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Spell Book System

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Level 37
Joined
Aug 14, 2006
Messages
7,602
Hey.

I'm doing a little spell book system but I don't exactly remember how it went so I'm here asking some advice. When I pick a tome the ability goes to hero not to the spell book. What's wrong?

(there are actually two spell books but don't care about it)

Map is attached to the post.

Rep and credits to the helpers.
 

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  • Spell Book System.w3x
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Level 13
Joined
Oct 25, 2009
Messages
995
Hmm,i mean,create a new unit,then set it at any place(Like TCO the control panel),then the phodom or anothers,take the book and will add the spell to the new unit,then u just need to select the unit then u can cast the spell? OR click the ability of control panel then auto select the new unit.
 
Level 37
Joined
Aug 14, 2006
Messages
7,602
Yea I've been thinking that. However I still prefer for the spell book. It worked before so it will in the future. Of course, after the current bug is fixed.

I'll think something for that builder button also. If you want to suggest something there this is not the thread.

So... I have this test map where I think everything works. I've been testing and I don't get what's wrong with the campaign. If I don't make that "disable" trigger there will come some dummy spell books. But that doesn't happen in the campaign: the abilities just appear to the main screen, not the dummy spell books.

I don't get what is bugging here.
 

Attachments

  • Spell Book System.w3x
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Level 37
Joined
Aug 14, 2006
Messages
7,602
I don't believe it's the triggers that can make this bug but I can't be sure. Isn't the whole system like 75% based on the object editor? Anyway here are some:

  • ADD Combat King
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Force Blow
          • (Item-type of (Item being manipulated)) Equal to Combat King - Enchanted Skin
          • (Item-type of (Item being manipulated)) Equal to Combat King - Counter Attack
          • (Item-type of (Item being manipulated)) Equal to Combat King - Parry
          • (Item-type of (Item being manipulated)) Equal to Combat King - Trance
          • (Item-type of (Item being manipulated)) Equal to Combat King - Rage
          • (Item-type of (Item being manipulated)) Equal to Combat King - Siphon Life
          • (Item-type of (Item being manipulated)) Equal to Combat King - Magic Resistance
          • (Item-type of (Item being manipulated)) Equal to Combat King - Berserk
          • (Item-type of (Item being manipulated)) Equal to Combat King - Magic Torment
          • (Item-type of (Item being manipulated)) Equal to Combat King - Resurrection
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Hero manipulating item) Equal to AAAFradz
              • (Hero manipulating item) Equal to AAAGaleoth
              • (Hero manipulating item) Equal to AAAPhodom
        • Then - Actions
        • Else - Actions
          • Set TempLoc = (Position of (Hero manipulating item))
          • Item - Create (Item-type of (Item being manipulated)) at TempLoc
          • Custom script: call RemoveLocation(udg_TempLoc)
          • Skip remaining actions
      • -------- === FORCE BLOW === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Force Blow
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Force Blow for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Force Blow Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Force Blow for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Force Blow for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === ENCHANTED SKIN === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Enchanted Skin
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Enchanted Skin for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Enchanted Skin Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Enchanted Skin for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Enchanted Skin for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === COUNTER ATTACK === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Counter Attack
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Counter Attack for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Counter Attack Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Counter Attack for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Counter Attack for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === PARRY === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Parry
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Parry for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Parry Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Parry for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Parry for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === TRANCE === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Trance
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Trance for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Trance Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Trance for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Trance for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === RAGE === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Rage
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Rage for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Rage Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Rage for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Rage for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === SIPHON LIFE === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Siphon Life
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Siphon Life for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Siphon Life Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Siphon Life for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Siphon Life for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === MAGIC RESISTANCE === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Magic Resistance
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Magic Resistance for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Magic Resistance Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Magic Resistance for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Magic Resistance for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === BERSERK === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Berserk
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Berserk for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Berserk Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Berserk for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Berserk for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === MAGIC TORNMENT === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Magic Torment
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Magic Torment for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Magic Torment Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Magic Torment for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Magic Torment for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
      • -------- === RESURRECTION === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Combat King - Resurrection
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of Combat King - Resurrection for (Hero manipulating item)) Equal to 0
            • Then - Actions
              • Unit - Add Combat King - Resurrection Dummy to (Hero manipulating item)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Level of Combat King - Resurrection for (Hero manipulating item)) Less than 5
                • Then - Actions
                  • Unit - Increase level of Combat King - Resurrection for (Hero manipulating item)
                • Else - Actions
                  • Set TempLoc = (Position of (Hero manipulating item))
                  • Item - Create (Item-type of (Item being manipulated)) at TempLoc
                  • Custom script: call RemoveLocation(udg_TempLoc)
        • Else - Actions
  • Settings FIRST
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set AttackSpeedHash = (Last created hashtable)
      • -------- === LOAD ABILITIES === --------
      • Set TempLoc = (Center of Anti Cheat Damage <gen>)
      • Unit - Create 1 -Load abilities- for Neutral Passive at TempLoc facing Default building facing degrees
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Add Flames of War (DUMMY DAMAGE INCREASE) to (Last created unit)
      • Custom script: call RemoveLocation(udg_TempLoc)
      • -------- === PLAYER === --------
      • Hero - Make Player 1 (Red) Heroes gain 0.00% experience from future kills
      • -------- === VITALITY START === --------
      • Player - Set Player 1 (Red) Food used to 10
      • Player - Set Player 1 (Red) Food max to 10
      • -------- === DISABLE SPELLS === --------
      • Player - Disable /Critical Strike (ALL CHARACTERS) for Player 1 (Red)
      • Player - Disable /Evasion (ALL CHARACTERS) for Player 1 (Red)
      • Player - Disable ?Trueshot Aura (Combat King - Berserk) for Player 1 (Red)
      • Player - Disable Fake Ability 1 (Single Spell) for Player 1 (Red)
      • Player - Disable Fake Ability 2 (Curse Spell) for Player 1 (Red)
      • Player - Disable Fake Ability 3 (AoE Spell) for Player 1 (Red)
      • Player - Disable Fake Ability 4 (Heal Spell) for Player 1 (Red)
      • Player - Disable Fake Ability 5 (Ultimate Spell) for Player 1 (Red)
      • Player - Disable Dummy Book 1 (Phodom - Single Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 2 (Phodom - Element Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 3 (Phodom - AoE Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 4 (Phodom - Heal Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 5 (Phodom - Ultimate Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 1 (Fradz - Single Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 2 (Fradz - Element Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 3 (Fradz - AoE Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 4 (Fradz - Heal Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 5 (Fradz - Ultimate Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 1 (Galeoth - Single Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 2 (Galeoth - Element Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 3 (Galeoth - AoE Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 4 (Galeoth - Heal Abilities) for Player 1 (Red)
      • Player - Disable Dummy Book 5 (Galeoth - Ultimate Abilities) for Player 1 (Red)
      • Player - Disable Combat King - Force Blow Dummy for Player 1 (Red)
      • Player - Disable Combat King - Enchanted Skin Dummy for Player 1 (Red)
      • Player - Disable Combat King - Counter Attack Dummy for Player 1 (Red)
      • Player - Disable Combat King - Parry Dummy for Player 1 (Red)
      • Player - Disable Combat King - Trance Dummy for Player 1 (Red)
      • Player - Disable Combat King - Rage Dummy for Player 1 (Red)
      • Player - Disable Combat King - Siphon Life Dummy for Player 1 (Red)
      • Player - Disable Combat King - Magic Resistance Dummy for Player 1 (Red)
      • Player - Disable Combat King - Berserk Dummy for Player 1 (Red)
      • Player - Disable Combat King - Magic Torment Dummy for Player 1 (Red)
      • Player - Disable Combat King - Resurrection Dummy for Player 1 (Red)
      • -------- === SPELLS === --------
      • Set SPELL_SpellBook[1] = 1Fire Ward (Fire 1)
      • Set SPELL_SpellBook[2] = 1Volcanic Fissure (Fire 2)
      • Set SPELL_SpellBook[3] = 1Flames of War (Fire 3)
      • Set SPELL_SpellBook[4] = 1Globe Of Armageddon (Fire 4)
      • Set SPELL_SpellBook[5] = 2Spiral Shield (Lightning 1)
      • Set SPELL_SpellBook[6] = 2Thunder Bolt (Lightning 2)
      • Set SPELL_SpellBook[7] = 2Charged Prism (Lightning 3)
      • Set SPELL_SpellBook[8] = 2Chaotic Realm (Lightning 4)
      • Set SPELL_SpellBook[9] = 3Frost Armature (Ice 1)
      • Set SPELL_SpellBook[10] = 3Glacial Ricochet (Ice 2)
      • Set SPELL_SpellBook[11] = 3Frigid Whirlpool (Ice 3)
      • Set SPELL_SpellBook[12] = 3Impale (Ice 4)
      • -------- === COMBAT KINGS === --------
      • Set SPELL_CombatKing[1] = Combat King - Force Blow
      • Set SPELL_CombatKing[2] = Combat King - Enchanted Skin
      • Set SPELL_CombatKing[3] = Combat King - Counter Attack
      • Set SPELL_CombatKing[4] = Combat King - Parry
      • Set SPELL_CombatKing[5] = Combat King - Trance
      • Set SPELL_CombatKing[6] = Combat King - Rage
      • Set SPELL_CombatKing[7] = Combat King - Siphon Life
      • Set SPELL_CombatKing[8] = Combat King - Magic Resistance
      • Set SPELL_CombatKing[9] = Combat King - Berserk
      • Set SPELL_CombatKing[10] = Combat King - Magic Torment
      • Set SPELL_CombatKing[11] = Combat King - Resurrection
      • -------- Shadow Orb --------
      • Set ShadowOrbs[1] = Magic Orb 1
      • Set ShadowOrbs[2] = Magic Orb 2
      • Set ShadowOrbs[3] = Magic Orb 3
      • Set ShadowOrbs[4] = Magic Orb 4
      • Set ShadowOrbs[5] = Magic Orb 5
      • Set ShadowOrbs[6] = Magic Orb 6
      • Set ShadowOrbs[7] = Magic Orb 7
      • Set ShadowOrbs[8] = Magic Orb 8
      • Set ShadowOrbs[9] = Magic Orb 9
      • Set ShadowOrbs[10] = Ultimate Orb
      • -------- === POTIONS === --------
      • Set TempInteger = 1
      • Set PickItem_stackItems[TempInteger] = Minor Heal Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Small Heal Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Moderate Heal Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Big Heal Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Huge Heal Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Minor Mana Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Small Mana Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Moderate Mana Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Big Mana Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Huge Mana Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Minor Restoration Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Moderate Restoration Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Huge Restoration Potion
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Elixir
      • Set TempInteger = (TempInteger + 1)
      • -------- === SCROLLS === --------
      • Set PickItem_stackItems[TempInteger] = Weak Healing Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Healing Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Strong Healing Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Weak Mana Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Healing Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Strong Healing Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Weak Restoration Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Restoration Scroll
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Strong Restoration Scroll
      • Set TempInteger = (TempInteger + 1)
      • -------- === FOOD === --------
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Banana
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Cheese
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Bread
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Piece Of Meat
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Berry Pie
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Full Meat
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Hero Drink
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Glass Of Sludge
      • Set TempInteger = (TempInteger + 1)
      • -------- === COMBAT KINGS === --------
      • Set PickItem_stackItems[TempInteger] = Combat King - Force Blow
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Enchanted Skin
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Counter Attack
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Parry
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Trance
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Rage
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Siphon Life
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Magic Resistance
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Berserk
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Magic Torment
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Combat King - Resurrection
      • Set TempInteger = (TempInteger + 1)
      • -------- === ALCHEMIST === --------
      • Set PickItem_stackItems[TempInteger] = Triangle Flask
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Round Flask
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Square Flask
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Strength
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Agility
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Intellect
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Health
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Mana
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Experience
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Life
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion of Power
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Magic
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Potion Of Ability
      • Set TempInteger = (TempInteger + 1)
      • -------- === OTHER STUFF === --------
      • Set PickItem_stackItems[TempInteger] = Lesser Magic Ball
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Greater Magic Ball
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Unbroken Otzi Teeth
      • Set TempInteger = (TempInteger + 1)
      • Set PickItem_stackItems[TempInteger] = Fire Heart
      • Set TempInteger = (TempInteger + 1)
      • -------- === END === --------
      • For each (Integer PickItem_int_i) from 1 to TempInteger, do (Actions)
        • Loop - Actions
          • Set PickItem_stackLimit[PickItem_int_i] = -1
      • Set PickItem_itemCount = TempInteger
      • -------- === HASHTABLES === --------
      • Hashtable - Create a hashtable
      • Set Heavens_Bless_Hash = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Flower_Hash = (Last created hashtable)
      • Hashtable - Create a hashtable
      • Set Shield_Hashtabe = (Last created hashtable)
      • -------- === MAX LVL === --------
      • Set HeroMaxLvl[1] = 10
      • Set HeroMaxLvl[2] = 20
      • Set HeroMaxLvl[3] = 40
      • Set HeroMaxLvl[4] = 20
      • Set HeroMaxLvl[5] = 30
      • Set HeroMaxLvl[6] = 50
      • Set HeroMaxLvl[7] = 60
      • Set HeroMaxLvl[8] = 70
      • Set HeroMaxLvl[9] = 80
      • Set HeroMaxLvl[10] = 100
      • -------- === ITEM CHARGE STACK === --------
      • Hashtable - Create a hashtable
      • Set Item_Stack_Hash = (Last created hashtable)
      • -------- -------------------------------------------------- --------
      • -------- How many times the buff stacks --------
      • -------- -------------------------------------------------- --------
      • Set FirstSon_CONSTANTS[0] = 5
      • Set SecondSon_CONSTANTS[0] = 5
      • Set ThirdSon_CONSTANTS[0] = 5
      • Set ThreeSon_CONSTANTS[0] = 5
      • Set AerialSword_CONSTANTS[0] = 5
      • Set AerialSet_CONSTANTS[0] = 5
      • -------- -------------------------------------------------- --------
      • -------- Duration of each buff --------
      • -------- -------------------------------------------------- --------
      • Set FirstSon_CONSTANTS[1] = 30
      • Set SecondSon_CONSTANTS[1] = 30
      • Set ThirdSon_CONSTANTS[1] = 30
      • Set ThreeSon_CONSTANTS[1] = 30
      • Set AerialSword_CONSTANTS[1] = 30
      • Set AerialSet_CONSTANTS[1] = 30
      • -------- -------------------------------------------------- --------
      • -------- Proc chance percentage --------
      • -------- -------------------------------------------------- --------
      • Set FirstSon_CONSTANTS[2] = 25
      • Set SecondSon_CONSTANTS[2] = 25
      • Set ThirdSon_CONSTANTS[2] = 25
      • Set ThreeSon_CONSTANTS[2] = 25
      • Set AerialSword_CONSTANTS[2] = 25
      • Set AerialSet_CONSTANTS[2] = 25
      • -------- -------------------------------------------------- --------
      • -------- The ability --------
      • -------- -------------------------------------------------- --------
      • Set FirstSon_ABILITY = First Son (Dummy Spell Book)
      • Set SecondSon_ABILITY = Second Son (Dummy Spell Book)
      • Set ThirdSon_ABILITY = Third Son (Dummy Spell Book)
      • Set ThreeSon_ABILITY = Three Sons (Dummy Spell Book)
      • Set AerialSword_ABILITY = Aerial Sword (Dummy Spell Book)
      • Set AerialSet_ABILITY = Aerial Set (Dummy Spell Book)
      • -------- -------------------------------------------------- --------
      • -------- The item --------
      • -------- -------------------------------------------------- --------
      • Set FirstSon_ITEM = First Son
      • Set SecondSon_ITEM = Second Son
      • Set ThirdSon_ITEM = Third Son
      • Set ThreeSon_ITEM = Three Sons
      • Set AerialSword_ITEM = Aerial Sword
      • Set AerialSet_ITEM = Aero
      • -------- -------------------------------------------------- --------
      • -------- -------------------------------------------------- --------
      • For each (Integer ItemStackLoop) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Disable FirstSon_ABILITY for (Player(ItemStackLoop))
          • Player - Disable SecondSon_ABILITY for (Player(ItemStackLoop))
          • Player - Disable ThirdSon_ABILITY for (Player(ItemStackLoop))
          • Player - Disable ThreeSon_ABILITY for (Player(ItemStackLoop))
          • Player - Disable AerialSword_ABILITY for (Player(ItemStackLoop))
          • Player - Disable AerialSet_ABILITY for (Player(ItemStackLoop))
      • Custom script: call RemoveLocation(udg_TempLoc)
      • -------- === HINTS === --------
      • Set Hints_Boolean[1] = True
      • Set Hint_Text[1] = Every time you complete a quest, your characters' will gain a large bonus of experience.
      • Set Hint_Text[2] = Potions are needed for long battles such as boss battles especially in early chapters.
      • Set Hint_Text[3] = You can dig items from the ground. When you see a black spot, start to dig.
      • Set Hint_Text[4] = It can be hard to kill elite and epic bosses for first try. It is better to use "give up" command or just complete the campaign to have a better start with extra resources.
      • Set Hint_Text[5] = If you want more information about the campaign, go to: [url]www.TCOcampaign.com[/url].
      • Set Hint_Text[6] = Save often, especially before and after bosses.
      • Set Hint_Text[7] = When a boss battle starts you cannot leave, so bringing the best equipmnent is expected.
      • Set Hint_Text[8] = Each boss has special moves and abilities, so see if you can dodge them or counter them with your own.
      • Set Hint_Text[9] = Pay attention to detail especially in riddle questions.
      • Set Hint_Text[10] = Food can be clicked and used inside your boxes so you don't need to put them in your inventory.
      • Set Hint_Text[11] = Make sure your health and mana are full before entering a boss fight.
      • Set Hint_Text[12] = Not every item set can be found in one chapter, most of them are scattered in the whole campaign. Don't lose them.
      • Set Hint_Text[13] = Don't save when you are about to die.
      • Set Hint_Text[14] = Use your boss and honor points wisely, they are very rare. If you get a chance to get one, fight for it.
      • Set Hint_Text[15] = You can usually get honor points by completing mini-games, killing Elite and Epic bosses and guessing correctly to riddle questions.
      • Set Hint_Text[16] = Visit the forums if you are stuck somewhere, some secret places are hard to find.
      • Set Hint_Text[17] = Use your skills often, most bosses have very strong attacks and you must give everything you got to kill them fast.
      • Set Hint_Text[18] = Find the hardest moment to use your esper, they can be summoned only once for each chapter.
      • Set Hint_Text[19] = Pick up as many items as you can, some of them look weak but they can be powerful later on.
      • Set Hint_Text[20] = Keep your weaker hero at the back for support and make sure the strongest gets the hits.
      • Set Hint_Text[21] = Enemies doesn't have the same abilities as in original Warcraft 3. Be prepared.
      • Set Hint_Text[22] = Save before entering in a place where you cannot go back.
      • Set Hint_Text[23] = Take the time to do optional quests. Usually, you get a good bonus from them.
      • Set Hint_Text[24] = You can left click on people to make them talk and maybe get some hint.
      • Set Hint_Text[25] = Use the Restore Panel to save inventory space from potions.
      • Set Hint_Text[26] = Whenever you see a shop, it is good to move your boxes (-mb) next to it so you can buy items any time.
      • Set Hint_Text[27] = Try to keep your vitality high as possible, or you'll start to lose hit points and mana.
      • Set Hint_Text[28] = Don't sell your items unless you are sure you will never use it again. Some are better in special situations.
      • Set Hint_Text[29] = Be patient when you meet a puzzle, the reward is worth it.
      • Set Hint_Text[30] = Using a piece of paper can be usefull when solving a puzzle. Work your brain out.
      • Set Hint_Text[31] = Save after a long cinematic, a battle or a puzzle. If your computer crashes, you won't have to go through it again.
      • Set Hint_Text[32] = Don't hesitate to get a combat king. They are very useful. But put it on the right hero.
      • Set Hint_Text[33] = Do not bash the monitor with your fist if you are angry. It's not the one to blame!
      • Set Hint_Text[34] = Get a comfortable seat, you will be there for a loooooooooooong time.
      • Set Hint_Text[35] = Equip your hero according to his primary attribute to gain more attack damage(e.g. give mana items to galeoth because he his an intelligence hero).
      • Set Hint_Text[36] = When you are confronted to a decision in a quest, it is sometimes the evil decision that gives the best reward.
      • Set Hint_Text[37] = Cheating will make you lose the game automatically, unless you are playing Child's Play difficulty.
      • Set Hint_Text[38] = Before using the -give up command, sell all items you can sell.
      • Set Hint_Text[39] = Never lose sight of your heroes' hit points. If it drops for no reason look at your vitality and eat. Some enemies can suck your vitality.
      • Set Hint_Text[40] = When you move in a narrow space, make sure your strongest hero is in front so he can take the damage.
      • Set Hint_Text[41] = Best way to make your chraracters is to have the best items and o have well upgraged Combat Kings.
      • Set Hint_Text[42] = When choosing what item to drop when you are full, always consider the price of the item and the utility.
      • Set Hint_Text[43] = Some areas are not accessible until later in the campaign, don't waste your time trying to get through at all cost.
      • Set Hint_Text[44] = Some bosses can kill you in an instant. Don't rely on the fact that you got full health and get one save before boss and one during.
      • Set Hint_Text[45] = Press F12 to look back at the messages you might have missed. There might be usefull information there.
      • Set Hint_Text[46] = Spell book spells are really powerful, use them!
      • Set Hint_Text[47] = Usually, set items are harder to find in shops so it is better to drop ordinary items.
      • Set Hint_Text[48] = Keep your heroes close to each other. Separating is more risky.
      • Set Hint_Text[49] = Using hotkeys will make you cast spells faster.
      • Set Hint_Text[50] = Label your group of heroes with a number with Ctrl+* so you can select them when you lose them from screen.
      • Set Hint_Text[51] = Don't expect too much reinforcement, this campaign is concentrated on heroes.
      • Set Hint_Text[52] = Take the time to kill the creeps, leveling up is important.
      • Set Hint_Text[53] = If you see strange structures, for examples obelisks, there might be a quest related to it.
      • Set Hint_Text[54] = Make sure you go next to everyone, people might have something important to tell you.
      • Set Hint_Text[55] = If an unit have a question mark over he's head, it means he have something important to tell you.
      • Set Hint_Text[56] = Always remember to click the passive units, they might give you items and quests.
      • Set Hint_Text[57] = Answer the last riddle question thoughtfully, it gives you an honor point.
      • Set Hint_Text[58] = Ultimate sets are meant to specific characters. For example; Phodom can't wear Fradz's ultimate set.
      • Set Hint_Text[59] = All ultimate sets have four pieces. When you have gathered all four pieces, they will become one.
      • Set Hint_Text[60] = There are threeespers totally in this campaign; Anthanex, Faerga and Nyrzx. All espers have their own element and own abilities.
      • Set Hint_Text[61] = Most valuable items can cost more than ten thousand.
      • Set Hint_Text[62] = Don't get attached to your items too much, the difficulty increases fast and you always have to buy better items.
      • Set Hint_Text[63] = Be careful where you step with your heroes. They might be walking on some dangerous ground at some point.
      • Set Hint_Text[64] = Some units in the campaign give back the damage you give to them. Make sure you don't kill yourself.
      • Set Hint_Text[65] = There is one magic orb in each chapter. If you want a really good item, make sure you pick up 10 of them.
      • Set Hint_Text[66] = Before the 3 heroes gather, some items might not seem useful the each of them. Keep them! They will trade later.
      • Set Hint_Text[67] = Caves and basements often hide interesting enemies and quests. Don't just pass by them.
      • Set Hint_Text[68] = Left click on your enemies to look at their health before challenging them. Some enemies can have incredible high hit points and strong attack.
      • Set Hint_Text[69] = Watch Fradz' health carefully, he his usually the one that gets into trouble first.
      • Set Hint_Text[70] = Galeoth is useless without his spells. He should never stop casting.
      • Set Hint_Text[71] = Phodom's Flame Explosion is never wasted when he is well surrounded. Don't be afraid to run into ennemies.
      • Set Hint_Text[72] = Master Key is probably one of the most useful items, try to find one!
      • Set Hint_Text[73] = The fourth level spell book spells can be used only once per chapter, just like the espers.
      • Set Hint_Text[74] = If you have to drop items, make sure you remember where you dropped it if you want to use it again.
      • Set Hint_Text[75] = If you want to level up fast, try to increase the experience bonus. Also look for quests, they can give large amount of experience.
      • Set Hint_Text[76] = When discovering the maps, proceed systematically. They are very big and it's easy to get lost.
      • Set Hint_Text[77] = When you see that a boss stops attacking you, take your distance. He might pull out a powerfull spell.
      • Set Hint_Text[78] = Your brain is your most powerful weapons here. If you see an enemy is always coming back, sit back and think.
      • Set Hint_Text[79] = Take breaks when solving a puzzle. They are easier to solve with a fresh perspective.
      • Set Hint_Text[80] = Make sure you have all the items before buying the recipies. Without items, recipies are costly and useless.
      • Set Hint_Text[81] = Ever wondered what's the timer before a cinematic? It's a timer where you can skip the coming cinematic. Press escape(usually "Esc") before the timer runs out.
      • Set Hint_Text[82] = If you are in an area with structures blocking your sight, use the camera commands and del/insert to play around it.
      • Set Hint_Text[83] = Items and dig areas are not always easy to see. Move around often with your camera.
      • Set Hint_Text[84] = Don't lose your patience when fighting a boss. It might take more than one save/load.
      • Set Hint_Text[85] = Events can happen after a long wait. Don't rush to finish each chapter.
      • Set Hint_Text[86] = Some items are clickable, read them well.
      • Set Hint_Text[87] = Coordinate your 3 heroes so the enemies are stunned as long as possible.
      • Set Hint_Text[88] = Sometimes, even if you stun a boss, it will still cast a spell so don't be too surprised.
      • Set Hint_Text[89] = Be aware of unnatural items and shiny spots. In some maps, quest items are well hidden.
      • Set Hint_Text[90] = Increasing movement speed of your heroes can save you a lot of time.
      • Set Hint_Text[91] = If you are stuck somewhere and you don't know where to go next. Visit the forums and search how to solve your problem.
      • Set Hint_Text[92] = Clear that fog of war, your mini-map is one of your best tool.
      • Set Hint_Text[93] = Don't forget that you can go through many objects with Fradz's Invisible Strike ability.
      • Set Hint_Text[94] = Destroy all the barrels and other blocks you can find, they may hide useful items.
      • Set Hint_Text[95] = Prevent your heroes from running around without your orders, they might get into trouble.
      • Set Hint_Text[96] = Take the advantage of the daylight to explore the map and the night to fight.
      • Set Hint_Text[97] = You can increase the maximum vitality and gain even higher hit point regeneration for the characters.
      • Set Hint_Text[98] = Make sure that all your spells are cooled down before entering a boss fight. You will need all your resources!
      • Set Hint_Text[99] = Train yourself to control the character well, in later chapters things will get really hard.
      • Set Hint_Text[100] = Remember to check out the multiboard to see your current status.
      • Set Francisca_Ruby[2] = 6
      • Set Francisca_Ruby[3] = 12
      • Set Francisca_Ruby[4] = 18
      • Set Francisca_Topaz[2] = 6
      • Set Francisca_Topaz[3] = 12
      • Set Francisca_Topaz[4] = 18
      • Set Francisca_Sapphire[2] = 6
      • Set Francisca_Sapphire[3] = 12
      • Set Francisca_Sapphire[4] = 18
      • Set NyrxzLightningBall_Amount = 0
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set NyrxzLightningBall_Degree[(Integer A)] = TempReal
          • Set TempReal = (TempReal + 36.00)
      • Set TempGroup2 = (Units owned by Player 1 (Red))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Item - Set charges remaining in (Item carried by (Picked unit) of type Angel's Gift) to 3
          • Item - Set charges remaining in (Item carried by (Picked unit) of type Angel's Prayer) to 3
      • Custom script: call DestroyGroup(udg_TempGroup)
 
Level 37
Joined
Aug 14, 2006
Messages
7,602
Well you can obtain Combat Kings by finding them and one shop sells them. However I don't understand why you want that trigger. Here it is anyway.

  • Combat King Shop Buy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Buy Combat King - Force Blow
          • (Ability being cast) Equal to Buy Combat King - Enchanted Skin
          • (Ability being cast) Equal to Buy Combat King - Counter Attack
          • (Ability being cast) Equal to Buy Combat King - Parry
          • (Ability being cast) Equal to Buy Combat King - Trance
          • (Ability being cast) Equal to Buy Combat King - Rage
          • (Ability being cast) Equal to Buy Combat King - Siphon Life
          • (Ability being cast) Equal to Buy Combat King - Magic Resistance
          • (Ability being cast) Equal to Buy Combat King - Berserk
          • (Ability being cast) Equal to Buy Combat King - Magic Torment
          • (Ability being cast) Equal to Buy Combat King - Resurrection
    • Actions
      • -------- === LOW TIER === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Force Blow
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 1
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 1)
              • Hero - Create CombatShop_ItemType[1] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Enchanted Skin
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 1
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 1)
              • Hero - Create CombatShop_ItemType[2] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Counter Attack
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 1
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 1)
              • Hero - Create CombatShop_ItemType[3] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Parry
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 1
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 1)
              • Hero - Create CombatShop_ItemType[4] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • -------- === MEDIUM TIER === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Trance
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 2
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 2)
              • Hero - Create CombatShop_ItemType[5] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Rage
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 2
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 2)
              • Hero - Create CombatShop_ItemType[6] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Siphon Life
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 2
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 2)
              • Hero - Create CombatShop_ItemType[7] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Magic Resistance
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 2
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 3)
              • Hero - Create CombatShop_ItemType[8] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • -------- === HIGH TIER === --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Berserk
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 3
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 3)
              • Hero - Create CombatShop_ItemType[9] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Magic Torment
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 3
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 3)
              • Hero - Create CombatShop_ItemType[10] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Buy Combat King - Resurrection
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Resource__HONORPOINT Greater than or equal to 3
            • Then - Actions
              • Set Resource__HONORPOINT = (Resource__HONORPOINT - 3)
              • Hero - Create CombatShop_ItemType[11] and give it to CombatHonor_Buyer
            • Else - Actions
              • Game - Display to (All players) for 4.00 seconds the text: |c00FEBA0EYou don't...
        • Else - Actions
 
Level 37
Joined
Mar 6, 2006
Messages
9,243
I mean the load trigger, like this:

  • Load Data
    • Events
      • Game - A saved game is loaded
    • Conditions
    • Actions
      • Game Cache - Create a game cache from TCOCacheTemp_3.w3v
      • Set GameCache = (Last created game cache)
      • Wait 0.50 seconds
      • Unit - Set level of Combat King - Siphon Life for Paladin 0000 <gen> to (Load TCO_SpellLevel of TCO_TempCache from GameCache)
You're using something like that for the campaign also, aren't you? Do the abilities jump to the main panel right before that wait or after? You can increase the wait time a bit to be sure.
 
Level 37
Joined
Aug 14, 2006
Messages
7,602
Ah yeah. Here:

  • Save Data
    • Events
      • Game - The game is about to be saved
    • Conditions
    • Actions
      • Game Cache - Create a game cache from TCOCacheTemp_11.w3v
      • Set GameCache = (Last created game cache)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set TempIntegerArray[(Integer A)] = (Level of SPELL_SpellBook[(Integer A)] for Restore_Panel[6])
          • Game Cache - Store TempIntegerArray[(Integer A)] as (TCO_SpellLevel + (String((Integer A)))) of TCO_TempCache in GameCache
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of SPELL_CombatKing[(Integer A)] for AAAPhodom) Greater than or equal to 1
            • Then - Actions
              • Set TempIntegerArray[(Integer A)] = (Level of SPELL_CombatKing[(Integer A)] for AAAPhodom)
              • Game Cache - Store TempIntegerArray[(Integer A)] as (TCO_CombatKingLevelP + (String((Integer A)))) of TCO_TempCache in GameCache
            • Else - Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of SPELL_CombatKing[(Integer A)] for AAAFradz) Greater than or equal to 1
            • Then - Actions
              • Set TempIntegerArray[(Integer A)] = (Level of SPELL_CombatKing[(Integer A)] for AAAFradz)
              • Game Cache - Store TempIntegerArray[(Integer A)] as (TCO_CombatKingLevelF + (String((Integer A)))) of TCO_TempCache in GameCache
            • Else - Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Level of SPELL_CombatKing[(Integer A)] for AAAGaleoth) Greater than or equal to 1
            • Then - Actions
              • Set TempIntegerArray[(Integer A)] = (Level of SPELL_CombatKing[(Integer A)] for AAAGaleoth)
              • Game Cache - Store TempIntegerArray[(Integer A)] as (TCO_CombatKingLevelG + (String((Integer A)))) of TCO_TempCache in GameCache
            • Else - Actions
      • Save GameCache
  • Load Data
    • Events
      • Game - A saved game is loaded
    • Conditions
    • Actions
      • Game Cache - Create a game cache from TCOCacheTemp_11.w3v
      • Set GameCache = (Last created game cache)
      • Wait 0.50 seconds
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Set TempIntegerArray[(Integer A)] = (Load (TCO_SpellLevel + (String((Integer A)))) of TCO_TempCache from GameCache)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntegerArray[(Integer A)] Greater than 1
            • Then - Actions
              • Unit - Set level of SPELL_SpellBook[(Integer A)] for Restore_Panel[6] to TempIntegerArray[(Integer A)]
            • Else - Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • Set TempIntegerArray[(Integer A)] = (Load (TCO_CombatKingLevelP + (String((Integer A)))) of TCO_TempCache from GameCache)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntegerArray[(Integer A)] Greater than 1
            • Then - Actions
              • Unit - Set level of SPELL_CombatKing[(Integer A)] for AAAPhodom to TempIntegerArray[(Integer A)]
            • Else - Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • Set TempIntegerArray[(Integer A)] = (Load (TCO_CombatKingLevelF + (String((Integer A)))) of TCO_TempCache from GameCache)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntegerArray[(Integer A)] Greater than 1
            • Then - Actions
              • Unit - Set level of SPELL_CombatKing[(Integer A)] for AAAFradz to TempIntegerArray[(Integer A)]
            • Else - Actions
      • For each (Integer A) from 1 to 11, do (Actions)
        • Loop - Actions
          • Set TempIntegerArray[(Integer A)] = (Load (TCO_CombatKingLevelG + (String((Integer A)))) of TCO_TempCache from GameCache)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • TempIntegerArray[(Integer A)] Greater than 1
            • Then - Actions
              • Unit - Set level of SPELL_CombatKing[(Integer A)] for AAAGaleoth to TempIntegerArray[(Integer A)]
            • Else - Actions
 
Level 37
Joined
Aug 14, 2006
Messages
7,602
I never had this bug personally. I go testing today and try to make it happen for me as well. I'll put here more information later.

Thanks so far for the help.

EDIT: Okay I figured out what's bugging. The bug happens in the next chapter after loading stuff from earlier chapters. Here's the save / load.

(The combat king save / load is happening in the end of the code)

  • Actions
    • -------- === CREATE GAME CACHE === --------
    • Game Cache - Create a game cache from TCOCache_1.w3v
    • Set GameCache = (Last created game cache)
    • -------- === SAVE HEROS === --------
    • Game Cache - Store AAAPhodom as TCO_Phodom of TCO_Heroes in (Last created game cache)
    • -------- === SAVE BOXES === --------
    • Game Cache - Store AAPhodom_Box as TCO_Phodom_Box of TCO_Heroes in (Last created game cache)
    • Game Cache - Store AAPhodom_Box2 as TCO_Phodom_Box2 of TCO_Heroes in (Last created game cache)
    • Game Cache - Store AAPhodom_Box3 as TCO_Phodom_Box3 of TCO_Heroes in (Last created game cache)
    • Game Cache - Store AAPhodom_Box4 as TCO_Phodom_Box4 of TCO_Heroes in (Last created game cache)
    • Game Cache - Store AAPhodom_Box5 as TCO_Phodom_Box5 of TCO_Heroes in (Last created game cache)
    • Game Cache - Store AAPhodom_Box6 as TCO_Phodom_Box6 of TCO_Heroes in (Last created game cache)
    • -------- === SAVE SPELLS === --------
    • -------- === PHODOM === --------
    • -------- 1 --------
    • Game Cache - Store (Level of Hammer Slam (Special Ability) for AAAPhodom) as TCO_Area_Attack of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Level of Avatar (Special Ability) for AAAPhodom) as TCO_Avatar of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Level of Offensive Roar (Special Ability) for AAAPhodom) as TCO_Warcry of TCO_Spells in (Last created game cache)
    • -------- 2 --------
    • Game Cache - Store (Current research level of Meltdown (Single Ability) for Player 1 (Red)) as TCO_Meltdown of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Impact Flare (Single Ability) for Player 1 (Red)) as TCO_Impact_Flare of TCO_Spells in (Last created game cache)
    • -------- 3 --------
    • Game Cache - Store (Current research level of Aura Of Fire (Element Ability) for Player 1 (Red)) as TCO_Aura_Of_Fire of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Fire Attack (DISABLED CURRENTLY) for Player 1 (Red)) as TCO_Fire_Attack of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Fire Element (Element Ability) for Player 1 (Red)) as TCO_Summon_Fire_Element of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Fire Mastery (Element Ability) for Player 1 (Red)) as TCO_Fire_Mastery of TCO_Spells in (Last created game cache)
    • -------- 4 --------
    • Game Cache - Store (Current research level of Flame Explosion (AoE Ability) for Player 1 (Red)) as TCO_Flame_Explosion of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Ground Zero (AoE Ability) for Player 1 (Red)) as TCO_Ground_Zero of TCO_Spells in (Last created game cache)
    • -------- 5 --------
    • Game Cache - Store (Current research level of Shield Of Fire (Heal Ability) for Player 1 (Red)) as TCO_Shield_Of_Fire of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Heaven's Bless (Heal Ability) for Player 1 (Red)) as TCO_Warm_Light of TCO_Spells in (Last created game cache)
    • -------- 6 --------
    • Game Cache - Store (Current research level of Chaotic Rift (Ultimate Ability) for Player 1 (Red)) as TCO_Chaotic_Rift of TCO_Spells in (Last created game cache)
    • Game Cache - Store (Current research level of Phoenix Combo (Ultimate Ability) for Player 1 (Red)) as TCO_Phoenix_Combo of TCO_Spells in (Last created game cache)
    • -------- === MULTIBOARD === --------
    • Set Resource__GOLD = (Player 1 (Red) Current gold)
    • Set Resource__LIFE = (Player 1 (Red) Current lumber)
    • Set Resource__GAMEPOINT = (Resource__GAMEPOINT + Resource__GAMEPOINT_C)
    • Game Cache - Store Resource__SECONDS as TCO_Second of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__MINUTES as TCO_Minute of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__HOURS as TCO_Hour of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__GOLD as TCO_Gold of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__LIFE as TCO_Life of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__GAMEPOINT as TCO_Gamepoint of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__DIFFICULTY as TCO_Difficulty of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__MORALITY as TCO_Morality of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__HONORPOINT as TCO_Honorpoint of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__BOSSPOINT as TCO_Bosspoint of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__LUCK as TCO_Luck of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__KILLS as TCO_Kill of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__DEATHS as TCO_Death of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__GIVEUP as TCO_Giveup of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__EASY as TCO_Easy of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__NORMAL as TCO_Normal of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__HARD as TCO_Hard of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__EXTREME as TCO_Extreme of TCO_Multiboard in (Last created game cache)
    • Game Cache - Store Resource__HARDCORE as TCO_Hardcore of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 3, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__ALCPOTION[(Integer A)] as (TCO_Alcpotion + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 4, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__ALCFLOWER[(Integer A)] as (TCO_Alcflower + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 11, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__ELITEBOSS[(Integer A)] as (TCO_Eliteboss + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 11, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__EPICBOSS[(Integer A)] as (TCO_Epicboss + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • -------- === CHARACTERS === --------
    • Set Resource__ESPERS[1] = (Current research level of Defeat Anthanex for Player 1 (Red))
    • Set Resource__ESPERS[2] = (Current research level of Defeat Faerga for Player 1 (Red))
    • Set Resource__ESPERS[3] = (Current research level of Defeat Nyrzx for Player 1 (Red))
    • Game Cache - Store Resource__TREASURE as TCO_Treasure of TCO_Profession in (Last created game cache)
    • Game Cache - Store Resource__BATTLETHIEF as TCO_Thief of TCO_Profession in (Last created game cache)
    • Game Cache - Store Resource__ALCHEMIST as TCO_Alchemist of TCO_Profession in (Last created game cache)
    • Game Cache - Store (Current research level of Requires Bronze Shovel for Player 1 (Red)) as TCO_Digbronze of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Requires Silver Shovel for Player 1 (Red)) as TCO_Digsilver of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Requires Golden Shovel for Player 1 (Red)) as TCO_Diggold of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Requires Master's Instruction Teachings for Player 1 (Red)) as TCO_Digmaster of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Strength for Player 1 (Red)) as TCO_Potionstrength of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Agility for Player 1 (Red)) as TCO_Potionagility of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Intelligence for Player 1 (Red)) as TCO_Potionintelligence of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Health for Player 1 (Red)) as TCO_Potionhealth of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Mana for Player 1 (Red)) as TCO_Potionmana of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Life for Player 1 (Red)) as TCO_Potionlife of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Experience for Player 1 (Red)) as TCO_Potionexperience of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion of Power for Player 1 (Red)) as TCO_Potionpower of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Magic for Player 1 (Red)) as TCO_Potionmagic of TCO_Professions in (Last created game cache)
    • Game Cache - Store (Current research level of Recipe Potion Of Ability for Player 1 (Red)) as TCO_Potionability of TCO_Professions in (Last created game cache)
    • For each (Integer A) from 1 to 3, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__MAGIC[(Integer A)] as (TCO_Magic + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 3, do (Actions)
      • Loop - Actions
        • Game Cache - Store Resource__ESPERS[(Integer A)] as (TCO_Esper + (String((Integer A)))) of TCO_Espers in (Last created game cache)
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • Game Cache - Store (Level of SPELL_SpellBook[(Integer A)] for Restore_Panel[6]) as (TCO_Spells + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • For each (Integer A) from 1 to 11, do (Actions)
      • Loop - Actions
        • Game Cache - Store (Level of SPELL_CombatKing[(Integer A)] for AAAPhodom) as (TCO_CKP + (String((Integer A)))) of TCO_Multiboard in (Last created game cache)
    • -------- Save Game Cache --------
    • Save GameCache
  • Actions
    • -------- === LOAD GAME CACHE === --------
    • Game Cache - Create a game cache from TCOCache_1.w3v
    • Set GameCache1 = (Last created game cache)
    • -------- === LOAD GAME CACHE === --------
    • Game Cache - Create a game cache from TCOCache_3.w3v
    • Set GameCache2 = (Last created game cache)
    • -------- === LOAD HERO SPELLS === --------
    • -------- === PHODOM === --------
    • -------- 2 --------
    • Player - Set the current research level of Meltdown (Single Ability) to (Load TCO_Meltdown of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Impact Flare (Single Ability) to (Load TCO_Impact_Flare of TCO_Spells from GameCache1) for Player 1 (Red)
    • -------- 3 --------
    • Player - Set the current research level of Aura Of Fire (Element Ability) to (Load TCO_Aura_Of_Fire of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Fire Attack (DISABLED CURRENTLY) to (Load TCO_Fire_Attack of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Fire Element (Element Ability) to (Load TCO_Summon_Fire_Element of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Fire Mastery (Element Ability) to (Load TCO_Fire_Mastery of TCO_Spells from GameCache1) for Player 1 (Red)
    • -------- 4 --------
    • Player - Set the current research level of Flame Explosion (AoE Ability) to (Load TCO_Flame_Explosion of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Ground Zero (AoE Ability) to (Load TCO_Ground_Zero of TCO_Spells from GameCache1) for Player 1 (Red)
    • -------- 5 --------
    • Player - Set the current research level of Shield Of Fire (Heal Ability) to (Load TCO_Shield_Of_Fire of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Heaven's Bless (Heal Ability) to (Load TCO_Warm_Light of TCO_Spells from GameCache1) for Player 1 (Red)
    • -------- 6 --------
    • Player - Set the current research level of Chaotic Rift (Ultimate Ability) to (Load TCO_Chaotic_Rift of TCO_Spells from GameCache1) for Player 1 (Red)
    • Player - Set the current research level of Phoenix Combo (Ultimate Ability) to (Load TCO_Phoenix_Combo of TCO_Spells from GameCache1) for Player 1 (Red)
    • -------- === LOAD HEROES === --------
    • Set TempLoc = (Center of Phodom Load <gen>)
    • Game Cache - Restore TCO_Phodom of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing TempLoc
    • Set AAAPhodom = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • -------- === LOAD BOXES === --------
    • Set TempLoc = (Center of PhoB1 Load <gen>)
    • Game Cache - Restore TCO_Phodom_Box of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • Set TempLoc = (Center of PhoB2 Load <gen>)
    • Game Cache - Restore TCO_Phodom_Box2 of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box2 = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • Set TempLoc = (Center of PhoB3 <gen>)
    • Game Cache - Restore TCO_Phodom_Box3 of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box3 = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • Set TempLoc = (Center of PhoB4 <gen>)
    • Game Cache - Restore TCO_Phodom_Box4 of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box4 = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • Set TempLoc = (Center of PhoB5 <gen>)
    • Game Cache - Restore TCO_Phodom_Box5 of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box5 = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • Set TempLoc = (Center of PhoB6 <gen>)
    • Game Cache - Restore TCO_Phodom_Box6 of TCO_Heroes from GameCache1 for Player 1 (Red) at TempLoc facing 0.00
    • Set AAPhodom_Box6 = (Last restored unit)
    • Custom script: call RemoveLocation(udg_TempLoc)
    • -------- === LOAD UNIT SPELLS === --------
    • -------- === PHODOM === --------
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Load TCO_Area_Attack of TCO_Spells from GameCache1) Greater than or equal to 1
      • Then - Actions
        • Unit - Add Hammer Slam (Special Ability) to AAAPhodom
        • Unit - Set level of Hammer Slam (Special Ability) for AAAPhodom to (Load TCO_Area_Attack of TCO_Spells from GameCache1)
      • Else - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Load TCO_Avatar of TCO_Spells from GameCache1) Greater than or equal to 1
          • Then - Actions
            • Unit - Add Avatar (Special Ability) to AAAPhodom
            • Unit - Set level of Avatar (Special Ability) for AAAPhodom to (Load TCO_Avatar of TCO_Spells from GameCache1)
          • Else - Actions
            • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Load TCO_Warcry of TCO_Spells from GameCache1) Greater than or equal to 1
              • Then - Actions
                • Unit - Add Offensive Roar (Special Ability) to AAAPhodom
                • Unit - Set level of Offensive Roar (Special Ability) for AAAPhodom to (Load TCO_Warcry of TCO_Spells from GameCache1)
              • Else - Actions
    • -------- === MULTIBOARD === --------
    • Set Resource__SECONDS = (Load TCO_Second of TCO_Multiboard from (Last created game cache))
    • Set Resource__MINUTES = (Load TCO_Minute of TCO_Multiboard from (Last created game cache))
    • Set Resource__HOURS = (Load TCO_Hour of TCO_Multiboard from (Last created game cache))
    • Set Resource__GOLD = (Load TCO_Gold of TCO_Multiboard from (Last created game cache))
    • Set Resource__LIFE = (Load TCO_Life of TCO_Multiboard from (Last created game cache))
    • Set Resource__GAMEPOINT = (Load TCO_Gamepoint of TCO_Multiboard from (Last created game cache))
    • Set Resource__DIFFICULTY = (Load TCO_Difficulty of TCO_Multiboard from (Last created game cache))
    • Set Resource__MORALITY = (Load TCO_Morality of TCO_Multiboard from (Last created game cache))
    • Set Resource__HONORPOINT = (Load TCO_Honorpoint of TCO_Multiboard from (Last created game cache))
    • Set Resource__BOSSPOINT = (Load TCO_Bosspoint of TCO_Multiboard from (Last created game cache))
    • Set Resource__LUCK = (Load TCO_Luck of TCO_Multiboard from (Last created game cache))
    • Set Resource__KILLS = (Load TCO_Kill of TCO_Multiboard from (Last created game cache))
    • Set Resource__DEATHS = (Load TCO_Death of TCO_Multiboard from (Last created game cache))
    • Set Resource__GIVEUP = (Load TCO_Giveup of TCO_Multiboard from (Last created game cache))
    • Set Resource__EASY = (Load TCO_Easy of TCO_Multiboard from (Last created game cache))
    • Set Resource__NORMAL = (Load TCO_Normal of TCO_Multiboard from (Last created game cache))
    • Set Resource__HARD = (Load TCO_Hard of TCO_Multiboard from (Last created game cache))
    • Set Resource__EXTREME = (Load TCO_Extreme of TCO_Multiboard from (Last created game cache))
    • Player - Set Player 1 (Red) Current gold to Resource__GOLD
    • Player - Set Player 1 (Red) Current lumber to Resource__LIFE
    • For each (Integer A) from 1 to 3, do (Actions)
      • Loop - Actions
        • Set Resource__ALCPOTION[(Integer A)] = (Load (TCO_Alcpotion + (String((Integer A)))) of TCO_Multiboard from (Last created game cache))
    • For each (Integer A) from 1 to 4, do (Actions)
      • Loop - Actions
        • Set Resource__ALCFLOWER[(Integer A)] = (Load (TCO_Alcflower + (String((Integer A)))) of TCO_Multiboard from (Last created game cache))
    • For each (Integer A) from 1 to 10, do (Actions)
      • Loop - Actions
        • Set Resource__ELITEBOSS[(Integer A)] = (Load (TCO_Eliteboss + (String((Integer A)))) of TCO_Multiboard from (Last created game cache))
    • For each (Integer A) from 1 to 10, do (Actions)
      • Loop - Actions
        • Set Resource__EPICBOSS[(Integer A)] = (Load (TCO_Epicboss + (String((Integer A)))) of TCO_Multiboard from (Last created game cache))
    • -------- === CHARACTERS === --------
    • Set Resource__TREASURE = (Load TCO_Treasure of TCO_Profession from (Last created game cache))
    • Set Resource__BATTLETHIEF = (Load TCO_Thief of TCO_Profession from (Last created game cache))
    • Set Resource__ALCHEMIST = (Load TCO_Alchemist of TCO_Profession from (Last created game cache))
    • Player - Set the current research level of Requires Bronze Shovel to (Load TCO_Digbronze of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Requires Silver Shovel to (Load TCO_Digsilver of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Requires Golden Shovel to (Load TCO_Diggold of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Requires Master's Instruction Teachings to (Load TCO_Digmaster of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Strength to (Load TCO_Potionstrength of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Agility to (Load TCO_Potionagility of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Intelligence to (Load TCO_Potionintelligence of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Health to (Load TCO_Potionhealth of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Mana to (Load TCO_Potionmana of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Life to (Load TCO_Potionlife of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Experience to (Load TCO_Potionexperience of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion of Power to (Load TCO_Potionpower of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Magic to (Load TCO_Potionmagic of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Recipe Potion Of Ability to (Load TCO_Potionability of TCO_Professions from (Last created game cache)) for Player 1 (Red)
    • Player - Set the current research level of Defeat Anthanex to Resource__ESPERS[1] for Player 1 (Red)
    • Player - Set the current research level of Defeat Faerga to Resource__ESPERS[2] for Player 1 (Red)
    • Player - Set the current research level of Defeat Nyrzx to Resource__ESPERS[3] for Player 1 (Red)
    • For each (Integer A) from 1 to 3, do (Actions)
      • Loop - Actions
        • Set Resource__MAGIC[(Integer A)] = (Load (TCO_Magic + (String((Integer A)))) of TCO_Multiboard from (Last created game cache))
    • For each (Integer A) from 1 to 12, do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Load (TCO_Spells + (String((Integer A)))) of TCO_Multiboard from (Last created game cache)) Greater than or equal to 1
          • Then - Actions
            • Unit - Add SPELL_SpellBook[(Integer A)] to Restore_Panel[6]
            • Unit - Set level of SPELL_SpellBook[(Integer A)] for Restore_Panel[6] to (Load TCO_Spells of TCO_Multiboard from (Last created game cache))
          • Else - Actions
    • For each (Integer A) from 1 to 11, do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Load (TCO_CKP + (String((Integer A)))) of TCO_Multiboard from GameCache1) Greater than or equal to 1
          • Then - Actions
            • Unit - Add SPELL_CombatKing[(Integer A)] to AAAPhodom
            • Unit - Set level of SPELL_CombatKing[(Integer A)] for AAAPhodom to (Load TCO_CKP of TCO_Multiboard from GameCache1)
          • Else - Actions
 
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