I can't seem to find good ones for other styles Anyway, here it is: Trigger 1: Triggers 3-(number of attack power +3) Trigger (ex.) 13 trig "Help" Trigger Help2 Trigger (next) *Note: You can modify this trigger trick successively by letting different area affect your weapon differently. Example: Enjoy designing! As I always do, and always will. -Ultima_Knight
Start: ON
Loop: YES
Objective: NO
Cond.
Kill ratio = # of kills (discretionairy)
Effect:
Change Object Attack (set the area)
65535 (-1 from attack, or the weapon slowly losing it's sharpness or durability)
Effect:
Create Object:
Create Object: (in another area)
Trigger 2:
Start: ON
Loop: YES
Objective: NO
Cond.
Object selected:
(ex.)"Blacksmith"
Effect:
Display Instructions:
"Need a reparin'? It'll cost ya..."
Cond.
Timer 10
Cond. Variable:
Objects in area (# of times object has lost durability)
Effect:
Display Instructions:
(# of Gold per attack point)(ex.)"30 Gold."
Effect:
Display Instructions (set to "2")
Click on the Smithy to repair.
Cond.
Accumulate Attribute
Cond.
Object Selected
Smithy
Cond.
Objects in area
Effect:
Display Instructions:
Blacksmith: "Aright...done."
Effect:
Change Ownership
(those units that were created per kill ratio)
Effect:
kill objects
(those units)
Effect: activate Trig "Help"
Effect: activate next trigger
kil ratio = #
effect: create object player1 :: area
effect: kill object :: area
Kill ratio = 0
deactivate trig "Help"
Start: OFF
Loop : ON
OBJ : NO
Cond.
Objects in area:
Quantity = # of those units that were created and never belonged to player 1 in Trig. 1
Effect:
Change Object Attack:
# of those units
(ex.) 65538 (+2)
Effect:
Deactivate Trigger
Self.
One area is left, the previous area's triggers are deactivated.
The new area requires a lesser kill ratio to decrease durability (thus making the enemies seem more tough).
Hopefully, I'll find some more stuff for you people to incorporate into other types of scenarios...
how is this for a quote