- Joined
- Jul 14, 2011
- Messages
- 3,213
Hi Again! This is not multipost. The threads, though they are similar, have different goals.
I tough about making the skills level up by timer, but it's inefficient and hard to achieve. So I changed to the same system GoH uses (I think...) adding Stats and FP (Faith Points) requirements.
I'd like to know how can I improve it. If it includes JASS or vJASS, I'm open to it. (I want to do it perfectly from the beginning, because I'll make this about 100 more times for the other skills)
- The skill costs 1 lumber.
- The item is still sold if the level is 10 or if the requirements aren't met, that's why I give lumber.
- I use All Players Matching Condition because, I read somewhere that (All Player) doesn't leak, but custom PlayerGroups does...
I tough about making the skills level up by timer, but it's inefficient and hard to achieve. So I changed to the same system GoH uses (I think...) adding Stats and FP (Faith Points) requirements.
I'd like to know how can I improve it. If it includes JASS or vJASS, I'm open to it. (I want to do it perfectly from the beginning, because I'll make this about 100 more times for the other skills)
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Entangling Roots
-
Events
- Unit - A unit Acquires an item
-
Conditions
- (Item-type of (Item being manipulated)) Equal to Entanglin Roots
- ((Triggering unit) is A Hero) Equal to True
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Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- FP[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 1
- (Level of Entangling Roots for (Triggering unit)) Equal to 0
- (Intelligence of (Triggering unit) (Exclude bonuses)) Greater than or equal to 30
-
Then - Actions
- Unit - Add Entangling Roots to (Triggering unit)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- FP[(Player number of (Owner of (Triggering unit)))] Less than 1
- (Level of Entangling Roots for (Triggering unit)) Equal to 0
- (Intelligence of (Triggering unit) (Exclude bonuses)) Less than 30
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Player - Add 1 to (Owner of (Triggering unit)) Current lumber
- Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Owner of (Triggering unit)))) the text: Unit doesn't meet t...
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Level of Entangling Roots for (Triggering unit)) Less than or equal to 9
-
Then - Actions
- Unit - Increase level of Entangling Roots for (Triggering unit)
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Else - Actions
- Player - Add 1 to (Owner of (Triggering unit)) Current lumber
- Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Owner of (Triggering unit)))) the text: |cffffd700Entanglin...
-
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)
-
Events
- The skill costs 1 lumber.
- The item is still sold if the level is 10 or if the requirements aren't met, that's why I give lumber.
- I use All Players Matching Condition because, I read somewhere that (All Player) doesn't leak, but custom PlayerGroups does...