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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » problem with rpg "casting god powers"
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Topic Subject:problem with rpg "casting god powers"
funeralpyre88
Mortal
posted 14 July 2018 04:04 PM EDT (US)         
I'm trying to make an rpg where you can cast a god power and have different/additional effects than what the god power originally does.

I'm having a problem with a trigger. So far it reads something like this:
condition: god power active: Imperial Examination: player 1
effects: modify protounit Arkantos: Armor hack: 0.1
"active" and "run immediately" are checked.

It works properly the first time and reverts back to the original value at the end of a minute, as expected(I set a timer with another trigger).

But when I cast the power a second time, nothing happens. Why is this so? Is the trigger programmed to perform only once and no more? "Loop" doesn't help, only makes the hack armor 100%.
AuthorReplies:
scragins
Heretic of December
posted 14 July 2018 06:28 PM EDT (US)     1 / 2       
Unstick run immediately, it is not needed. In the second trigger the one that reduces the armour add a fire event effect to fire the trigger that detects when the god power is active. Note that you may need to retick the active box on the trigger that detects when the God power is active.
funeralpyre88
Mortal
posted 14 July 2018 09:18 PM EDT (US)     2 / 2       
thanks a lot, it works great now!
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