- 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..
Level trigger
Thanks for the help anyway...
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Alchemy
-
Events
- Unit - A unit Begins casting an ability
-
Conditions
- ((Triggering unit) is in Professional) Equal to True
-
Actions
- -------- Potion of healing --------
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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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And - All (Conditions) are true
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Conditions
- (Ability being cast) Equal to Potion of healing
- ((Owner of (Casting unit)) Current lumber) Greater than or equal to 20
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Conditions
-
And - All (Conditions) are true
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Then - Actions
- Item - Create Potion of Healing at (Position of (Casting unit))
- Player - Add -20 to (Owner of (Casting unit)) Current lumber
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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
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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
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ProfLVL[(Player number of (Owner of (Triggering unit)))] Less than 4
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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
-
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
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Else - Actions
- -------- Potion of Mana --------
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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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And - All (Conditions) are true
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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
-
Conditions
-
And - All (Conditions) are true
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Then - Actions
- Item - Create Potion of Mana at (Position of (Casting unit))
- Player - Add -40 to (Owner of (Casting unit)) Current lumber
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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
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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
-
If - Conditions
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Else - Actions
- -------- Potion of Speed --------
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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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And - All (Conditions) are true
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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
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Conditions
-
And - All (Conditions) are true
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Then - Actions
- Item - Create Potion of Speed at (Position of (Casting unit))
- Player - Add -80 to (Owner of (Casting unit)) Current lumber
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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
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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
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If - Conditions
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Else - Actions
- -------- Potion of Rage --------
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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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And - All (Conditions) are true
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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
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Conditions
-
And - All (Conditions) are true
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Then - Actions
- Player - Add -120 to (Owner of (Casting unit)) Current lumber
- Item - Create Potion of Berserk at (Position of (Casting unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ProfLVL[(Player number of (Owner of (Casting unit)))] Less than or equal to 4
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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
-
If - Conditions
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Else - Actions
- -------- Potion of Invisibility --------
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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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And - All (Conditions) are true
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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
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Conditions
-
And - All (Conditions) are true
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Then - Actions
- Item - Create Potion of Speed at (Position of (Casting unit))
- Player - Add -200 to (Owner of (Casting unit)) Current lumber
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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
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Else - Actions
- -------- NONE --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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And - All (Conditions) are true
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Conditions
-
And - All (Conditions) are true
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Conditions
- ((Owner of (Triggering unit)) Current lumber) Less than 15
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Or - Any (Conditions) are true
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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
-
Conditions
-
Conditions
-
And - All (Conditions) are true
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Conditions
-
And - All (Conditions) are true
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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
-
If - Conditions
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If - Conditions
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If - Conditions
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If - Conditions
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If - Conditions
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If - Conditions
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Events
-
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)
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If - Conditions
- (Custom value of (Target item of ability being cast)) Equal to 999997
- (Ability being cast) Equal to Gather Reagents (Alchemy)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ProfLVL[(Player number of (Owner of (Triggering unit)))] Equal to 1
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Then - Actions
- Item - Remove (Target item of ability being cast)
- Player - Add 15 to (Owner of (Triggering unit)) Current lumber
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Else - Actions
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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
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Then - Actions
- Player - Add 25 to (Owner of (Triggering unit)) Current lumber
- Item - Remove (Target item of ability being cast)
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Else - Actions
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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
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Then - Actions
- Player - Add 40 to (Owner of (Triggering unit)) Current lumber
- Item - Remove (Target item of ability being cast)
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Else - Actions
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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
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Then - Actions
- Player - Add 60 to (Owner of (Triggering unit)) Current lumber
- Item - Remove (Target item of ability being cast)
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Else - Actions
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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
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Then - Actions
- Player - Add 85 to (Owner of (Triggering unit)) Current lumber
- Item - Remove (Target item of ability being cast)
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
And - All (Conditions) are true
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Conditions
- (Custom value of (Target item of ability being cast)) Equal to 0
-
Conditions
-
And - All (Conditions) are true
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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 - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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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)
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Then - Actions
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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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
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
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Thanks for the help anyway...
Last edited: