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:
-
Mounting
-

Events
-


Unit - A unit Finishes casting an ability
-
-

Conditions
-


(MountingUnit has ability) Equal to Dodge[Level2]
-


(Ability being cast) Equal to MountHorse
-
-

Actions
-


Unit - Add Dodge[Level2] to (MountedUnit)
-
-
-
Dismounting
-

Events
-


Unit - A unit Finishes casting an ability
-
-

Conditions
-


(DismountingUnit has ability) Equal to Dodge[Level2]
-


(Ability being cast) Equal to DismountHorse
-
-

Actions
-


Unit - Add Dodge[Level2] to (DismountedUnitA)
-
-
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.
-
SwordsmanCasting
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


(Unit-type of (Dying unit)) Equal to MountingUnit(Example:Footman)
-
-

Actions
-


Trigger - Turn on SwordsmanEnters <gen>
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 1
-
-



Then - Actions
-




Set MountInt = 1
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 2
-
-



Then - Actions
-




Set MountInt = 2
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 3
-
-



Then - Actions
-




Set MountInt = 3
-
-



Else - Actions
-




Do nothing
-
-
-


Trigger - Run SwordsmanEnters <gen> (checking conditions)
-
-
-
SwordsmanEnters
-

Events
-


Unit - A unit enters (Playable map area)
-
-

Conditions
-


(Unit-type of (Entering unit)) Equal to NewUnit(Example:Knight)
-
-

Actions
-


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



If - Conditions
-




MountInt Equal to 1
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 1
-




Animation - Change (Entering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




MountInt Equal to 2
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 2
-




Animation - Change (Entering unit)'s vertex coloring to (90.00%, 90.00%, 90.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




MountInt Equal to 3
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 3
-




Animation - Change (Entering unit)'s vertex coloring to (80.00%, 80.00%, 80.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


Trigger - Turn off SwordsmanEnters <gen>
-
-
-
Horseman Casting
-

Events
-


Unit - A unit Dies
-
-

Conditions
-


(Unit-type of (Dying unit)) Equal to Horseman(Example:Knight)
-
-

Actions
-


Trigger - Turn on HorsemanEnters <gen>
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 1
-
-



Then - Actions
-




Set MountInt = 1
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 2
-
-



Then - Actions
-




Set MountInt = 2
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




(Level of AbilityB for (Dying unit)) Equal to 3
-
-



Then - Actions
-




Set MountInt = 3
-
-



Else - Actions
-




Do nothing
-
-
-


Trigger - Run HorsemanEnters <gen> (checking conditions)
-
-
-
HorsemanEnters
-

Events
-


Unit - A unit enters (Playable map area)
-
-

Conditions
-


(Unit-type of (Entering unit)) Equal to MountingUnit(Example:Footman)
-
-

Actions
-


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



If - Conditions
-




MountInt Equal to 1
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 1
-




Animation - Change (Entering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




MountInt Equal to 2
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 2
-




Animation - Change (Entering unit)'s vertex coloring to (90.00%, 90.00%, 90.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


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



If - Conditions
-




MountInt Equal to 3
-
-



Then - Actions
-




Unit - Set level of AbilityB for (Entering unit) to 3
-




Animation - Change (Entering unit)'s vertex coloring to (80.00%, 80.00%, 80.00%) with 0.00% transparency
-
-



Else - Actions
-




Do nothing
-
-
-


Trigger - Turn off HorsemanEnters <gen>
-
-
Last edited:
