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Income

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


Player - Set Player 1 (Red) Current gold to ((Player 1 (Red) Current gold) + Income)
Make Farm

Events


Unit - A unit Finishes construction

Conditions


(Unit-type of (Constructed structure)) Equal to Farm

Actions


Set Income = (Income + 1)
Farm Dies

Events


Unit - A unit Dies

Conditions


(Unit-type of (Triggering unit)) Equal to Farm

Actions


Set Income = (Income - 1)
No. If you need further assistance you should tell me how you intend to use your income system.construction also includes upgrade?
So if I understand right, you want to limit amount of lumber mills and gold mines to 2 per player, and the lumber mills and gold mines gives wood/gold income? And the income amount per gold mine/lumber mill is determined by the level of each buildings upgrade?I want a system that works with gold mines for gold and lumber mill for lumber
5 lvl for each(for now)
and a maximum of 2 for each(for now)
Income

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


Set IncomeTotal = (IncomeP1[1] + IncomeP1[2])


Player - Set Player 1 (Red) Current gold to ((Player 1 (Red) Current gold) + IncomeTotal)


Game - Display to (All players) the text: (You gained |cffffff00+ + ((String(IncomeTotal)) + |r gold!))
Income Upgrade 1

Events


Unit - A unit Finishes research

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 1




UpgradeLevelP1[1] Equal to 4



Then - Actions




Set IncomeP1[1] = (IncomeP1[1] + 1)




Set UpgradeLevelP1[1] = 5



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 1




UpgradeLevelP1[1] Equal to 3



Then - Actions




Set IncomeP1[1] = (IncomeP1[1] + 1)




Set UpgradeLevelP1[1] = 4



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 1




UpgradeLevelP1[1] Equal to 2



Then - Actions




Set IncomeP1[1] = (IncomeP1[1] + 1)




Set UpgradeLevelP1[1] = 3



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 1




UpgradeLevelP1[1] Equal to 1



Then - Actions




Set IncomeP1[1] = (IncomeP1[1] + 1)




Set UpgradeLevelP1[1] = 2



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 1




UpgradeLevelP1[1] Equal to 0



Then - Actions




Set IncomeP1[1] = (IncomeP1[1] + 1)




Set UpgradeLevelP1[1] = 1



Else - Actions
Income Upgrade 2

Events


Unit - A unit Finishes research

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 2




UpgradeLevelP1[2] Equal to 4



Then - Actions




Set IncomeP1[2] = (IncomeP1[2] + 1)




Set UpgradeLevelP1[2] = 5



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 2




UpgradeLevelP1[2] Equal to 3



Then - Actions




Set IncomeP1[2] = (IncomeP1[2] + 1)




Set UpgradeLevelP1[2] = 4



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 2




UpgradeLevelP1[2] Equal to 2



Then - Actions




Set IncomeP1[2] = (IncomeP1[2] + 1)




Set UpgradeLevelP1[2] = 3



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 2




UpgradeLevelP1[2] Equal to 1



Then - Actions




Set IncomeP1[2] = (IncomeP1[2] + 1)




Set UpgradeLevelP1[2] = 2



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Researched tech-type) Equal to More Income Gold Upgrade P1 Building 2




UpgradeLevelP1[2] Equal to 0



Then - Actions




Set IncomeP1[2] = (IncomeP1[2] + 1)




Set UpgradeLevelP1[2] = 1



Else - Actions
Income Building Dies

Events


Unit - A unit Dies

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Triggering unit) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 0



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Triggering unit) Equal to IncomeBuildingP1[2]



Then - Actions




Set IncomeP1[2] = 0



Else - Actions
Construct Building

Events


Unit - A unit Finishes construction

Conditions


(Unit-type of (Constructed structure)) Equal to Farm

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(IncomeBuildingP1[1] is alive) Equal to True



Then - Actions




Set IncomeBuildingP1[2] = (Constructed structure)



Else - Actions




Set IncomeBuildingP1[1] = (Constructed structure)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




UpgradeLevelP1[1] Equal to 1




(Constructed structure) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 1



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






UpgradeLevelP1[2] Equal to 1






(Constructed structure) Equal to IncomeBuildingP1[2]





Then - Actions






Set IncomeP1[2] = 1





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




UpgradeLevelP1[1] Equal to 2




(Constructed structure) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 2



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






UpgradeLevelP1[2] Equal to 2






(Constructed structure) Equal to IncomeBuildingP1[2]





Then - Actions






Set IncomeP1[2] = 2





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




UpgradeLevelP1[1] Equal to 3




(Constructed structure) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 3



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






UpgradeLevelP1[2] Equal to 3






(Constructed structure) Equal to IncomeBuildingP1[2]





Then - Actions






Set IncomeP1[2] = 3





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




UpgradeLevelP1[1] Equal to 4




(Constructed structure) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 4



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






UpgradeLevelP1[2] Equal to 4






(Constructed structure) Equal to IncomeBuildingP1[2]





Then - Actions






Set IncomeP1[2] = 4





Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




UpgradeLevelP1[1] Equal to 5




(Constructed structure) Equal to IncomeBuildingP1[1]



Then - Actions




Set IncomeP1[1] = 5



Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






UpgradeLevelP1[2] Equal to 5






(Constructed structure) Equal to IncomeBuildingP1[2]





Then - Actions






Set IncomeP1[2] = 5





Else - Actions
Limit Training

Events


Time - Elapsed game time is 0.00 seconds

Conditions

Actions


Player - Limit training of Farm to 2 for Player 1 (Red)
Using this, and another trigger for upgradesNot sure if you need it to be MPI but here's a general baseline:
Income
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player - Set Player 1 (Red) Current gold to ((Player 1 (Red) Current gold) + Income)
Make Farm
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Farm
Actions
Set Income = (Income + 1)
Farm Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Income = (Income - 1)