- Joined
- Dec 30, 2006
- Messages
- 84
Again me, who else could it be... The guy with the most Threads started by him in GUI section.....
Here we go again:
Since some of You might know...a while ago I was trying to change Primary attribute of the Unit with Morphing... And Because that didn't give wanted results...
I started of thinking the whole thing again, with ability based on footman's defend.
Here is the trigger for string 'defend'.
Now, to the problem(s): As you can see the trigger is modifying STR and AGI; but when I learn a new level of ability and string 'defend' is "ON".
Here comes the problem when hero undefends himself the attributes are restored with a new factor (STR losses 5 points, but AGI is 5 points higher).
The second problem is that I am using weaponless model, so I attach weapon models when this ability is learned (for default attach I use blade_long.mdx), then when uses 'defend' the blade should be removed and a new weapon used instead...also when 'undefend' is used the blade should be restored.
Help would be welcome
Here we go again:
Since some of You might know...a while ago I was trying to change Primary attribute of the Unit with Morphing... And Because that didn't give wanted results...
I started of thinking the whole thing again, with ability based on footman's defend.
Here is the trigger for string 'defend'.
-
Use Thunder Maul
-
Events
- Unit - A unit Is issued an order with no target
-
Conditions
- (Issued order) Equal to (Order(defend))
-
Actions
- Special Effect - Create a special effect attached to the hand,right of (Triggering unit) using Hammer_Big(1).mdx
- Hero - Modify Agility of (Triggering unit): Subtract (10 + (5 x (Level of Use Thunder Maul for (Triggering unit))))
- Hero - Modify Strength of (Triggering unit): Add (10 + (5 x (Level of Use Thunder Maul for (Triggering unit))))
-
Events
-
Use Wind Blade
-
Events
- Unit - A unit Is issued an order with no target
-
Conditions
- (Issued order) Equal to (Order(undefend))
-
Actions
- Special Effect - Destroy (Create a special effect using Hammer_Big(1).mdx On (Triggering unit) 's hand,right)
- Hero - Modify Strength of (Triggering unit): Subtract (10 + (5 x (Level of Use Thunder Maul for (Triggering unit))))
- Hero - Modify Agility of (Triggering unit): Add (10 + (5 x (Level of Use Thunder Maul for (Triggering unit))))
- Special Effect - Create a special effect attached to the hand,right of (Triggering unit) using Blade_Long.mdx
-
Events
Now, to the problem(s): As you can see the trigger is modifying STR and AGI; but when I learn a new level of ability and string 'defend' is "ON".
Here comes the problem when hero undefends himself the attributes are restored with a new factor (STR losses 5 points, but AGI is 5 points higher).
The second problem is that I am using weaponless model, so I attach weapon models when this ability is learned (for default attach I use blade_long.mdx), then when uses 'defend' the blade should be removed and a new weapon used instead...also when 'undefend' is used the blade should be restored.
Help would be welcome