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Old 11-27-2008, 10:07 PM   #1 (permalink)

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Peon Power! spell casting ancient

I need to get an ancient of lore to be able to cast the spells root and force of nature while uprooted, unfortunatley, the only way to do this appears to be getting rid of the root ability, in which case he cannot move.I could create a new costum units of say..knight and just change the model file, but after testing the effects of root on a priest it appears uprooting gets rid of all powers and abilities.I've tried tinkering with the root ability but it doesn't seem to be working.How can I give the ancient of lore spells he can use while uprooted while still maintianing his ability to root?Must I use a trigger for this?Or perhaps theres a way to edit the effects of abilities that I am not aware of.It is most essentail that he maintain his ability to root as doing so gives him fortified armor.I don't mind a complicated solution as I have tried all of the simple ones I could think of.
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Old 11-27-2008, 10:43 PM   #2 (permalink)
 
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1. Learn how to use the "return or enter" button... so your text will be much easier to read...

solution:

I think the easiest way is using a trigger...

Event: Unit starts casting abilty
Condition: Ability = unproot
Action: Add root to triggering unit
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Old 11-28-2008, 01:51 AM   #3 (permalink)

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I didn't realize it would be hard to read.
My apologies, dreadfully sorry.
as for you're suggestion, theres a problem, there is no uproot ability.
I adapted your trigger as best I could and put the root ability in for the trigger instead but nothing happened.If I used a trigger to give him the ability after using uprooting, if that is possible, would the abilities show up on the game interface?
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Old 11-30-2008, 02:30 AM   #4 (permalink)

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I really need some help one his one guys, the problem isn't solved, I still can't get the ancient to cast anything standing up.
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Old 11-30-2008, 04:15 AM   #5 (permalink)
 
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Hmm I don't think you can easily. I don't know how to do it, but I'm betting it's not gonnna be done with a simple trigger, since the trigger will only affect the rooted version of the ancient.

- Infinite
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Old 12-01-2008, 07:25 PM   #6 (permalink)

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well, what will make it affect the unrooted ancient?
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Old 12-01-2008, 07:28 PM   #7 (permalink)
 
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maybe create a region around the ancient and then if he gets out add him the spells, if he is in removes them.

But it is not what you wanted.
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Old 12-01-2008, 07:35 PM   #8 (permalink)

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hmmm, that could work, but what if he roots again?Would those powers still be there when he uproots again?

And yes, house is quite pawnsome.

Last edited by Rock_Golem; 12-01-2008 at 07:36 PM.. Reason: I didn't notice he said house pawns you all
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Old 12-01-2008, 07:40 PM   #9 (permalink)
 
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And yes, house is quite pawnsome. indeed

so you would probably need a couple of triggers like this

unit leaves region
condition leaving unit = your unit
action ability add
-----------------------
unit enters region
entering unit - your unit
action remove abilities
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Old 12-01-2008, 07:45 PM   #10 (permalink)

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I shall test this approach and be back momentarily
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Old 12-01-2008, 07:47 PM   #11 (permalink)
 
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okay do so. :D
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Old 12-01-2008, 07:58 PM   #12 (permalink)

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What luck, there was a classification "an ancient"

..
I'm afraid it's not working, but I did get an idea.
Eat tree is an ability that works when not rooted, I have to figyre out how it does that.
but once I do that no problem!(maybe, it depends)
Give me a moment to anylize this power.
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Old 12-01-2008, 07:59 PM   #13 (permalink)
 
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Are you sure it doesnt work? I will try to make it myself and see if it works.
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Old 12-01-2008, 08:06 PM   #14 (permalink)

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I'm afraid so, it doesn't appear to work on buildings....hmm,
do you suppose it doesn't work on ancients because they're buildings?
Edit:
curses, powers just don't show up when the ancient is uprooted!
I can give him an ability but it only shows up when he roots!
something about eat tree prevents it from doing that, but what?
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Old 12-01-2008, 08:09 PM   #15 (permalink)
 
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I don't think it should be a problem. Try using a variable

variable = your unit

and then generic - unit leaves region
leaving unit = variable
unit add abilites
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