- Joined
- Apr 27, 2009
- Messages
- 204
I'm making a hostile random hero to be created at random region after 7 minutes of normal game time and i set him to level 15. How can i make him learn abilities and then use abilities because he never uses them?
when the unit is created and enters any of three random regions he should learn spells
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HostileHeroes
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Events
- Time - Elapsed game time is 420.00 seconds
- Conditions
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Actions
- Set SystemPoints_Copy[1] = (Center of Region 012 <gen>)
- Set SystemPoints_Copy[2] = (Center of Middle <gen>)
- Set SystemPoints_Copy[3] = (Center of Region 015 <gen>)
- Set SystemPointHostile1[1] = (Center of Middle <gen>)
- Set SystemPointHostile1[2] = (Center of Region 009 <gen>)
- Set SystemPointHostile1[3] = (Center of Region 010 <gen>)
- Set SystemPointHostile1[4] = (Center of Region 011 <gen>)
- Set SystemPointHostile1[5] = (Center of Region 008 <gen>)
- Set RandomInt = (Random integer number between 1 and 15)
- Set RandomHostile = (Random integer number between 1 and 3)
- Set RandomHostile_Copy = (Random integer number between 1 and 5)
- Unit - Create 1 HeroIndex[RandomInt] for Neutral Hostile at SystemPoints_Copy[RandomHostile] facing (Random angle) degrees
- Hero - Set (Last created unit) Hero-level to 15, Hide level-up graphics
- Unit - Order (Last created unit) to Attack-Move To SystemPointHostile1[RandomHostile_Copy]
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Events
when the unit is created and enters any of three random regions he should learn spells
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Aos Copy
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Events
- Unit - A unit enters Region 012 <gen>
- Unit - A unit enters Middle <gen>
- Unit - A unit enters Region 015 <gen>
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Conditions
- ((Owner of (Entering unit)) controller) Equal to Hostile
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Paladin
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Holy Light
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Divine Shield
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Devotion Aura
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Resurrection
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Holy Light
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Divine Shield
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Devotion Aura
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Ice Archmagess
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Blizzard
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Brilliance Aura
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Summon Ice Elemental
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Mass Teleport
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Blizzard
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Brilliance Aura
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Summon Ice Elemental
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Mountain King
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Thunder Clap
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Storm Bolt
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Bash
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Avatar
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Thunder Clap
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Storm Bolt
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Bash
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Blood Mage
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Flame Strike
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Siphon Mana
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Banish
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Phoenix
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Flame Strike
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Siphon Mana
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Banish
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Ranger
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Cold Arrows
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Trueshot Aura
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Scout
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Starfall
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Cold Arrows
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Trueshot Aura
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Scout
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Blademaster
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Wind Walk
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Critical Strike
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Mirror Image
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Bladestorm
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Wind Walk
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Critical Strike
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Mirror Image
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Chaos Warlock
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Far Sight
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Feral Spirit
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Chain Lightning
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Earthquake
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Far Sight
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Feral Spirit
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Chain Lightning
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Tauren Chieftain
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Shockwave
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Endurance Aura
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = War Stomp
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Reincarnation
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Shockwave
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Endurance Aura
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: War Stomp
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Shadow Hunter
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Healing Wave
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Hex
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Serpent Ward
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Big Bad Voodoo
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Healing Wave
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Hex
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Serpent Ward
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Entering unit)) Equal to Pit Lord
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Then - Actions
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 1)] = Mana Burn
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 2)] = Spirit Beast
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 3)] = Profane Buffer
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 4)] = Stardom
- Set Ability[(((Player number of (Owner of (Entering unit))) x 10) + 5)] = Attribute Bonus
- -------- --------
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Mana Burn
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Spirit Beast
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Profane Buffer
- Hero - Learn skill for AIHero[(Player number of (Owner of (Entering unit)))]: Attribute Bonus
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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