Not enough slots for buildings

Nathan0093

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My peasant needs to be able build 13 different types of buidlings. Unfortunately, there are only 11 command button slots not including the cancel button. Any help here? Is it possible to make it so that the first build button contains 11 and the second build button contains 2 more? Making another peasant class unit to fit them all in isnt preferrable here.
 

Onnings

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I assume you can get it done with a Spellbook. No idea how it actually works though, as I haven't had the time to try it myself.

Good luck.
 

arcano

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You could make a spellbook with spells based of "create tiny something", item spell.
 

esb

Because none of us are as cruel as all of us.
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When using the "Tiny Building", the peasant isn't required to stay there and work on it.

What you cuould do is make 2 peasants. One that builds regular buildings, and the other that builds the other buildings. Then give it an ability. When a unit uses "Advanced Buildings", replace unit with Peasant - Advanced Builder, and vice-versa.

Someone released a system like this (I think it was Acehart).
 

arcano

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how about.... hide peasant on building start and unhide on building end? The replacing idea sounds good, maybe i use it myself XD
 

Nathan0093

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Thanks for the helps, guys. I guess I'll use the spellbook ability. When the spell is cast I'll use the trigger to stop the building from being completely constructed. Then I'll let the peasant finish it.
 

Nathan0093

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^Yep. As a matter of fact, I'm having a problem with it right now. Here is the trigger:

Building Outpost
Events
>Unit - A unit finishes casting an ability
Conditions
>(Ability being cast) Equal to Build Outpost
Actions
>If (All conditions are True) then do (Then Actions) else do (Else Actions)
>If - Conditions
>(Owner of (Casting Unit) Current gold) Greater than or equal to 100
>(Owner of (Casting Unit) Current lumber) Greater than or equal to 50
>Then - Actions
>Player - Add -100 to (Owner of (Casting Unit)) Current gold
>Player - Add -50 to (Owner of (Casting Unit)) Current gold
>Unit - Pause (Constructing Structure)
>Wait 0.01 game-time seconds
>Unit - Set (Constructing structure) construction progress to 1%
>Wait 0.01 game-time seconds
>Unit - Unpause (Constructing structure)
>Else - Actions
>Do nothing
>If (All conditions are True) then do (Then Actions) else do (Else Actions)
>If - Conditions
>(Owner of (Casting Unit) Current gold) Less than 100
>(Owner of (Casting Unit) Current lumber) Less than 50
>Then - Actions
>Unit - Remove (Constructing Structure) from the game
>Else- Actions
>Do nothing

Can anyone tell me what is wrong here? How do I stop the building progress from going up? Pause then Unpause doesnt seem to work.
 

esb

Because none of us are as cruel as all of us.
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I think Event-Response actions are "lost" after waits.
Try deleting the waits.

Also, remove the last If/Then/Else, and add the Then actions to the first Else Actions.
If it doesn't meet the conditions of the first If, then it means it doesn't have enough gold.
 

Psiblade94122

In need of sleep
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hmmm what you can do this is

detect when the unit casts the ability

save the location
save the caster
remove the building that was made with the skill
make a dummy unit that is issued the order to build the unit type of whatever was being built

have another trigger that detects the build, and removed the dummy, then issue the caster to repair tht building
 

Cheekything

TH.net Regular
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A non-trigger solution

Create a duplicate of the unit

then create a new skill based off the storm crow form

Add 8 buildings to worker1
Add 5 to worker2

then relabel the raven form to change between the two and tooltips etc.

enjoy :)
 

Nathan0093

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^This is a great idea. Thanks, man. I'll be sure to include you guys in the credits. I might as well ask for more help now. Here is another trigger:

HouseIncome
Events
>Time - Every 30 seconds of the game time
Conditions
Actions
>Unit Group - Pick everyunit in (Units in CastleGround<gen> matching ((Unit type of matching unit)) Equal to House)) and do (Actions)
>>Loop - Actions
>>>Unit Group - Add (Picked unit) to HousesGroup
>>>Set Number of Houses = (Number of units in HousesGroup
>>>Player - Add (10 x Number of Houses) to (Owner of (Matching Unit)) Current Gold

CastleGround is a region variable. I want to make it so that every 30 seconds the owner of houses in the castleground region gets gold equal to x number of houses times 5. Any idea what went wrong?
 

AceHart

Your Friendly Neighborhood Admin
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There is now owner of matching unit.
Also, all actions seem to be inside the loop? That will run those actions several times, once for each structure it finds in that region.


Set UnitGroup = Units in <region> matching (Unit-type of (Matching unit) equal to <type>)
Pick every unit in UnitGroup and do
- Player - Add 5 to (Owner of (Picked unit)) Current gold
Custom script: call DestroyGroup( udg_UnitGroup )
 

esb

Because none of us are as cruel as all of us.
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329
Might this not work better?

Code:
Untitled Trigger 001
    Events
        Time - Every 30.00 seconds of game time
    Conditions
    Actions
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Set (Picked player) Current gold to (10 x (Number of units in (Units in (CastleGround <gen>) matching ((Unit-type of (Matching unit)) Equal to House))))

EDIT: AceHart beat me to it :p

Wouldn't it find the owner in "((Unit type of matching unit))"
 

Cheekything

TH.net Regular
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>>>Player - Add (10 x Number of Houses) to (Owner of (Matching Unit)) Current Gold

you put times 10

also i think you mean to put picked unit
 

Nathan0093

New Member
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Holy crap. It works. Thanks for the help, guys. I have another question. I set the attack range of the archer unit in WE to 1200, but when I go into the game it's reduced to 1000. What is the problem here?
 

AceHart

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> Wouldn't it find the owner in "((Unit type of matching unit))"

In the matching line that picks the group, yes.
But not in the "player - add gold" line where he used it...


> What is the problem here?

Most likely his acquisition range.
Which needs to be the same or higher than the attack range.
 

Nathan0093

New Member
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4
The morphed peasant (I used the bear form ability as the base) who is supposed to build additional buildings stop when he's about to start building. The building was basically cancelled. Do you have any idea? I really appreciate the helps here :D
 
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