Add spell on night.

Xialian

Member
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8
It looks a little weird to me. I'm not the most experienced user here, but I think I have an idea. The condition looks weird in that situation. Make the peasant a variable, remove the condition and make the variable (peasant) have the spell added/removed.

And by the condition looking weird, is that the triggering unit is not specified anywhere. The time (not related to any units, what so ever) will make the triggering unit (not doing anything, can't find anything that would connect the two) have a spell added or removed. That doesn't make sense to me, at least :)
 

O.A

Quantum physics rules
Reaction score
29
Yes, as Xialian mentioned, triggering unit is not a valid event response in this case.
If you have many Peasants and you want to remove the spell from all of them use;

Unit Group - Pick every unit in (Units of type Peasant) and do (Actions)
Loop - Actions
Unit - Add/Remove Night from (Picked unit)

If just one Peasant then do the above mentioned variable thing.

PS. Btw, i've had a bug with this in-game time event before, i don't know what causes it (maybe something to do with customizing the speed of in-game time), but it didn't execute the actions after a while (after a few day-night cycles).
 
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