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Hello, I wonder whether they help me with a trigger ... I want to work this way: every time you finish a training unit, that unit will armor (of any kind), and random passive spells
Random armor is impossible unless you create clones of each unit with a different armor but that would be a hellish work and it would increase the loading time drastically because more object data would need to be loaded. However, random spells can be easily done with an integer variable. Just set up the following trigger:
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to (Your Unit)
Actions
Set MyInteger = (Random integer number between 1 and 3)
If (MyInteger Equal to 1) then do (Unit - Add Bash to (Trained unit)) else do (Do nothing)
If (MyInteger Equal to 2) then do (Unit - Add Critical Strike to (Trained unit)) else do (Do nothing)
If (MyInteger Equal to 3) then do (Unit - Add Evasion to (Trained unit)) else do (Do nothing)
Of course you can add more if you want but that's the base.
You can remove the condition if you want it to be for any trained unit.
Random armor is impossible unless you create clones of each unit with a different armor but that would be a hellish work and it would increase the loading time drastically because more object data would need to be loaded. However, random spells can be easily done with an integer variable. Just set up the following trigger:
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to (Your Unit)
Actions
Set MyInteger = (Random integer number between 1 and 3)
If (MyInteger Equal to 1) then do (Unit - Add Bash to (Trained unit)) else do (Do nothing)
If (MyInteger Equal to 2) then do (Unit - Add Critical Strike to (Trained unit)) else do (Do nothing)
If (MyInteger Equal to 3) then do (Unit - Add Evasion to (Trained unit)) else do (Do nothing)
Of course you can add more if you want but that's the base.
You can remove the condition if you want it to be for any trained unit.
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