| 03-14-2004, 03:33 AM | #1 |
Here's what i got... ------------------ Event - Unit - A unit Begins casting an ability Conditions - (Ability being cast) Equal to X Actions - Unit - Create 1 X unit for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees. --------------- What do i need to add so that it will check the level of the spell, and create that level unit? If this isn't clear enough, please say and i will try explain what i mean. |
| 03-14-2004, 04:13 AM | #2 |
Event - Unit - A unit Starts the effect of an ability Conditions - (Ability being cast) Equal to X Actions - If (Ability level of (Ability being cast)) for (Casting unit) equal to 1 Unit - Create 1 X1 unit for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees. If (Ability level of (Ability being cast)) for (Casting unit) equal to 2 Unit - Create 1 X2 unit for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees. If (Ability level of (Ability being cast)) for (Casting unit) equal to 3 Unit - Create 1 X3 unit for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees. ...etc Notes: -The condition to check the ability level might have a slightly different wording than my example above: It should be close enough, though. -You can't use triggering player, since a player doesn't trigger the event. |
| 03-14-2004, 04:53 AM | #3 |
The other way is to have a trigger dedicated to detecting when the spell is learned, and augmenting the variables inside it. Ie. Lightning spell, the spell picks units in targeted area, then does a lightning bolt effect on each of them, and after each lightning bolt hit it subtracts LightningDamage from said unit's health. Hence, you can have one large trigger and augment the damage in another trigger... instead of 12 if's and a mess of code. Depends on the trigger as to which you want to use. [Note: That spell is one that'll be released in my pack... although mine has a bit more to it ;)] <--- shameless plug |
| 03-14-2004, 04:41 PM | #4 |
Do interger comparisen and there should be Unit - Skill level or something like that. |
| 03-14-2004, 04:42 PM | #5 |
Do an interger comparisen. There should be a Unit - Skill level or somethin close to that there. |
| 03-14-2004, 05:44 PM | #6 |
And instead of triggering player use the "owner of unit" function with the triggering unit. |
