- Joined
- Nov 10, 2008
- Messages
- 2,021
Okay, im working on a campaign map and i have a little problem. The trigger below should set the hitpoints and armor to a number wich depends on the difficulty chosen. My problem is that it affacts the unit 'Keeper of Divinity', wich it shouldnt. All answers will be rewarded with reputation.
~x-omg-x
~x-omg-x
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DiffilcultySet
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Events
- Dialog - A dialog button is clicked for Difficulty
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to Easy
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Then - Actions
- Game - Display to (All players) for 5.00 seconds the text: |c0000FF00Difficult...
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Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching ((Unit-type of (Picked unit)) Not equal to Keeper of Divinity)) and do (Actions)
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Loop - Actions
- Unit - Add Easy to (Picked unit)
- Unit - Add EasyHp to (Picked unit)
- Unit - Set life of (Picked unit) to 50.00%
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Loop - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to Normal
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Then - Actions
- Game - Display to (All players) for 5.00 seconds the text: |n|n|n|n|n|c00FFFF0...
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Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching ((Unit-type of (Picked unit)) Not equal to Keeper of Divinity)) and do (Actions)
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Loop - Actions
- Unit - Set life of (Picked unit) to 80.00%
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Loop - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Clicked dialog button) Equal to Hard
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Then - Actions
- Game - Display to (All players) for 5.00 seconds the text: |n|n|n|n|n|c00FF000...
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Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching ((Unit-type of (Picked unit)) Not equal to Keeper of Divinity)) and do (Actions)
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Loop - Actions
- Unit - Add Hard to (Picked unit)
- Unit - Add HardHp to (Picked unit)
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Loop - Actions
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events