Level trigger

Lord Regno

Active Member
Reaction score
19
Atlast Solved
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
    • 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
    • Trigger - Turn on Level up <gen>
    • Set max_abilitys_count[(Player number of (Triggering player))] = 0
 
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