
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain type at TempPoint) Not equal to Ashenvale - Lumpy Grass
                • Then - Actions
                  • Set TempPoint = (Random point in (Playable map area))
                • Else - Actions
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Increase level of Hawk Companion for (Triggering unit)
          • Unit - Increase level of Hunter for (Triggering unit)
          • Unit - Move (Triggering unit) instantly to TempPoint, facing TempPoint3
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 0.00 degrees)
          • Unit - Create 1 Ranger for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 90.00 degrees)
          • Unit - Create 1 Ranger for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 180.00 degrees)
          • Unit - Create 1 Ranger for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 180.00 degrees)
          • Unit - Create 1 Ranger for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Custom script: call RemoveLocation (udg_TempPoint2)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Cleric
        • Then - Actions
          • Set TempPoint = (Random point in (Playable map area))
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Terrain type at TempPoint) Not equal to Lordaeron Summer - Dirt
                  • (Terrain type at TempPoint) Not equal to Village - Cobble Path
                • Then - Actions
                  • Set TempPoint = (Random point in (Playable map area))
                • Else - Actions
          • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Increase level of Dispel Undead for (Triggering unit)
          • Unit - Increase level of Divine Spells for (Triggering unit)
          • Unit - Move (Triggering unit) instantly to TempPoint, facing TempPoint3
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 0.00 degrees)
          • Unit - Create 1 Warrior for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Unit - Create 1 Conscript for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 90.00 degrees)
          • Unit - Create 1 Conscript for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Unit - Create 1 Conscript for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 180.00 degrees)
          • Unit - Create 1 Medic for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Set TempPoint2 = (TempPoint offset by 100.00 towards 180.00 degrees)
          • Unit - Create 1 Javelineer for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Unit - Create 1 Javelineer for (Owner of (Triggering unit)) at TempPoint2 facing (Facing of (Triggering unit)) degrees
          • Selection - Add (Last created unit) to selection for (Owner of (Triggering unit))
          • Custom script: call RemoveLocation (udg_TempPoint)
          • Custom script: call RemoveLocation (udg_TempPoint2)
        • Else - Actions
      • Custom script: call RemoveLocation (udg_TempPoint3)
 

Tom Jones

N/A
Reaction score
437
The unit must first have learned the ability before you'r able to set/increase it. So:
Trigger:
  • Actions
    • Hero - Modify unspent skill points of (Triggering unit): Set to 3 points
    • Hero - Learn skill for (Triggering unit): *Ability A*
    • Hero - Learn skill for (Triggering unit): *Ability B*
    • *Trigger Unit should still have one skill point left for distribution*
 

Sajberhippie

New Member
Reaction score
30
The unit must first have learned the ability before you'r able to set/increase it. So:
Trigger:
  • Actions
    • Hero - Modify unspent skill points of (Triggering unit): Set to 3 points
    • Hero - Learn skill for (Triggering unit): *Ability A*
    • Hero - Learn skill for (Triggering unit): *Ability B*
    • *Trigger Unit should still have one skill point left for distribution*

Thanksalot!
 
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