| 07-05-2005, 07:28 PM | #1 |
Ok, I have these triggers... Code:
BUpOn Red
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to War Training
((Researching unit) is in (Units owned by Player 1 (Red))) Equal to True
Actions
Trigger - Turn on BUp Red <gen>
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| 07-05-2005, 07:41 PM | #2 |
If you are training units dont u NOT have to increase their skill levels in a way you would for heros? My guess is try making a "rank 2" version of your spell instead of having one spell with 2 o_O (however many u have) levels on it, and when you finish training a unit just make it remove Battle Experience * Rank 1 and Add Ability Battle Experience * Rank 2 on the trained unit. I dunno all the triggers I make have minimal effeciency, but by God they work! |
| 07-05-2005, 09:03 PM | #3 |
They are passive abilities, not speels, and I can't do that, it would destroy the system I have |
| 07-05-2005, 09:08 PM | #4 |
I don't know what could be wrong... try using set level of ability instead of increase? And use a better condition, you leak a unit group whenever these triggers run. Do a player comparison "(owner of (trained unit)) equal to player 1" instead. Actually, you really should try using more general solutions than one trigger for each player, you could do a single trigger that works for all players. |
| 07-05-2005, 09:35 PM | #5 | |
Quote:
Although I don't see why your condition wouldn't work, try this instead: Code:
(Owner of (Researching unit)) Equal to Player 1 (Red) |
| 07-05-2005, 10:36 PM | #6 |
Basically All you are asking is to add a Level to each unit that is built after the upgrade am I correct? man it took me a while to get wut u wanted but I think I have the solution Now instead of using finishes training, why not use "A unit enters Region(entire map)" E:unit enters (entire map [Region]) C:N/A A:For interger 1-(total number of players) do: IF: [Player Comparison] Owner of triggering unit = [conversion](Player(integer A)) Then:Unit - Set Level of (Spell) for (Triggering unit) to ((Level of (Spell) for (Triggering unit)) + 1) Repeat the "Then" part for all abilities, this will find the level of current ability and increase it. Else:Do nothing I don't know exactly what you are asking, there are many ways to do this, for instance if you are asking for the ability to up 1 level after your unit increase a level, there is a way to do it, well anyways the "Then" part I gave you will check the level of current ability and add 1 to it! hope it helps, if it doesn't elaborate in detail what needs to be done. Btw, Battle Experience Army, thats very confusing, I thought u were lvling up the unit not the ability. The reason for me thinking this way is near the end of your request I read "Battle System" so now I think it's leveling the unit after every battle. |
| 07-06-2005, 12:31 PM | #7 |
Ok, I tested it with out the turn on and it worked fine so the problem is the turning on of the trigger, anyone know why this doesn't work? |
| 07-06-2005, 02:30 PM | #8 |
Bah, I accidently deleted my explanation on the battle experience system, oh well, just I'm trying to turn on the trigger by finishing an upgrade. |
| 07-06-2005, 04:05 PM | #9 |
Try this, a single trigger that works for all players: Code:
Events:
A unit enters playable map area.
Conditions:
Actions:
Unit - set level of (bonus damage skill) to ((current research level of (War training) for (owner of (entering unit))) + (level of (bonus damage skill) for (entering unit)))
... |
| 07-06-2005, 04:11 PM | #10 | |
Quote:
Nice, only 1 trigger too, that cuts it down by 23 |
| 07-06-2005, 04:48 PM | #11 |
Is't the skeletal mastery upgrade that which allwos necromancers to summon skeletal mages, an upgrade that increases levels of abilities? |
| 07-06-2005, 06:14 PM | #12 | |
Quote:
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| 07-07-2005, 03:36 PM | #13 |
What do you mean useless, I tested it and it works perfectly |
| 07-07-2005, 05:52 PM | #14 | |
Quote:
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