Lord Regno
Active Member
- Reaction score
- 19
Atlast Solved
The solution (did't think of integers):
I had to make a back up trigger, if the lumber give every 3 lvl is bugging. But I just get levels and not any lumbers, now are the question how do I fix the lumber problem:
The solution (did't think of integers):
Trigger:
- Actions
- Set temp_nummer = (Hero level of player_hero[(Player number of (Triggering player))])
- Unit - Replace player_hero[(Player number of (Triggering player))] with a (Unit-type of player_hero[(Player number of (Triggering player))]) using The new unit's default life and mana
- Set player_hero[(Player number of (Triggering player))] = (Last replaced unit)
- Player - Set (Triggering player) Current lumber to 1
- Set every_3_lvl[(Player number of (Triggering player))] = 4
- Trigger - Turn off Level up <gen>
- For each (Integer A) from 1 to temp_nummer, do (Actions)
- Loop - Actions
- Hero - Set (Last created unit) Hero-level to ((Hero level of (Last created unit)) + 1), Hide level-up graphics
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Integer A) Equal to every_3_lvl[(Player number of (Triggering player))]
- Then - Actions
- Player - Add 1 to (Triggering player) Current lumber
- Set every_3_lvl[(Player number of (Triggering player))] = (every_3_lvl[(Player number of (Triggering player))] + 3)
- Else - Actions
- If - Conditions
- Loop - Actions
- Trigger - Turn on Level up <gen>
- Set max_abilitys_count[(Player number of (Triggering player))] = 0
I had to make a back up trigger, if the lumber give every 3 lvl is bugging. But I just get levels and not any lumbers, now are the question how do I fix the lumber problem:
Trigger:
- Actions
- Set temp_nummer = (Hero level of player_hero[(Player number of (Triggering player))])
- Unit - Replace player_hero[(Player number of (Triggering player))] with a (Unit-type of player_hero[(Player number of (Triggering player))]) using The new unit's default life and mana
- Set player_hero[(Player number of (Triggering player))] = (Last replaced unit)
- Player - Set (Triggering player) Current lumber to 1
- Set every_3_lvl[(Player number of (Triggering player))] = 4
- Trigger - Turn off Level up <gen>
- For each (Integer A) from 1 to temp_nummer, do (Actions)
- Loop - Actions
- Hero - Set (Last created unit) Hero-level to ((Hero level of (Last created unit)) + 1), Hide level-up graphics
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Level of (Last created unit)) Equal to every_3_lvl[(Player number of (Triggering player))]
- Then - Actions
- Player - Add 1 to (Triggering player) Current lumber
- Set every_3_lvl[(Player number of (Triggering player))] = (every_3_lvl[(Player number of (Triggering player))] + 3)
- Else - Actions
- If - Conditions
- Loop - Actions
- Trigger - Turn on Level up <gen>
- Set max_abilitys_count[(Player number of (Triggering player))] = 0