HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Upgrading Houses

10-09-2004, 08:44 PM#1
CCrew
Upgrading
Events
Time - GameTimer expires
Conditions
Actions
For each (Integer B) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer B))) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in Residences[(Integer B)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cottage
Happiness[(Integer A)] Greater than 250
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a House using The new unit's default life and mana
Unit - Set mana of (Last replaced unit) to 5.00
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to House
Happiness[(Integer A)] Greater than 325
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a Villa using The new unit's default life and mana
Wait 1.00 seconds
Unit - Set mana of (Last replaced unit) to 10.00
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Hut
(Mana of (Picked unit)) Equal to 2.00
Happiness[(Integer A)] Greater than or equal to 150
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a Cottage using The new unit's default life and mana
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Wait 1.00 seconds
Unit - Set mana of (Last replaced unit) to 2.00
Else - Actions
Do nothing
Now this trigger does not work. What it should do in the end is if the house has full mana, replace it. They are all in a unit group for getting gold = to their mana, so they upgrade when mana is full (If happiness is up there). But i cant figure out why it wont work. It only stopped working a while ago. It was working before.
10-09-2004, 08:46 PM#2
Dead-Inside
Why oh why did you make it centered? I'm not going to read that.
10-09-2004, 08:48 PM#3
Guest
Hey just type in over that text stuff just teh one with the / goes after the one without it
[/code]
[code]
10-09-2004, 09:54 PM#4
Rafael Br
I am not sure, but try inverting the order of the actions:
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a Villa using The new unit's default life and mana
Do it for all of the "Remove picked unit" action, see if it works then.
10-09-2004, 11:02 PM#5
Unknown6
Quote:
Originally Posted by CCrew
Events
Time - GameTimer expires
Conditions
Actions
For each (Integer B) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer B))) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in Residences[(Integer B)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cottage
Happiness[(Integer A)] Greater than 250
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a House using The new unit's default life and mana
Unit - Set mana of (Last replaced unit) to 5.00
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to House
Happiness[(Integer A)] Greater than 325
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a Villa using The new unit's default life and mana
Wait 1.00 seconds
Unit - Set mana of (Last replaced unit) to 10.00
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Hut
(Mana of (Picked unit)) Equal to 2.00
Happiness[(Integer A)] Greater than or equal to 150
Then - Actions
Unit Group - Remove (Picked unit) from Residences[(Player number of (Owner of (Picked unit)))]
Unit - Replace (Picked unit) with a Cottage using The new unit's default life and mana
Unit Group - Add (Last replaced unit) to Residences[(Player number of (Owner of (Picked unit)))]
Wait 1.00 seconds
Unit - Set mana of (Last replaced unit) to 2.00
Else - Actions
Do nothing


integer A exists? not in this trigger.
It used to work when the trigger needed that integer A= nothing.

Try to avoid the waits. values may change during that delay.

c ya
10-10-2004, 01:40 AM#6
th15
Worse actually, integer A is a global variable so if any other loop runs while this trigger is on, it's gonna mess up ALL the values.
10-10-2004, 04:44 AM#7
Legaycspy
yo ccrew
I MUST SAY THAT THOR HAS BLESSAD THE BATTLFIELDS AND FOREST WINDZ BRING TIDINGS OF BLOOD.