skills in skills

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polymorph

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how do you make skills in skills like on this map the paladin has a rune skill and when you click on it shows you a menu of other spells i want to implement this on my map i look at the triggers in this and its very confusing just want to know how to make a skill that makes a new skill menu pop up

http://wc3sear.ch/files/downloads.php?ID=847&l=5

thanks

polymorpher
 
just download from that link and in the skill triggers there is probly a section that lets you edit the skills that are in that skill ill look at the skill though and edit this post.
 
The ability spellbook lets you put skills inside a skill button
 
Its normally an item ability but you just uncheck the item and it can work on a peon, theres a few options with it like cooldown sharing and max spells, i think you can even add spells to the spellbook itself :)
 
how do you uncheck item and uh how do you put spells into the spellbook and how do you turn the skill into a spell
 
First of all are you using roc or tft?
If your using roc then its not possible
If your using TFT then go to ability editor and ctrl + f type Spell Book then change the 'is item ability' to false etc etc....
 
You don't have to undo the item ability option. It will work fine with it. To add spells to it find the line 'Data - Spell List' double click it and click add spell. Choose a spell form the list to add it to the book. Now give the spellbook ability to your unit and in-game click on the spellbook to see the spells contained within.
 
polymorph said:
how do you uncheck item
You change the Spell Book's value Stats - Item Ability to false.

polymorph said:
and uh how do you put spells into the spellbook
You edit one of the data fields of the Spell Book ability.

polymorph said:
and how do you turn the skill into a spell
This question doesn't make sense. There's no distinction between skills and spells.
 
This question doesn't make sense. There's no distinction between skills and spells.

WELL... depends on the game, in my oppinion playing diablo a skill is like sword mastery, then like frost nova is a spell because you cast it but i dunno its all kinda wierd :nuts:
 
No, that's not what he means. Any ability in Warcraft can be called either a skill or a spell. It doesn't matter. They're all abilities. Any ability can be put into Spellbook.
 
Rad said:
WELL... depends on the game, in my oppinion playing diablo a skill is like sword mastery, then like frost nova is a spell because you cast it but i dunno its all kinda wierd :nuts:
That's called, in Warcraft, a passive ability versus an active ability. Spell is often used to mean an active ability which costs mana. Skill is often used as a synonym for ability (e.g. Hero skills).
 
woops by skill i meant item sorry i just get mixed up but anyways

hey!!! i'm not nuts i'm just tired and can't think right

when i try to add a skill to spellbooks it only has unit spells and item spells i can't put any hero skills inside it
 
That's because you don't have spellbook marked as a hero ability.
 
Thats because hero skills are gained with ability points, if you want to incorperate this into a spellbook you would need a spellbook in a spellbook, then you would need custon icons for the number of attributes (Or just different levels which would just get confusing :confused: ) Then when you level add/increase the level of the new spellbook that has hero spells u learn inside that are all passive dummy ability then add those to the real one at the level and so on etc etc really complicated not worth it :)
 
:( aw crap when i started making my map i had the hope of doing this with 3 different spell books on each of my heroes but i guess thats not going to work

what i was thinking of was that the buildings sell the abilities like in TGS(the great strategy)

but if this doesn't work out i guess i won't be able to make my map :confused:
 
been thinking in the morning and was wondering if... make the hero skills i want unit skills and make them in ranks of 1,2, and 3

and at a building make buying icons and in trigger it should be something like this (not sure yet but should be close)

[event]
hero - buys an item
[condition]
item - is equal to (item skill here)
[actions]
unit - add ability

but the problem is i don't know how to put it into the spellbook


does anyone know if this will work?
any ideas on how to put it into the spellbook through a trigger?
 
How to add spells to spell books has been know for ages, or at least sometime (no offense to anyone), I have even made a little amatuer system or what to call it for this. "System"

The system is in JASS but jass is not needed for the adding part, this is how you do:

1. Create A Spell Book ability. Every unit that should use this ability is supposed to have it in the object editor. The Spell Book should be empty but with full ability support. (Max abilitys = 12 or whatever the maximum is and min abilities = 0)

2. For each spell that should be added to the spell book, make a new spell book. Add one ability to each spell book but the one made in step 1. All spell books must have the same orderid / orderstring

3. Triggers !!

How you make this may be alittle different depending on your skill with the we, but this is the layout of the trigger:

With skill points:

Code:
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to <Spell>
        (Level of <Spell> for (Triggering unit)) Equal to 1
    Actions
        Unit - Remove <Spell> from (Triggering unit)
        Unit - Add <Spell Book that holds the removed spell>  to (Triggering unit)

With items (level):

Code:
Add or Level Shockwave
    Events
        Unit - A unit Acquires an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to <Item that should give Spell)
    Actions
        // Do u want to remove the item?
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of <Spell> for (Triggering unit)) Equal to 0
            Then - Actions
                Unit - Add <Spell Book that holds Spell>  to (Triggering unit)
            Else - Actions
                Unit - Set Level of <Spell> for (Triggering unit) to ((Level <Spell> for (Triggering unit)) + 1)


Also you have to dissable all spell books (but the one in step 1) for all players

Code:
Map Initialization
    Events
        Map initialization
    Conditions
    Actions
        For each (Integer A) from 1 to 12, do (Actions)
            Loop - Actions
                Player - Disable <Spell Book 1> for (Player((Integer A)))
                Player - Disable <Spell Book 2>  for (Player((Integer A)))

A tips is to have a unit that haves ALL the spell books and remove that unit at map initialization, this is to prevent lag. Also this may bugg with morphing abilities, if you want it to not bugg you have to use jass


If you want something to look at: Find "vexorians 2 spell book experiments" (is that the name?) somewhere, I dont know if it is to be found anywhere now when wc3c is a little :nuts:
 
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