| 02-01-2003, 09:08 PM | #1 |
I have a thief type character in my map and I wanted to give him a steal ability. I have attempted to use triggers to make this happen but not much has worked yet. Here is what I have: STEAL EFFECT [Event] A unit owned by Player 1 is attacked '' A Unit owned by Player 12 is Attacked [Conditions] Unit-type of attacking unit is Equal to Thief Owner of Attacked unit current gold greater than 0 [Action] Player - set current gold(Owner of attacked unit) = (owner of attacked unit)current gold - (StealLevel (variable array)[Owner of Attacking Unit) x -10) Player - Add ((StealLevel (variable array)[PlayerOwner of Attacking Unit) x 10) to (Owner of Attacking unit) gold. STEAL LEVEL [Event] Unit owned by Player 1 learns a skill '' Unit owned by Player 12 learns a skill [Condition] (Learned Hero Skill) is equal to Unholy Aura... [size=huge]DAMN[/size] I changed my mind when editing the AbilityData.slk and based it off a nerfed "Vampiric Aura." However I forgot to update the trigger. I just changed the trigger and this baby works now. Stupid me.:bgrun: BUT Now it is a passive ability. How can I use an active skill (like firebolt) to do this? |
| 02-01-2003, 10:27 PM | #2 |
Guest | Using a non-passive ability to deduct gold is quite a bit harder. The first problem is that t=when it detects that you used a target ability, you could be twenty screens away from the unit and the trigger would still execute. Right now, I am thinking you could somehow pop the pillage data fields into a target spell like firebolt, and pray it works. I am not too sure. The hard way to do this is with complicated triggers, that check after an ability is used, if the targeted unit takes damage withen a few seconds of using the ability,b ut that will be pretty buggy. Im not too sure. |
