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MR - Dynamic items (Sell Item ability)

Level 13
Joined
May 10, 2009
Messages
868
  • BuildingInventory1
    • Events
      • Unit - A unit Finishes research
    • Conditions
      • (Researched tech-type) Equal to Agriculture (1)
      • (Unit-type of (Triggering unit)) Equal to Granary (1)
    • Actions
      • Custom script: call UnitAddAbility(GetTriggerUnit(), 'Asid')
      • Custom script: call UnitMakeAbilityPermanent(GetTriggerUnit(), true, 'Asid')
      • Neutral Building - Add Seeds to (Triggering unit) with 1 in stock and a max stock of 5
      • Neutral Building - Add Healing Herbs to (Triggering unit) with 1 in stock and a max stock of 5
      • Neutral Building - Add Healing Salve to (Triggering unit) with 1 in stock and a max stock of 5
I believe adding the Sell Item ability through O.E. should return the same result. Do note that I removed/modified some requirements from the upgrades too just so I could perform tests quickly.

Also, unfortunately the actions which remove/add items act like a separate group from the Object Editor: Techtree - Items Sold field. The only down side that I see with this is that items added dynamically don't display hex colors in tooltips, not does the item's hotkey work. :'(

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