Advena
Just casually observing atm ;)
- Reaction score
- 42
Helo y'all, I have two problems that I need help with.
The first one is a trigger malfunction that I don't understand. The trigger looks as it should in my eyes, maybe I've missed something...
Basically what I want to do with this trigger is to widen the selection of skills for Heros on my map. I have made a unique upgrade building for each hero unit-type containing each hero's setup of unique skills. It should be simple enough to just give the hero the right ability when the proper researching have been made. But it's not.
It worked when using the "Unit - Add Ability" action, but then the abilities aren't levelable. But since I changed it to "Hero - Learn Skill" it promptly refuses to work, and now I'm stuck. I have another action version with the same goal, but that was equally unsuccessful.
Codes are in spoiler tags for the sake of space and making it easier to read
With this trigger below I just want to ask to not have to test it for an eternity to make sure that it works as I think it does.
See the If/Then/Else's where I want to determine what kind of item the killed creep will drop? The folowup question is simple; is that a functional way to do that?
My idea is that if the temp variable is 80 or below the creep will drop an item (80% chance). Then I redo the variable setting and say that the item will be a "10 Gold" item. What I'm thinking now, and hoping, is that since the other lines are below they will "overwrite" the previous item lines, saying that if the variable is under this it will drop that instead. Does that work?
Thank you for reading! +rep to all useful answers :thup:
~Advena
The first one is a trigger malfunction that I don't understand. The trigger looks as it should in my eyes, maybe I've missed something...
Basically what I want to do with this trigger is to widen the selection of skills for Heros on my map. I have made a unique upgrade building for each hero unit-type containing each hero's setup of unique skills. It should be simple enough to just give the hero the right ability when the proper researching have been made. But it's not.
It worked when using the "Unit - Add Ability" action, but then the abilities aren't levelable. But since I changed it to "Hero - Learn Skill" it promptly refuses to work, and now I'm stuck. I have another action version with the same goal, but that was equally unsuccessful.
Codes are in spoiler tags for the sake of space and making it easier to read
Code:
Buying Hero Abilities
Events
Unit - A unit Finishes research
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to Improved Accuracy (Generic, Maksmanship)
Then - Actions
If ((Owner of (Researching unit)) Equal to Player 4 (Purple)) then do (Hero - Learn skill for Hero_L_Purple: Improved Accuracy (Marksmanship Generic Px1)) else do (Do nothing)
If ((Owner of (Researching unit)) Equal to Player 5 (Yellow)) then do (Hero - Learn skill for Hero_L_Yellow: Improved Accuracy (Marksmanship Generic Px1)) else do (Do nothing)
If ((Owner of (Researching unit)) Equal to Player 6 (Orange)) then do (Hero - Learn skill for Hero_L_Orange: Improved Accuracy (Marksmanship Generic Px1)) else do (Do nothing)
If ((Owner of (Researching unit)) Equal to Player 5 (Yellow)) then do (Hero - Learn skill for Hero_L_Yellow: Improved Accuracy (Marksmanship Generic Px1)) else do (Do nothing)
Else - Actions
Do nothing
Code:
Buying Hero Abilities OLD
Events
Unit - A unit Finishes research
Conditions
Actions
Set Player_Temp = (Owner of (Researching unit))
If ((Researched tech-type) Equal to Improved Accuracy (Generic, Maksmanship)) then do (Unit Group - Pick every unit in (Units owned by Player_Temp matching (((Matching unit) is A Hero) Equal to True)) and do (Hero - Learn skill for (Picked unit): Improved Accuracy (Marksmanship Generic Px1))) else do (Do nothing)
If ((Researched tech-type) Equal to Rapid Shot (Generic, Maksmanship)) then do (Unit Group - Pick every unit in (Units owned by Player_Temp matching (((Matching unit) is A Hero) Equal to True)) and do (Hero - Learn skill for (Picked unit): Rapid Shot (Marksmanship Generic Px5))) else do (Do nothing)
If ((Researched tech-type) Equal to Concentrate (Generic, Maksmanship)) then do (Unit Group - Pick every unit in (Units owned by Player_Temp matching (((Matching unit) is A Hero) Equal to True)) and do (Hero - Learn skill for (Picked unit): Concentrate (Marksmanship Generic Px25))) else do (Do nothing)
If ((Researched tech-type) Equal to Headshot (Generic, Maksmanship)) then do (Unit Group - Pick every unit in (Units owned by Player_Temp matching (((Matching unit) is A Hero) Equal to True)) and do (Hero - Learn skill for (Picked unit): Headshot (Marksmanship Generic Px25))) else do (Do nothing)
With this trigger below I just want to ask to not have to test it for an eternity to make sure that it works as I think it does.
See the If/Then/Else's where I want to determine what kind of item the killed creep will drop? The folowup question is simple; is that a functional way to do that?
My idea is that if the temp variable is 80 or below the creep will drop an item (80% chance). Then I redo the variable setting and say that the item will be a "10 Gold" item. What I'm thinking now, and hoping, is that since the other lines are below they will "overwrite" the previous item lines, saying that if the variable is under this it will drop that instead. Does that work?
Code:
Trigger - Creep Rewards
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Actions
-------- ----- --------
Set Chans_Temp = (Random integer number between 1 and 100)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Chans_Temp Less than or equal to 80
Then - Actions
-------- ----- --------
Set Chans_Temp = (Random integer number between 1 and 100)
-------- ----- --------
If (Chans_Temp Less than or equal to 100) then do (Set Item_CreepDrop = 10 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 65) then do (Set Item_CreepDrop = 50 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 20) then do (Set Item_CreepDrop = 100 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 10) then do (Set Item_CreepDrop = 250 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 5) then do (Set Item_CreepDrop = 400 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 3) then do (Set Item_CreepDrop = Tome of Agility +2) else do (Do nothing)
If (Chans_Temp Less than or equal to 3) then do (Set Item_CreepDrop = Tome of Intelligence +2) else do (Do nothing)
If (Chans_Temp Less than or equal to 3) then do (Set Item_CreepDrop = Tome of Strength +2) else do (Do nothing)
If (Chans_Temp Less than or equal to 2) then do (Set Item_CreepDrop = 1000 Gold) else do (Do nothing)
If (Chans_Temp Less than or equal to 4) then do (Set Item_CreepDrop = Power) else do (Do nothing)
-------- ----- --------
-------- ----- --------
Item - Create Item_CreepDrop at (Position of (Dying unit))
-------- ----- --------
Else - Actions
Do nothing
-------- ----- --------
-------- ----- --------
-------- ----- --------
Thank you for reading! +rep to all useful answers :thup:
~Advena