I'm making a huge rpg campaign which consists of dozens linked maps (like tft orc campaign, but there's no center map). My transition triggers are almost complete, but when i test the map, the following problems occur:
1. Transitions work correctly, if I haven't visited the map before. But if...
Thanks for your reply!
1. Level skip doesn't change the amount of skill points gained.
2. Actually, i've read multiple tutorials, and i have no diifficulties storing anything else in game cache. However, there seems to be no action for storing quests. I guess I'll have to change quests...
I'm making a campaign and here are some things that have caused me problems:
1. How can I Limit heroes' skill points to 1 per 3 levels (max hero level in my campaign is 100)
2. The campaign will consist of many linked maps (like in tft orc campaign), how can I store quest progress into a...
Is there any other way to detect damage type (magic/physical) than J4L's damage? I'd like to make an ability that adds a percentage to all hero's magical attacks.
edit: and a little off-topic... how can I limit skill points to one per 2 levels? I thought it would be in gameplay constants, but i...
There are some things I'd like to know about some spells.
1. Triggered critical strike and evasion: How can i check damage dealt when there's event "unit takes damage" only for specific unit.
2. Autocast trigger spells: In some maps there are spells that add a certain percentage of hero's...
I have made a spell that is supposed to make target unit asleep for a random time depending on the spell level. Here's my trigger:Sleep
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
Custom script: local unit t = GetSpellTargetUnit()...
That's not a big problem since I can make anti-spam trigger. For example it can kill a pokemon if it's ordered to stop too many times quickly. But the real problem is why the wrong pokemon deals extra damage.
I did that. Here's the trigger:Check Type
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Remove all units from Bug
Unit Group - Remove all units from Dark
Unit Group - Remove all units from Dragon
Unit...
Thanks for the quick reply.
So you mean "unit is attacked" and "unit is issued an order: attack unit" are the same thing?
I know there are no normal attacks in original pokemon games. But because in my map pokemon can attack, spells don't have as big role as they do in original games. And...
I'm making damage bonus trigger for my pokemon map. Here's the trigger:Attack Bonus
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions...
It doesn't matter if it leaks a little since it's a single player map. And when I tested it I had 4 pokemon in party and 0 in box. I also tried it without wait function and first 2 pokemon it worked, but pokemon that I captured later didn't change owner and were moved to party.
Edit: I also...
I have made a trigger for catching pokemon in my map. Here's the trigger:Catch
Events
Unit - A unit Starts the effect of an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in (Units in Party <gen>)) Less than...
I'm making a pokemon map. Pokemon can evolve and become stronger by reaching a certain level or by usin items. My problem is that my item evolution triggers don't work. This trigger works perfectly:Cyndaquil
Events
Unit - A unit Gains a level
Conditions
(Hero level of...