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[Solved] Profession (iten creation and iten targeting)

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Level 1
Joined
Dec 7, 2017
Messages
5
so.. im working in a map and it has profession, but im having some trouble with my first of them (alchemy), i put some restriction to make only the potion you can, but it doesn't work as it should be... plz help..

  • Alchemy
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • ((Triggering unit) is in Professional) Equal to True
    • Actions
      • -------- Potion of healing --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Ability being cast) Equal to Potion of healing
              • ((Owner of (Casting unit)) Current lumber) Greater than or equal to 20
        • Then - Actions
          • Item - Create Potion of Healing at (Position of (Casting unit))
          • Player - Add -20 to (Owner of (Casting unit)) Current lumber
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Less than 2
            • Then - Actions
              • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 20)
              • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Less than 4
                • Then - Actions
                  • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 15)
                  • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                • Else - Actions
                  • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
        • Else - Actions
          • -------- Potion of Mana --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Ability being cast) Equal to Potion of mana
                  • ((Owner of (Casting unit)) Current lumber) Greater than or equal to 40
                  • ProfLVL[(Player number of (Owner of (Casting unit)))] Greater than or equal to 2
            • Then - Actions
              • Item - Create Potion of Mana at (Position of (Casting unit))
              • Player - Add -40 to (Owner of (Casting unit)) Current lumber
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Less than 4
                • Then - Actions
                  • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 15)
                  • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                • Else - Actions
                  • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                  • Floating Text - Change (Last created floating text): Disable permanence
                  • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            • Else - Actions
              • -------- Potion of Speed --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • ((Owner of (Casting unit)) Current lumber) Greater than or equal to 80
                      • ProfLVL[(Player number of (Owner of (Casting unit)))] Greater than or equal to 3
                      • (Ability being cast) Equal to Potion of speed
                • Then - Actions
                  • Item - Create Potion of Speed at (Position of (Casting unit))
                  • Player - Add -80 to (Owner of (Casting unit)) Current lumber
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ProfLVL[(Player number of (Owner of (Triggering unit)))] Less than or equal to 4
                    • Then - Actions
                      • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 20)
                      • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                      • Floating Text - Change (Last created floating text): Disable permanence
                      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                    • Else - Actions
                      • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                      • Floating Text - Change (Last created floating text): Disable permanence
                      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                • Else - Actions
                  • -------- Potion of Rage --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • And - All (Conditions) are true
                        • Conditions
                          • (Ability being cast) Equal to Potion of rage
                          • ((Owner of (Casting unit)) Current lumber) Greater than or equal to 120
                          • ProfLVL[(Player number of (Owner of (Casting unit)))] Greater than or equal to 4
                    • Then - Actions
                      • Player - Add -120 to (Owner of (Casting unit)) Current lumber
                      • Item - Create Potion of Berserk at (Position of (Casting unit))
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ProfLVL[(Player number of (Owner of (Casting unit)))] Less than or equal to 4
                        • Then - Actions
                          • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 25)
                          • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Floating Text - Change (Last created floating text): Disable permanence
                          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                        • Else - Actions
                          • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                          • Floating Text - Change (Last created floating text): Disable permanence
                          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                    • Else - Actions
                      • -------- Potion of Invisibility --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • And - All (Conditions) are true
                            • Conditions
                              • ((Owner of (Casting unit)) Current lumber) Greater than or equal to 200
                              • ProfLVL[(Player number of (Owner of (Casting unit)))] Greater than or equal to 5
                              • (Ability being cast) Equal to Potion of Invisibility
                        • Then - Actions
                          • Item - Create Potion of Speed at (Position of (Casting unit))
                          • Player - Add -200 to (Owner of (Casting unit)) Current lumber
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                            • Then - Actions
                              • Set ProfXp[(Player number of (Owner of (Casting unit)))] = (ProfXp[(Player number of (Owner of (Casting unit)))] + 30)
                              • Floating Text - Create floating text that reads ((Profession XP + (String(ProfXp[(Player number of (Owner of (Casting unit)))]))) + (Profession Level + (String(ProfLVL[(Player number of (Owner of (Casting unit)))])))) above Hero[(Player number of (Owner of (Casting unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Floating Text - Change (Last created floating text): Disable permanence
                              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                            • Else - Actions
                        • Else - Actions
                          • -------- NONE --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • And - All (Conditions) are true
                                • Conditions
                                  • And - All (Conditions) are true
                                    • Conditions
                                      • ((Owner of (Triggering unit)) Current lumber) Less than 15
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Ability being cast) Equal to Potion of mana
                                          • (Ability being cast) Equal to Potion of Invisibility
                                          • (Ability being cast) Equal to Potion of rage
                                          • (Ability being cast) Equal to Potion of speed
                                          • (Ability being cast) Equal to Potion of healing
                            • Then - Actions
                              • Floating Text - Create floating text that reads You Don't Have Enou... above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                              • Floating Text - Change (Last created floating text): Disable permanence
                              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
                            • Else - Actions
  • Gathering(of the resources)
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Target item of ability being cast)) Equal to 999997
          • (Ability being cast) Equal to Gather Reagents (Alchemy)
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 1
            • Then - Actions
              • Item - Remove (Target item of ability being cast)
              • Player - Add 15 to (Owner of (Triggering unit)) Current lumber
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 2
                • Then - Actions
                  • Player - Add 25 to (Owner of (Triggering unit)) Current lumber
                  • Item - Remove (Target item of ability being cast)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 3
                    • Then - Actions
                      • Player - Add 40 to (Owner of (Triggering unit)) Current lumber
                      • Item - Remove (Target item of ability being cast)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 4
                        • Then - Actions
                          • Player - Add 60 to (Owner of (Triggering unit)) Current lumber
                          • Item - Remove (Target item of ability being cast)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 5
                            • Then - Actions
                              • Player - Add 85 to (Owner of (Triggering unit)) Current lumber
                              • Item - Remove (Target item of ability being cast)
                            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Custom value of (Target item of ability being cast)) Equal to 0
            • Then - Actions
              • Floating Text - Create floating text that reads This Iten Is Not a ... above (Casting unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Target item of ability being cast)) Equal to 999998
          • (Ability being cast) Equal to Gather Reagents (Engineering)
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 1
            • Then - Actions
              • Player - Add 15 to (Owner of (Triggering unit)) Current lumber
              • Item - Remove (Target item of ability being cast)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 2
                • Then - Actions
                  • Player - Add 25 to (Owner of (Triggering unit)) Current lumber
                  • Item - Remove (Target item of ability being cast)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 3
                    • Then - Actions
                      • Player - Add 40 to (Owner of (Triggering unit)) Current lumber
                      • Item - Remove (Target item of ability being cast)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 4
                        • Then - Actions
                          • Player - Add 60 to (Owner of (Triggering unit)) Current lumber
                          • Item - Remove (Target item of ability being cast)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 5
                            • Then - Actions
                              • Player - Add 85 to (Owner of (Triggering unit)) Current lumber
                              • Item - Remove (Target item of ability being cast)
                            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Custom value of (Target item of ability being cast)) Equal to 999999
          • (Ability being cast) Equal to Gather Reagents (Inscription)
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 1
            • Then - Actions
              • Player - Add 15 to (Owner of (Triggering unit)) Current lumber
              • Item - Remove (Target item of ability being cast)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 2
                • Then - Actions
                  • Player - Add 25 to (Owner of (Triggering unit)) Current lumber
                  • Item - Remove (Target item of ability being cast)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 3
                    • Then - Actions
                      • Player - Add 40 to (Owner of (Triggering unit)) Current lumber
                      • Item - Remove (Target item of ability being cast)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 4
                        • Then - Actions
                          • Player - Add 60 to (Owner of (Triggering unit)) Current lumber
                          • Item - Remove (Target item of ability being cast)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 5
                            • Then - Actions
                              • Player - Add 85 to (Owner of (Triggering unit)) Current lumber
                              • Item - Remove (Target item of ability being cast)
                            • Else - Actions
        • Else - Actions
Well... the trouble in here is that when i cast potion of mana(for example): if i have not the professional level, it makes a healing potion, and warns that you dont have enough level or resources.. but when u have enough professional level, it stills do the same thing, except that it creates the mana potion too... i really dont get why...

Level trigger
  • Profession Level
    • Events
      • Time - Every 0.01 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ProfXp[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 100
          • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 1
        • Then - Actions
          • Set ProfLVL[(Player number of (Owner of (Triggering unit)))] = (ProfLVL[(Player number of (Owner of (Triggering unit)))] + 1)
          • Floating Text - Create floating text that reads (Level Up! + (Profession Level= + (String(ProfLVL[(Player number of (Owner of (Triggering unit)))])))) above Hero[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ProfXp[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 250
              • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 2
            • Then - Actions
              • Set ProfLVL[(Player number of (Owner of (Triggering unit)))] = (ProfLVL[(Player number of (Owner of (Triggering unit)))] + 1)
              • Floating Text - Create floating text that reads (Level Up! + (Profession Level= + (String(ProfLVL[(Player number of (Owner of (Triggering unit)))])))) above Hero[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ProfXp[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 450
                  • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 3
                • Then - Actions
                  • Set ProfLVL[(Player number of (Owner of (Triggering unit)))] = (ProfLVL[(Player number of (Owner of (Triggering unit)))] + 1)
                  • Floating Text - Create floating text that reads (Level Up! + (Profession Level= + (String(ProfLVL[(Player number of (Owner of (Triggering unit)))])))) above Hero[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ProfXp[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 700
                      • ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 4
                    • Then - Actions
                      • Set ProfLVL[(Player number of (Owner of (Triggering unit)))] = (ProfLVL[(Player number of (Owner of (Triggering unit)))] + 1)
                      • Floating Text - Create floating text that reads (Level Up! + (Profession Level= + (String(ProfLVL[(Player number of (Owner of (Triggering unit)))])))) above Hero[(Player number of (Owner of (Triggering unit)))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
                    • Else - Actions
btw, it keeps appearing the" this item is not a resource T1" floating text, but i think i deleted it.... so if any of u find the reason of this floating bug, i apreciate
Thanks for the help anyway...
 
Last edited:
Level 1
Joined
Dec 7, 2017
Messages
5
i put the trigger in a map (without some things that were not created in the map)
 

Attachments

  • Profession Map.w3x
    25.2 KB · Views: 55
Will make your Triggers be displayed almost the same as in World Editor:
[Trigger] trigger as Text [/Trigger]

Will be quite useful for reading this ifs in ifs.

To your problem: What base ability you use for the alchemy skills. If they have the same orderstring they will be casted at the same time. Therefore gerneral using channel as base is one of the best ways, cause it's order can be selected.

Edit: But in your case there is a even better solution:
Use copies of (AAns), should be called drain/charge Gold/Lumber under "neutral hostile spells", in a spellbook.
This (AAns) skill allows to set orderstring and setuping gold/lumber costs for casting it, additional you should change the event Begins casting into starts the effect of a spell, to avoid exploits with press button and order stopp fastly.
 
Last edited:
Level 1
Joined
Dec 7, 2017
Messages
5
Will make your Triggers be displayed almost the same as in World Editor:
[Trigger] trigger as Text [/Trigger]

Will be quite useful for reading this ifs in ifs.

To your problem: What base ability you use for the alchemy skills. If they have the same orderstring they will be casted at the same time. Therefore gerneral using channel as base is one of the best ways, cause it's order can be selected.

Edit: But in your case there is a even better solution:
Use copies of (AAns), should be called drain/charge Gold/Lumber under "neutral hostile spells", in a spellbook.
This (AAns) skill allows to set orderstring and setuping gold/lumber costs for casting it, additional you should change the event Begins casting into starts the effect of a spell, to avoid exploits with press button and order stopp fastly.

Tu, i'll try to edit It (i wanted to do that, i Just didnt knew how) about The problema, i'll try that and come here to stay The result
 
Level 1
Joined
Dec 7, 2017
Messages
5
Will make your Triggers be displayed almost the same as in World Editor:
[Trigger] trigger as Text [/Trigger]

Will be quite useful for reading this ifs in ifs.

To your problem: What base ability you use for the alchemy skills. If they have the same orderstring they will be casted at the same time. Therefore gerneral using channel as base is one of the best ways, cause it's order can be selected.

Edit: But in your case there is a even better solution:
Use copies of (AAns), should be called drain/charge Gold/Lumber under "neutral hostile spells", in a spellbook.
This (AAns) skill allows to set orderstring and setuping gold/lumber costs for casting it, additional you should change the event Begins casting into starts the effect of a spell, to avoid exploits with press button and order stopp fastly.

Thx man, this helped a lot.. and the charge lumber is perfect for the spell ^^
 
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