Life Gain TD Trouble

BlackRabbit

New Member
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3
I'm trying to make an upgrade that, when completed, gives the player another life [adds 1 to int_lives] and resets so I can research it again and again.

Code:
Add Life
    Events
        Unit - A unit owned by Player 1 (Red) Finishes an upgrade
        Unit - A unit owned by Player 2 (Blue) Finishes an upgrade
    Conditions
        (Researched tech-type) Equal to Essence of Life 
    Actions
        Set int_lives = (int_lives + 1)
        Sound - Play SoulPreservation <gen>
        Game - Display to (All players) the text: ((Name of (Triggering player)) + ((has bought prezzies!  + (String(int_lives))) +  remain!))
        Player - Set the current research level of Essence of Life  to 0 for (Triggering player)

Can anyone tell me why this trigger doesn't function?
 

Parsival

Active Member
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6
Check the last line.

Code:
Player - Set the current research level of Essence of Life  to 0 for (Owner of (Triggering unit))

fix'd D:

Have fun.
 

BlackRabbit

New Member
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3
-smacks forehead- Thank you! Such a stupid mistake! Doesn't help I've been up longer than 24... Anyways, thank you for pointing that out.

Edit: Still not working. It's not even giving me any of the actions assigned, not even the text or the sfx... Not so sure what I'm failing at...
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Make sure it's an upgrade not a research or something.
 

Parsival

Active Member
Reaction score
6
Anyways, thank you for pointing that out
No problem, and yes: it WAS 'such a stupid mistake' :)


As Moradiae said, You cannot unlearn research.
Just take a look:

bug4s.png


Read those hints from Blizzard. They are usefull :)

What has been seen, cannot be unseen
~4chan
 

Moradiae

TH.net Regular
Reaction score
14
It has been bothering me for a long time now, what's the differences b/n Research and Upgrade?

sorry if this sounds absurd to you but I am have very little to no experience in melee game =3=



edited, @above

item shop? each upgrade/research (item) add +1 to their respective variable and from there, set your actions

so basically doing the adding life action when unit purchases the item and remove the item somehow? (even when the inventory is full)
 

Parsival

Active Member
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6
Yes, it's the best way imo. The only thing which annoys me is that '1' in right down corner of the icon :/
Is there any way to get rid of it?

and remove the item somehow
Yep, at the start of the trigger remove item from the game and it will be unseeable :p
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I second Moradiae. Just make it an item, like a tome which adds nothing, and then when the item is acquired, add to the life.

As for the difference between an upgrade and research, I believe an upgrade would be more like for buildings, when the keep upgrades into a castle, whereas a research is something that increases your stats, something like damage and stuff. I may not be right though :p
 

Moradiae

TH.net Regular
Reaction score
14
ahh I see, but anyhow, a few testing with the event in the trigger should get me an answer,

as for items shop thing, yes, I would also second my stuff :p, *me not good with items*

the 1 at the lower right corner is for "Charged" items I believe? just change the item type to something else?,

I am learning items here :q
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Just use tomes that add nothing, you can buy it even if your inventory is full, and you don't have to remove them.
 

Parsival

Active Member
Reaction score
6
the 1 at the lower right corner is for "Charged" items I believe? just change the item type to something else?,
No. I'm talking about that '1' in the item shop. Not in equipment, because You cannot even see it in eq.

I'm too lazy to make a SS. Argh :p
 

BlackRabbit

New Member
Reaction score
3
Ok, I made an item and adjusted my trigger to use the item instead of an upgrade. Only problem is it keeps yelling at me saying I need a valid patron nearby. Tried giving my builder an inventory, but to no avail. Any ideas? I don't want to have to rush my builder over to the building to get extra lives... >.o

Edit: Hittin' the hay. 6am here, and I need some rest. I'll check back tomorrow morning.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
If you want it to be purchaseable universal, then just create dummy units around the shop that has an inventory and can be selected by the shop. Dummy units that cannot be selected.
 

Parsival

Active Member
Reaction score
6
If you want it to be purchaseable universal, then just create dummy units around the shop that has an inventory and can be selected by the shop. Dummy units that cannot be selected.
Yes, but I think he has other problem, look:
Tried giving my builder an inventory, but to no avail

I think Your shop doesn't have ability to focus that 'valid patron'.
Just check for abilities of normal Blizzard shop and do the same in Your item shop.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Yes, but I think he has other problem, look:


I think Your shop doesn't have ability to focus that 'valid patron'.
Just check for abilities of normal Blizzard shop and do the same in Your item shop.

I was assuming his patron wasn't nearby :p
 

Sajin

User title under construction.
Reaction score
56
Why not use an ability? and in the trigger do the monetary cost and what not
 
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