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Autocast Spell - "Glitch Workaround"

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Level 4
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Oct 8, 2004
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Problem:
When upgradeing from a "level 1" tower, to a "level 2" tower, the autocast spell on the "level 2" tower would not be active even with the spell in the "Default Active Ability", and "Normal Ability" fields.

Note:
The autocast spell is a copy of "parasite", copy and pasted as a custom, then the stats modified to be of a higher quality then that of the same spell used on the "level 1" tower.

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( GLITCH?!?! )
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Note:
After a hour or so of screwing around with triggers and ways of trying to get the parasite spell on the "level 2" tower to be "active" as autocast and failing. I determined the if the "Level 2" tower was built instead of upgraded to, the spell would be active by default like it was suspose to be.

Note!:
When the "level 2" tower is built instead of being upgraded to, the autocast spell would be ACTIVE by default like it is suspose to be.

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( FIX )
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Note:
So finally I had a way to make the stupid spell be active as autocast like it was suspose to be working by creating a trigger that goes like:

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Event:
A unit finishes upgrade
Condition:
unit type of (triggering unit) = "level 1"
Action:
Replace (triggering unit) with "level 2"
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I hope this helps out someone else who runs into this problem while constructing a map. A tower defense map was what i was working on.

Hopefully this saves someone some time trying to figure why the spell isn't active by default like it should be.
 
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