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[General] Add skills to Higher Tier Buildings (after upgraded)

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Level 14
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Jun 15, 2016
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I can add skill to a building by using "A unit entering" event but how about upgraded building (Tier 2, Tier 3). I want to add something right at the moment those buildings finishing upgraded to new tier.

Note: I want to add it by using triggers (because it will only applied to computer players).
 
Last edited:
Triggering Unit is usable on the Event: "a Unit finishes upgrading".

  • Ausgebaut
    • Events
      • Unit - A unit finishes upgrading
    • Conditions
    • Actions
      • Unit - Add Skill to (Triggering unit)
Edit: Event-Name might be called different, i don't have the english version.

How about condition? I want to make sure that the skill will be added to the "upgrade building", not the lower tier one. For example, Town Hall -> Keep. i need to add skills to Keep but this trigger could possibly mistaken by adding skills to Town Hall instead. Leaking trigger?
 
Or you connect them logical inside an or.
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Unit-type of (Triggering unit)) Equal Wachturm
        • (Unit-type of (Triggering unit)) Equal Kanonenturm
        • (Unit-type of (Triggering unit)) Equal Arkaner Turm
Edit: Or define a shared Value you have access to, for example Point Value/ Unit Class.
 
Or you connect them logical inside an or.
  • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Unit-type of (Triggering unit)) Equal Wachturm
        • (Unit-type of (Triggering unit)) Equal Kanonenturm
        • (Unit-type of (Triggering unit)) Equal Arkaner Turm
Edit: Or define a shared Value you have access to, for example Point Value/ Unit Class.

can you test this with "Return gold and lumber" ability? try to remove those abilities in all main halls and then add them back later using trigger.
 
This seems to work.
In this Map the Basic Townhall LVL does not accept Gold/Lumber.
  • Ausgebaut
    • Events
      • Unit - A unit Vollendet einen Ausbau
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal Keep
          • (Unit-type of (Triggering unit)) Equal Castle
          • (Unit-type of (Triggering unit)) Equal Stronghold
          • (Unit-type of (Triggering unit)) Equal Fortress
          • (Unit-type of (Triggering unit)) Equal Hall of Deads
          • (Unit-type of (Triggering unit)) Equal Black Citadel
    • Actions
      • Game - Display to (All players) the text: (Name of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) UnEqual Hall of Deads
          • (Unit-type of (Triggering unit)) UnEqual Black Citadel
        • Then - Actions
          • Unit - Add Return Gold/Lumber to (Triggering unit)
        • Else - Actions
          • Unit - Add Return Lumber to (Triggering unit)
 

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