(Skill System) Help. -MUI ?

ExTrainHeartnet

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Hey guys I'm creating a Skill system specifically for one of my Hero unit here ... and

..I've done a version of it that only works for ONE hero only, problem is my map would have many of that same hero.




----------------------------------------------------------------------------------------------------------------
How the system Works -

1. The Unit has a hero ability called - Magic Circuit.

*Each time the Magic Circuit ability is added :
The Hero Gains a random Skill.

The hero gains up to 3 Random Skills. From there on, increasing the Magic Circuit will :
Level up a random Skill that was given.

All skills can only be leveled up to 10.

---------------------------------------------------------------------------------------------------------------
Could anyone Hint me / give me a rough idea of how to convert the GUI to MUI?
..Not sure if GUI and MUI is the right terms since the trigger activates when the Hero learns the ability not Cast.
 

vypur85

Hibernate
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803
> I've done a version of it that only works for ONE hero only
Show what you've done so far. It could already be MUI anyways.

MUI: More than one unit can use the spell or whatever triggered stuff without causing any glitch. Multi Unit Instanceblablala. :)

GUI: It's typically the thing that you click and add within your trigger. Stands for Graphic User Interface. The alternative one is JASS, where you have to type out the commands.
 

ExTrainHeartnet

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Sry I don't know how you guys post triggers :( could someone teach me? the trigger is very long and ...
screen shots would irritate you people since it wont fit even with a few ._.
 

Imp Midna

Active Member
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1: click on more options. cause if you do it afterwards the whole formating of your post will be gone.
repeat for every trigger:
2: click on the trigger name in the Trigger Function Window
3: click edit -> copy as text
4: in your post, write [WC3 ] and [/WC3 ] (without the spaces). If it's Jass, use [Jass ] [/Jass ] instead
note: some people prefer [Code ] [/Code ] tags. cant tell why, some just do.
5: copy the text from step 3 between those tags
6: if you got more triggers, jump to step 2
 

ExTrainHeartnet

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Ah i see thx :D
Below is Trigger : MageCircuit1
Trigger:
  • MageCircuit1
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Magic Circuit - Elipse
      • (Unit-type of (Triggering unit)) Equal to Magician
    • Actions
      • Set MageCircuit1b = (Triggering unit)
      • Trigger - Run MageCircuit1b <gen> (checking conditions)

Below is Trigger : MageCircuit1b
Trigger:
  • MageCircuit1b
    • Events
    • Conditions
    • Actions
      • Set MageCircuit1 = (Level of Magic Circuit - Elipse for MageCircuit1b)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Magic Circuit - Elipse for MageCircuit1b) Less than 4
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • RandomNumber_B Less than or equal to 3
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomNumber_B Equal to 1
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Fire Ball (Neutral Hostile) for MageCircuit1b) Equal to 0
                    • Then - Actions
                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Fire Ball (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Fire Ball (Neutral Hostile)) else do (Set MC1Z = Fire Ball (Neutral Hostile)))
                      • Unit - Add Fire Ball (Neutral Hostile) to MageCircuit1b
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Flame Scorch for MageCircuit1b) Equal to 0
                        • Then - Actions
                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Flame Scorch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Flame Scorch ) else do (Set MC1Z = Flame Scorch ))
                          • Unit - Add Flame Scorch to MageCircuit1b
                        • Else - Actions
                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Burn ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Burn ) else do (Set MC1Z = Burn ))
                          • Unit - Add Burn to MageCircuit1b
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • RandomNumber_B Equal to 2
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Voodoo for MageCircuit1b) Equal to 0
                        • Then - Actions
                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Voodoo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Voodoo ) else do (Set MC1Z = Voodoo ))
                          • Unit - Add Voodoo to MageCircuit1b
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Absorb Life for MageCircuit1b) Equal to 0
                            • Then - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Absorb Life ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Absorb Life ) else do (Set MC1Z = Absorb Life ))
                              • Unit - Add Absorb Life to MageCircuit1b
                            • Else - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Vertigo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Vertigo ) else do (Set MC1Z = Vertigo ))
                              • Unit - Add Vertigo to MageCircuit1b
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • RandomNumber_B Equal to 3
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Frost Motion for MageCircuit1b) Equal to 0
                            • Then - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Motion ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Motion ) else do (Set MC1Z = Frost Motion ))
                              • Unit - Add Frost Motion to MageCircuit1b
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Chilling Touch for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Chilling Touch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Chilling Touch ) else do (Set MC1Z = Chilling Touch ))
                                  • Unit - Add Chilling Touch to MageCircuit1b
                                • Else - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Blast ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Blast ) else do (Set MC1Z = Frost Blast ))
                                  • Unit - Add Frost Blast to MageCircuit1b
                        • Else - Actions
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • RandomNumber_B Greater than 3
                  • RandomNumber_B Less than 7
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • RandomNumber_B Equal to 4
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Electric Surge (Neutral Hostile) for MageCircuit1b) Equal to 0
                        • Then - Actions
                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electric Surge (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electric Surge (Neutral Hostile)) else do (Set MC1Z = Electric Surge (Neutral Hostile)))
                          • Unit - Add Electric Surge (Neutral Hostile) to MageCircuit1b
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Plasma Zap for MageCircuit1b) Equal to 0
                            • Then - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Plasma Zap ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Plasma Zap ) else do (Set MC1Z = Plasma Zap ))
                              • Unit - Add Plasma Zap to MageCircuit1b
                            • Else - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electrocute ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electrocute ) else do (Set MC1Z = Electrocute ))
                              • Unit - Add Electrocute to MageCircuit1b
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • RandomNumber_B Equal to 5
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Plasma Zap for MageCircuit1b) Equal to 0
                            • Then - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Plasma Zap ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Plasma Zap ) else do (Set MC1Z = Plasma Zap ))
                              • Unit - Add Plasma Zap to MageCircuit1b
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Electric Surge (Neutral Hostile) for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electric Surge (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electric Surge (Neutral Hostile)) else do (Set MC1Z = Electric Surge (Neutral Hostile)))
                                  • Unit - Add Electric Surge (Neutral Hostile) to MageCircuit1b
                                • Else - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electrocute ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electrocute ) else do (Set MC1Z = Electrocute ))
                                  • Unit - Add Electrocute to MageCircuit1b
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • RandomNumber_B Equal to 6
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Chilling Touch for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Chilling Touch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Chilling Touch ) else do (Set MC1Z = Chilling Touch ))
                                  • Unit - Add Chilling Touch to MageCircuit1b
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Level of Frost Motion for MageCircuit1b) Equal to 0
                                    • Then - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Motion ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Motion ) else do (Set MC1Z = Frost Motion ))
                                      • Unit - Add Frost Motion to MageCircuit1b
                                    • Else - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Blast ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Blast ) else do (Set MC1Z = Frost Blast ))
                                      • Unit - Add Frost Blast to MageCircuit1b
                            • Else - Actions
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • RandomNumber_B Greater than 6
                      • RandomNumber_B Less than 10
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • RandomNumber_B Equal to 7
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Flame Scorch for MageCircuit1b) Equal to 0
                            • Then - Actions
                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Flame Scorch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Flame Scorch ) else do (Set MC1Z = Flame Scorch ))
                              • Unit - Add Flame Scorch to MageCircuit1b
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Fire Ball (Neutral Hostile) for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Fire Ball (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Fire Ball (Neutral Hostile)) else do (Set MC1Z = Fire Ball (Neutral Hostile)))
                                  • Unit - Add Fire Ball (Neutral Hostile) to MageCircuit1b
                                • Else - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Burn ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Burn ) else do (Set MC1Z = Burn ))
                                  • Unit - Add Burn to MageCircuit1b
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • RandomNumber_B Equal to 8
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Absorb Life for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Absorb Life ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Absorb Life ) else do (Set MC1Z = Absorb Life ))
                                  • Unit - Add Absorb Life to MageCircuit1b
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Level of Voodoo for MageCircuit1b) Equal to 0
                                    • Then - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Voodoo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Voodoo ) else do (Set MC1Z = Voodoo ))
                                      • Unit - Add Voodoo to MageCircuit1b
                                    • Else - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Vertigo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Vertigo ) else do (Set MC1Z = Vertigo ))
                                      • Unit - Add Vertigo to MageCircuit1b
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • RandomNumber_B Equal to 9
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Level of Vertigo for MageCircuit1b) Equal to 0
                                    • Then - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Vertigo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Vertigo ) else do (Set MC1Z = Vertigo ))
                                      • Unit - Add Vertigo to MageCircuit1b
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Level of Absorb Life for MageCircuit1b) Equal to 0
                                        • Then - Actions
                                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Absorb Life ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Absorb Life ) else do (Set MC1Z = Absorb Life ))
                                          • Unit - Add Absorb Life to MageCircuit1b
                                        • Else - Actions
                                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Voodoo ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Voodoo ) else do (Set MC1Z = Voodoo ))
                                          • Unit - Add Voodoo to MageCircuit1b
                                • Else - Actions
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • RandomNumber_B Greater than 9
                          • RandomNumber_B Less than 13
                        • Then - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • RandomNumber_B Equal to 10
                            • Then - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Level of Electrocute for MageCircuit1b) Equal to 0
                                • Then - Actions
                                  • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electrocute ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electrocute ) else do (Set MC1Z = Electrocute ))
                                  • Unit - Add Electrocute to MageCircuit1b
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Level of Plasma Zap for MageCircuit1b) Equal to 0
                                    • Then - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Plasma Zap ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Plasma Zap ) else do (Set MC1Z = Plasma Zap ))
                                      • Unit - Add Plasma Zap to MageCircuit1b
                                    • Else - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Electric Surge (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Electric Surge (Neutral Hostile)) else do (Set MC1Z = Electric Surge (Neutral Hostile)))
                                      • Unit - Add Electric Surge (Neutral Hostile) to MageCircuit1b
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • RandomNumber_B Equal to 11
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (Level of Frost Blast for MageCircuit1b) Equal to 0
                                    • Then - Actions
                                      • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Blast ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Blast ) else do (Set MC1Z = Frost Blast ))
                                      • Unit - Add Frost Blast to MageCircuit1b
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Level of Frost Motion for MageCircuit1b) Equal to 0
                                        • Then - Actions
                                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Frost Motion ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Frost Motion ) else do (Set MC1Z = Frost Motion ))
                                          • Unit - Add Frost Motion to MageCircuit1b
                                        • Else - Actions
                                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Chilling Touch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Chilling Touch ) else do (Set MC1Z = Chilling Touch ))
                                          • Unit - Add Chilling Touch to MageCircuit1b
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • RandomNumber_B Equal to 12
                                    • Then - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (Level of Burn for MageCircuit1b) Equal to 0
                                        • Then - Actions
                                          • If (MageCircuit1 Equal to 1) then do (Set MC1X = Burn ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Burn ) else do (Set MC1Z = Burn ))
                                          • Unit - Add Burn to MageCircuit1b
                                        • Else - Actions
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • (Level of Fire Ball (Neutral Hostile) for MageCircuit1b) Equal to 0
                                            • Then - Actions
                                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Fire Ball (Neutral Hostile)) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Fire Ball (Neutral Hostile)) else do (Set MC1Z = Fire Ball (Neutral Hostile)))
                                              • Unit - Add Fire Ball (Neutral Hostile) to MageCircuit1b
                                            • Else - Actions
                                              • If (MageCircuit1 Equal to 1) then do (Set MC1X = Flame Scorch ) else do (If (MageCircuit1 Equal to 2) then do (Set MC1Y = Flame Scorch ) else do (Set MC1Z = Flame Scorch ))
                                              • Unit - Add Flame Scorch to MageCircuit1b
                                    • Else - Actions
                        • Else - Actions
                          • -------- Learn Done --------
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Rando_Number_C Equal to 1
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of MC1X for MageCircuit1b) Less than 10
                • Then - Actions
                  • Unit - Set level of MC1X for MageCircuit1b to ((Level of MC1X for MageCircuit1b) + 1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of MC1Y for MageCircuit1b) Less than 10
                    • Then - Actions
                      • Unit - Set level of MC1Y for MageCircuit1b to ((Level of MC1Y for MageCircuit1b) + 1)
                    • Else - Actions
                      • Unit - Set level of MC1Z for MageCircuit1b to ((Level of MC1Z for MageCircuit1b) + 1)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Rando_Number_C Equal to 2
                • Then - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of MC1Y for MageCircuit1b) Less than 10
                    • Then - Actions
                      • Unit - Set level of MC1Y for MageCircuit1b to ((Level of MC1Y for MageCircuit1b) + 1)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of MC1X for MageCircuit1b) Less than 10
                        • Then - Actions
                          • Unit - Set level of MC1X for MageCircuit1b to ((Level of MC1X for MageCircuit1b) + 1)
                        • Else - Actions
                          • Unit - Set level of MC1Z for MageCircuit1b to ((Level of MC1Z for MageCircuit1b) + 1)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Rando_Number_C Equal to 3
                    • Then - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of MC1Z for MageCircuit1b) Less than 10
                        • Then - Actions
                          • Unit - Set level of MC1Z for MageCircuit1b to ((Level of MC1Z for MageCircuit1b) + 1)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of MC1X for MageCircuit1b) Less than 10
                            • Then - Actions
                              • Unit - Set level of MC1X for MageCircuit1b to ((Level of MC1X for MageCircuit1b) + 1)
                            • Else - Actions
                              • Unit - Set level of MC1Y for MageCircuit1b to ((Level of MC1Y for MageCircuit1b) + 1)
                    • Else - Actions
      • Trigger - Turn off MageCircuit1b <gen>


Below is where the Random Numbers are comming from [EDIT]
Trigger:
  • Randomness Generator
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to (Random integer number between 1 and 4), do (Actions)
        • Loop - Actions
        • Set Random_NumberA = (Integer A)
      • For each (Integer B) from 1 to (Random integer number between 1 and 12), do (Actions)
        • Loop - Actions
        • Set RandomNumber_B = (Integer B)
      • For each (Integer IntegerC) from 1 to (Random integer number between 1 and 3), do (Actions)
        • Loop - Actions
        • Set Rando_Number_C = IntegerC
 

Imp Midna

Active Member
Reaction score
52
post lost formatting. can't tell where if's are ending ^.^

apart from that, it looks like it allready is MUI. Though i dont get where RandonNumber_B is coming from. Easierst way to find out if its MUI is testing anyways xD
 

ExTrainHeartnet

New Member
Reaction score
0
there ... I tested it though ..
The part where it gives a random skill - [Refer to my first post] - works perfectly fine with many heroes.
Its the part where the skill should level up. Only the first hero could get the skill leveled up.
[Skills leveled up randomly via triggers]
 

vypur85

Hibernate
Reaction score
803
The trigger is too long for me to digest. As mentioned, it is MUI as it seems. The problem you're having is probably due to the mistake you did in the trigger.

I believe it's better off you make the troubleshoot yourself. Build the trigger over again, step by step. Do lesser levels. Then gauge if it's alright. Otherwise, you can post your map and see if someone might be able to help. Even so, there are too many conditions and I believe only the creator knows what's he doing. So you'd know better what happens. :)
 

ExTrainHeartnet

New Member
Reaction score
0
ahh :D

I tweaked and changed the system abit to use 4 sets of triggers instead. Works perfectly fine now..

Thx vypur85 for the tips ^^
 

ultimate11

Active Member
Reaction score
25
Yea but u can make it much more easier using hashtable and loop actions.Your trigger is so long...
 

Imp Midna

Active Member
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I'd rather say the trigger looks so long because of the odd way he stacks his if's. A Hashtable is a more complex data structure that is frequently abused for MUI spells, but in your case, you do not have to save any data over time, so there is absoultely no need to use a hashtable, nor would it shorten the trigger in any appropriate way.
 
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  • Varine Varine:
    I ordered like five blocks for 15 dollars. They're just little aluminum blocks with holes drilled into them
  • Varine Varine:
    They are pretty much disposable. I have shitty nozzles though, and I don't think these were designed for how hot I've run them
  • Varine Varine:
    I tried to extract it but the thing is pretty stuck. Idk what else I can use this for
  • Varine Varine:
    I'll throw it into my scrap stuff box, I'm sure can be used for something
  • Varine Varine:
    I have spare parts for like, everything BUT that block lol. Oh well, I'll print this shit next week I guess. Hopefully it fits
  • Varine Varine:
    I see that, despite your insistence to the contrary, we are becoming a recipe website
  • Varine Varine:
    Which is unique I guess.
  • The Helper The Helper:
    Actually I was just playing with having some kind of mention of the food forum and recipes on the main page to test and see if it would engage some of those people to post something. It is just weird to get so much traffic and no engagement
  • The Helper The Helper:
    So what it really is me trying to implement some kind of better site navigation not change the whole theme of the site
  • Varine Varine:
    How can you tell the difference between real traffic and indexing or AI generation bots?
  • The Helper The Helper:
    The bots will show up as users online in the forum software but they do not show up in my stats tracking. I am sure there are bots in the stats but the way alot of the bots treat the site do not show up on the stats
  • Varine Varine:
    I want to build a filtration system for my 3d printer, and that shit is so much more complicated than I thought it would be
  • Varine Varine:
    Apparently ABS emits styrene particulates which can be like .2 micrometers, which idk if the VOC detectors I have can even catch that
  • Varine Varine:
    Anyway I need to get some of those sensors and two air pressure sensors installed before an after the filters, which I need to figure out how to calculate the necessary pressure for and I have yet to find anything that tells me how to actually do that, just the cfm ratings
  • Varine Varine:
    And then I have to set up an arduino board to read those sensors, which I also don't know very much about but I have a whole bunch of crash course things for that
  • Varine Varine:
    These sensors are also a lot more than I thought they would be. Like 5 to 10 each, idk why but I assumed they would be like 2 dollars
  • Varine Varine:
    Another issue I'm learning is that a lot of the air quality sensors don't work at very high ambient temperatures. I'm planning on heating this enclosure to like 60C or so, and that's the upper limit of their functionality
  • Varine Varine:
    Although I don't know if I need to actually actively heat it or just let the plate and hotend bring the ambient temp to whatever it will, but even then I need to figure out an exfiltration for hot air. I think I kind of know what to do but it's still fucking confusing
  • The Helper The Helper:
    Maybe you could find some of that information from AC tech - like how they detect freon and such
  • Varine Varine:
    That's mostly what I've been looking at
  • Varine Varine:
    I don't think I'm dealing with quite the same pressures though, at the very least its a significantly smaller system. For the time being I'm just going to put together a quick scrubby box though and hope it works good enough to not make my house toxic
  • Varine Varine:
    I mean I don't use this enough to pose any significant danger I don't think, but I would still rather not be throwing styrene all over the air

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