I know about the Hippogryph Mount ability, and that is what I am currently using. The issue is, I want it so if MountingUnit has AbilityA, then give the NewUnit AbilityB. I'm not quiet sure how to do it... as I don't see a Event Response - MountedUnit option, or anything like that... and I don't know how to check the levels of abilities.
So, basically this is what I'm talking about:
The issue is now solved! Here is the Triggers working in action!
I also added in the "Animation-Change ...", though it's not needed.
So, basically this is what I'm talking about:
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Mounting
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(MountingUnit has ability) Equal to Dodge[Level2]
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(Ability being cast) Equal to MountHorse
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Actions
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Unit - Add Dodge[Level2] to (MountedUnit)
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Dismounting
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(DismountingUnit has ability) Equal to Dodge[Level2]
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(Ability being cast) Equal to DismountHorse
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Actions
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Unit - Add Dodge[Level2] to (DismountedUnitA)
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The issue is now solved! Here is the Triggers working in action!
Both of these Triggers here are for the unit on the ground who is mounting.
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SwordsmanCasting
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to MountingUnit(Example:Footman)
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Actions
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Trigger - Turn on SwordsmanEnters <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 1
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Then - Actions
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Set MountInt = 1
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 2
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Then - Actions
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Set MountInt = 2
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 3
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Then - Actions
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Set MountInt = 3
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Else - Actions
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Do nothing
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Trigger - Run SwordsmanEnters <gen> (checking conditions)
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SwordsmanEnters
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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(Unit-type of (Entering unit)) Equal to NewUnit(Example:Knight)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 1
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 1
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Animation - Change (Entering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 2
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 2
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Animation - Change (Entering unit)'s vertex coloring to (90.00%, 90.00%, 90.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 3
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 3
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Animation - Change (Entering unit)'s vertex coloring to (80.00%, 80.00%, 80.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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Trigger - Turn off SwordsmanEnters <gen>
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Horseman Casting
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to Horseman(Example:Knight)
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Actions
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Trigger - Turn on HorsemanEnters <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 1
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Then - Actions
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Set MountInt = 1
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 2
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Then - Actions
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Set MountInt = 2
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of AbilityB for (Dying unit)) Equal to 3
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Then - Actions
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Set MountInt = 3
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Else - Actions
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Do nothing
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Trigger - Run HorsemanEnters <gen> (checking conditions)
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HorsemanEnters
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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(Unit-type of (Entering unit)) Equal to MountingUnit(Example:Footman)
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 1
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 1
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Animation - Change (Entering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 2
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 2
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Animation - Change (Entering unit)'s vertex coloring to (90.00%, 90.00%, 90.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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MountInt Equal to 3
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Then - Actions
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Unit - Set level of AbilityB for (Entering unit) to 3
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Animation - Change (Entering unit)'s vertex coloring to (80.00%, 80.00%, 80.00%) with 0.00% transparency
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Else - Actions
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Do nothing
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Trigger - Turn off HorsemanEnters <gen>
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Last edited: