Chocobo
White-Flower
- Reaction score
- 409
I have a problem on giving/removing a requirement to Charge Gold and Lumber.
I have 1 upgrade called "Counter +1" that costs 3g and has the requirement to have the dummy unit "Upgrade - Counter Maxed" alive (the dummy unit is created at map init).
Player is an player array variable with values Player 1~12 on indexes 1~12.
The Charge Gold and Lumber is used by a unit called "Upgrade".
The spell is supposed to be only usable 100 times (having Counter Bonus at Lv100), then it removes the dummy unit however the ability Charge Gold and Lumber stills usable.
How to remove the requirement for Charge Gold and Lumber so it is not castable anymore after a certain point using a dummy unit requirement?
I have 1 upgrade called "Counter +1" that costs 3g and has the requirement to have the dummy unit "Upgrade - Counter Maxed" alive (the dummy unit is created at map init).
Code:
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
.................
Unit - Create 1 Upgrade - Counter Maxed for Player[(Integer A)] at TempPoints[0] facing Default building facing (270.0) degrees
Set UpgradeCounter[(Integer A)] = (Last created unit)
Player is an player array variable with values Player 1~12 on indexes 1~12.
The Charge Gold and Lumber is used by a unit called "Upgrade".
Code:
Upgrade Counter
Events
[events are added through another trigger]
Conditions
(Ability being cast) Equal to Upgrade - Counter +1 [All]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero[(Player number of (Owner of (Triggering unit)))] is alive) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Upgrade - Counter Bonus for Hero[(Player number of (Owner of (Triggering unit)))]) Equal to 0
Then - Actions
Unit - Add Upgrade - Counter Bonus to Hero[(Player number of (Owner of (Triggering unit)))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Upgrade - Counter Bonus for Hero[(Player number of (Owner of (Triggering unit)))]) Equal to 99
Then - Actions
Unit - Remove UpgradeCounter[(Player number of (Owner of (Triggering unit)))] from the game
Else - Actions
Unit - Increase level of Upgrade - Counter Bonus for Hero[(Player number of (Owner of (Triggering unit)))]
Else - Actions
The spell is supposed to be only usable 100 times (having Counter Bonus at Lv100), then it removes the dummy unit however the ability Charge Gold and Lumber stills usable.
How to remove the requirement for Charge Gold and Lumber so it is not castable anymore after a certain point using a dummy unit requirement?