# Get Hero Talent Link
Grammar — Get Hero Talent Link(player, index)
Flags —Native
|Function
# Arguments
int
— Playerint
— Index
Returns — string
<gamelink::Talent>
native string TalentTreeGetHeroTalentLink(
int inPlayer,
int inIndex,
);
# Related
Category: Talent Tree / Basic
- Get Hero Talent Link —
string
<gamelink::Talent> — TalentTreeGetHeroTalentLink - Can Select Hero Talent Tree —
bool
— TalentTreeCanSelectHeroTalentTree - Set Selected Hero Talent Tree —
void
— TalentTreeSetSelectedHeroTalentTree - Get Selected Hero Talent Tree —
int
— TalentTreeGetSelectedHeroTalentTree - Get Selected Hero Talent Tree Column —
int
— TalentTreeGetSelectedHeroTalentTreeColumn - Talent Tree Is Allowed —
bool
— TalentTreeAllowed - Talent Tree Clear Tier —
void
— TalentTreeClearTier - Set Talent Tier Enabled —
void
— SetTalentTierEnabled - Set Talent Upgrade Required —
void
— SetTalentUpgradeRequired - Set Talents Enabled —
void
— SetTalentsEnabled - Set Talent Tree Selection Panel Dismiss Allowed —
void
— SetTalentTreeSelectionPanelDismissAllowed - Set Talent Tree Selection Panel Auto Show —
void
— SetTalentTreeSelectionPanelAutoShow - Set Talent Tree Pause Game When Selection Panel Shown —
void
— SetTalentTreePauseGameWhenSelectionPanelShown - Set Talent Tree Hero Level —
void
— SetTalentTreeHeroLevel - HeroTalent Tree Selected —
void
— TriggerAddEventHeroTalentTreeSelected - HeroTalent Tree Selection Panel Shown —
void
— TriggerAddEventHeroTalentTreeSelectionPanelShown - HeroTalent Tree Selection Panel Hidden —
void
— TriggerAddEventHeroTalentTreeSelectionPanelHidden
# Examples
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/AILib.galaxy:1511
lv_debugTalentCatalogMaxIndexForCurrentTier += libGame_gv_talents_TalentChoices[lp_trigPlayer][lv_talentArrayIndex].lv_numberOfTalentsForThisTier;
while ((lv_debugTalentCatalogIndex < lv_debugTalentCatalogMaxIndexForCurrentTier)) {
if ((TalentTreeGetHeroTalentLink(lp_trigPlayer, lv_debugTalentCatalogIndex) == libAIAI_gv_aIHeroes[lp_trigPlayer].lv_talentBuilds[lv_curBuildNum].lv_talents[lv_talentArrayIndex])) {
lv_debugTalentFound = true;
break;
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/AILib.galaxy:1587
lv_currentTalentIndex = 1;
for ( ; lv_currentTalentIndex <= auto6EBA0B45_ae ; lv_currentTalentIndex += 1 ) {
if ((libGame_gv_talents_TalentChoices[lp_trigPlayer][lv_currentTalentIndex].lv_selection != 0) && (libAIAI_gv_aIHeroes[lp_trigPlayer].lv_talentBuilds[lv_currentBuildIndex].lv_talents[lv_currentTalentIndex] == TalentTreeGetHeroTalentLink(lp_trigPlayer, TalentTreeGetSelectedHeroTalentTree(lp_trigPlayer, lv_currentTalentIndex)))) {
if ((lv_currentTalentIndex == 4)) {
lv_currentBuildValue += 2;
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/AILib.galaxy:1677
for ( ; lv_loopIndex <= auto4E1F0EC0_ae ; lv_loopIndex += 1 ) {
if ((TalentTreeCanSelectHeroTalentTree(lp_trigPlayer, (lv_loopIndex + lv_numPreviousTalents)) == true)) {
lv_loopTalent = TalentTreeGetHeroTalentLink(lp_trigPlayer, (lv_loopIndex + lv_numPreviousTalents));
if ((lv_loopTalent == lp_talent)) {
libAIAI_gf_HeroAIPickTalent(lp_trigPlayer, lv_loopIndex, (lv_loopIndex + lv_numPreviousTalents));