Yes I'm beginning to realize this is a lot of extra work. I may reduce the total number of spells. 11 would take a loooong time. xP
I may just do 4 for now.
But anyway, thanks for the information. I did finally figure out all the information I needed. The main thing is using spellbooks with...
I did find this:
function Learn_Actions takes nothing returns nothing
if GetLearnedSkillLevel() == 1 and GetLearnedSkill() == <hero skill> then
call UnitRemoveAbility(GetTriggerUnit(), GetLearnedSkill())
call UnitAddAbility(GetLearningUnit(), <adder spellbook ability>)
call...
Is it possible to use triggers or something to change a spell's icon based on level?
I'm using a spellbook with abilities in it, and I'd like to have the abilities appear differently, depending on each ability's level.
I'd like to make a more realistic type of map, so is there a way to make the attack hit the first damage-able unit that gets in the way?
I would also like to have an ability that makes the unit's primary attack hit randomly (being more or less accurate, based on the ability's level) but I'm not...
Oh well. Guess I'll use a more generic icon for now and maybe go back later and fix it differently. Course that would be even more work in the long run... :(
I hate to use all sorts of dummy abilities, so I was wondering if it's possible to simply change the icon with a trigger? I'd like for the ability to have a different icon at levels 1, 2, 3, 4, and 5 without having to make 5 different abilities for 11 abilities, which would be making 55...
I'm trying to get an attachment to appear at the base of a building, like at the center, middle. The building is using an imported plant model, and I can't figure out why the attachment isn't showing up. I've tried origin, head, chest, large, medium, sprite... is there a certain combination I'm...
This trigger simply isn't going to work so I decided to use most powerups to charge up an ability's level, and then when a particular item type is used it draws levels from the ability, removes the item, and creates a new item. It should theoretically work much better, although I haven't tested...
Yes, the hero has 6 powerups. The trigger does not fire when the hero obtains neither 5 nor the 6th powerup. So if it is designed for 5 powerups then I think it should have fired when the hero was given the 5th powerup. Right?
The powerups all stay in the hero's inventory and nothing happens at...
Ah, my bad. Although that one line that was unreadable doesn't seem relevant, since the trigger doesn't seem to get that far. Should I temp disable all actions after "create item" and see what happens?
Theoretically, all 6 items should be destroyed and the new item should appear on the floor...
Any ideas what I'm doing wrong? The basic idea is to take any 6 power up items (which i've limited to only food types) and turn it into one item with extra charges. It doesn't create the item at all though.
Kitchen Recipes Copy
Events
Unit - A unit Acquires an item...
Actual Destructibles. Thank you, I used your advice and realized I had to be very specific and now everything seems to be in good working order. I didn't realize that I had to specify the specific types of orders being given. I just figured it would stop any and all orders if they did not match...
I need two different destructibles, destroyed by 2 different unit types.
Eggs and rock chunks.
However, every time I add any "targeted as" to the egg sacks, it does nothing. The unit that can kill rock chunks can still target the egg sacks. If I remove targeted as "debris" then nothing can...