- Joined
- Jul 14, 2007
- Messages
- 715
Hello, I am currently working on a system, can not be told as for certain reasons but i am able to show you the trigger.
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Evolution test
- Events
- Conditions
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Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (CurrentAgi[(Integer A)] Greater than CurrentStr[(Integer A)]) and (CurrentAgi[(Integer A)] Greater than CurrentInt[(Integer A)])
- (Hero level of PlayerPet[(Integer A)]) Equal to 8
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Then - Actions
- Unit - Create 1 EvolutionTreeAgility[(Integer A)] for (Owner of PlayerPet[(Integer A)]) at (Position of (Triggering unit)) facing Default building facing degrees
- Set NewPet[(Integer A)] = (Last created unit)
- Hero - Set NewPet[(Integer A)] Hero-level to CurrentLevel[(Integer A)], Hide level-up graphics
- Hero - Modify Strength of NewPet[(Integer A)]: Add (Strength of PlayerPet[(Integer A)] (Exclude bonuses))
- Hero - Modify Agility of NewPet[(Integer A)]: Add (Agility of PlayerPet[(Integer A)] (Exclude bonuses))
- Hero - Modify Intelligence of NewPet[(Integer A)]: Add (Intelligence of PlayerPet[(Integer A)] (Exclude bonuses))
- Hero - Modify unspent skill points of NewPet[(Integer A)]: Set to 0 points
- Unit - Remove PlayerPet[(Integer A)] from the game
- Set PlayerPet[(Integer A)] = NewPet[(Integer A)]
- Set NewPet[(Integer A)] = No unit
- Trigger - Run New Unit Changes <gen> (checking conditions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Detection Of Stat
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Events
- Unit - A unit Finishes casting an ability
- Conditions
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Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- StatPointsRemaining[(Integer A)] Equal to 0
- Then - Actions
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Else - Actions
- Set StatPointsRemaining[(Integer A)] = (StatPointsRemaining[(Integer A)] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Increase |cffff0000Strength|r.
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Then - Actions
- Set CurrentStr[(Integer A)] = (CurrentStr[(Integer A)] + 1)
- Set CurrentLevel[(Integer A)] = (Hero level of PlayerPet[(Integer A)])
- Hero - Modify Strength of (Casting unit): Set to CurrentStr[(Integer A)]
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Increase |cff0000ffIntelligence|r.
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Then - Actions
- Set CurrentInt[(Integer A)] = (CurrentInt[(Integer A)] + 1)
- Set CurrentLevel[(Integer A)] = (Hero level of PlayerPet[(Integer A)])
- Hero - Modify Intelligence of (Casting unit): Add 1
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Increase |cff008000Agility|r.
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Then - Actions
- Set CurrentAgi[(Integer A)] = (CurrentAgi[(Integer A)] + 1)
- Set CurrentLevel[(Integer A)] = (Hero level of PlayerPet[(Integer A)])
- Hero - Modify Agility of (Casting unit): Set to CurrentAgi[(Integer A)]
- Trigger - Run Evolution test <gen> (checking conditions)
- Else - Actions
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If - Conditions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Events
Last edited: