| 12-30-2003, 04:40 PM | #1 |
hello, today i started to make my first trigger edited spell. just for a tryout, i tryed to make an alchemy spell wich brews healing potions. now i got some questions: 1. it doesn't work, why? 2. how can i make it detect the spell level, thus letting it brew a stronger potion. MY TRIGGER(S): My attempt to regonize a level: EVENT Unit - a unit learns a skill CONDITION (Learned hero skill) Equal to Alchemy ACTION Set Lvl1alchemy = (learned skill level) Trigger - turn on Learn lvl 2 "Learn lvl 2" is the same trigger, but with the Lvl1alchemy changed to Lvl2alchemy. this trigger also activated "Learn lvl 3", which again is the same but with changed Lvl2alchemy for level 1: EVENT Unit - a unit finishes casting an ability CONDITION (Ability being cast) Equal to Alchemy ACTION If ((Learned skill level) Equal to Lvl1alchemy) then do Item - create smaller potion of healing at center of playable map area else do nothing If ((Learned skill level) Equal to Lvl1alchemy) then give last created item to Casting unit Same for level 2 and 3, but with the variables changed. Can anybody help me with this? mozared |
| 12-31-2003, 08:49 PM | #2 |
If you have TFT im pretty sure there a function when you use integers "Ability level of <Abil Here> on <Unit> (returns 0 if unit hasnt learned/have ability)" So Have: Code:
EVENT Unit - a unit begins casting an ability CONDITION (Ability being cast) Equal to Alchemy ACTION If (Learned skill level of Alchemy on Casting Unit) then do Item create one <item> at position of Casting Unit else do nothing If (Learned skill level of Alchemy on Casting Unit) then give last created item to Casting unit |
| 12-31-2003, 08:52 PM | #3 |
i'l try it next year :D thnx 4 responding. mozared |
