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Smelt Rock
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Events
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Unit - A unit Begins training a unit
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Conditions
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(Trained unit-type) Equal to Smelt Stone
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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
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((Triggering unit) has an item of type Stone) Equal to True
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(Charges remaining in (Item carried by (Triggering unit) of type Stone)) Greater than or equal to 5
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((Triggering unit) has an item of type Wood) Equal to True
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(Charges remaining in (Item carried by (Triggering unit) of type Wood)) Greater than or equal to 5
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Then - Actions
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Item - Set charges remaining in (Item carried by (Triggering unit) of type Stone) to ((Charges remaining in (Item carried by (Triggering unit) of type Stone)) - 5)
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Item - Set charges remaining in (Item carried by (Triggering unit) of type Wood) to ((Charges remaining in (Item carried by (Triggering unit) of type Wood)) - 5)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Charges remaining in (Item carried by (Triggering unit) of type Wood)) Equal to 0
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) of type Wood)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Charges remaining in (Item carried by (Triggering unit) of type Stone)) Equal to 0
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Then - Actions
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Item - Remove (Item carried by (Triggering unit) of type Stone)
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Else - Actions
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Else - Actions
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Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffff0000You need ...
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Wait 0.01 seconds
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Custom script: call IssueImmediateOrderById( GetTriggerUnit(), 851976 )
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1. This only triggers on the first training order, so it wont check the conditions when it queues up the second training. How do I make it work on more then one training?
2. Is there a way to remove the wait at the end? I guessed that it happened before the training happened which is why it would not cancel before I added the wait. Just the way "A unit takes damage " happens.
Any help is good. Thank you
