Trigger help: This might be Advanced

  • Thread starter Thread starter Arcolus
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Arcolus

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I have an item... let's say, Luck potion, and on that item I have a cutom ability called luck strike. it's basically Critical strike. Now i need to create a trigger so that when that item is used, it creates the ability Luck Strike in Users hero. the ability should be pernament. I will aslo need the item to be destroyed apon usage. Right now the only thing i can do is have a hero pick up the item... ... but when clicked it dosn't do anything. when i attack with the hero, the ability works.. it's passive,,.. but that's because of the item ability. If you could help me out with this trigger i'd really appretiate it. Been pondering and trying so many differernt combinations so far... for the past 10 hours lol :P I've tried item comparsons... and such.. used if/then/else lol If i could get the conditions right i think my Action triggers would work so far here's my trigger.

Lucky Strike
-Flag Events
Events
- Unit - A unit Uses an item
-conditions
- Actions
-? If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Item-type of (Picked item)) Equal to Luck Potion
- Then - Actions
- Unit - Add Lucky Strike to (Casting unit)
 
Something like:

Event:
- A unit acquires an item
Conditions:
- Item-type of (Item being manipulated) equal to ...
Actions:
- Unit - Add ability ... to (Hero manipulating item)
- Drop item of type ... from (Hero ...)
- Remove (Last dropped item)
 
You need to make a dummy CHARGED item that does NOT have the critical strike ability. I'd start with scroll of the beast and change the ability of it to channel, and set the channel ability to do nothing.

Next you need a trigger that fires when you use channel.

In that trigger you will give the triggering unit the ability you want.

ThySpektre

PS: AceHart beat me to it. His way works as well, but grants the ability when the item is acquired as opposed to when it is used.
 
I was slow.... (edit)
 
Just a simple trigger unit uses item, item being used = to, add ability to hero manipulating item, drop the item then remove very basic.
 
Ok Ok, I got it to give a hero an ability.. but!

Ok right now the hero gains a lv 1 ability that cannot be upgraded... I need it so when I use the item.. the ability becomes that hero's... and the lv requirement for lving the ability will be there... for example... YOu lv up,,.. and you can put an attribute point on the ability.. make's it lv 2**, right now.. after i use the item, it gives the hero the lv 1 ability.. and no matter how many lv up's i get.. it dosn't lv up. thanks for your time again, I really appretiate you guys. Also, was wondering, how do i make it so that everyone is allied and stay's allied from the beginning of the game.., also about the loading screen, i need to get it off... the hit any button to continue.. if you can help me i'd really appretiate it. thanks!
 
A somewhat simple way is levelling them up by hand:
Replace the "add ability" part with some test, that sees if the ability is already there.
If it is, add 1 level. If it isn't, add the ability.

Looks something like this:

IF (Level of ability for (Hero manipulating item)) equal to 0
THEN
- Unit - Add ability to (Hero ...)
ELSE
- Unit - Set level of ability for (Hero ...) to ((Level of ability for (Hero...)) + 1)


> how do i make it so that everyone is allied and stay's allied

Scenario / Forces tab.
Check "custom forces" and "fixed settings".
Put all players in the same force, set "allied".
 
Thanks Ace, and all you others!

Man Thanks Ace, that was just the effect i was looking for. hehe just one more question... my minimap... it is shown.. I need to make it black/hide it until the users unviel it.. my guess is to do map initiation, then action visibility??? ahh i don't know lol I'm just a noob trying to learn this program :p thanks for your help ace, it's much appreciated, and you will definately be writen down in the Special thanks, credits menu hehe
 
Discovering the minimap is an option in menu: Scenario / Map properties (or Map Options),
uncheck the "masked areas are partially visible".
 
Ok I figured out something...

Ok, I now have found out, that when the item is used, which I set the abilities of the item to a banish spell that lasts one second... which can only target Self, Your supposed to learn an ability... It jsut say's Your hero Cannot Learn that ability. Now If i could get past that hero cannot learn ability It would actually let the hero have an ability that can be lved up when the hero lvs up.. Only thing... HOw in the world do i override that hero cannot learn that ability??? Ps. Ace heart your idea on lving by hand worked... except the part about checking the abilities lv.... I cannot find any trigger that does that, if you know where to check I'd just do it that way, but I spent 2 hours last night searching every thing, and to no avail I didn't find it. thanks anyway man, you've been a big help.
 
To Ace.!

Thanks the integer comaprison lol, would have never thought it :p, It's not exactly the best way,... to lv my char's by hand making them have to get 20 itmes to lv it up to lv 20.. but heh, guess that's what they'll have to do lol. anway thanks.
 
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