Trigger 1
on, looping
condition: bring object to object(potion master)
condition: object selected (potion master)
effect: display message: Hello, will you like to buy some potions? It costs only 20 gold to buy one potion. Click on the potion shop the buy one.
effect: activate trigger 2
Trigger 2
off, n/looping
condition: object selected (potion shop)
condition: accumulate attribute: 20 gold
effect:activate trigger 3
(there's an "ITEM" area with bunch of relics unamed)
Trigger 4
off, n/looping
condition: (not required) timer=5
effect: display message: wait a sec... here ya go.
effect: change object name=relic-potion
effect: tribute 20 gold from player 1 to player X.
effect: activate trigger 5
Trigger 5
off, looping
condition: bring object to area (flag-potion using area)
activate trigger: trigger 6
P.S. the flag can be in various places so it increase the amount of places you can heal.
Trigger 6
off, n/looping
condition: object selected (relic renamed to potion)
effect: (somewhere in the forest where the player cannot see, and is near by the flag+enough range for the monk to heal the unit) create object: monk (ally)
effect: activate trigger 7
Trigger 7
off, n/looping
condition: (depends on how much the potion can heal) timer:X
effect: remove object: in area=monk
effect: rename potion to relic
effect: display message: potion used.
You can change the trigger a bit, and i hope to see this trick in some RPG scenarios!
P.S. the trick can also be used in multi-player=scenarios
- "Nobody dies a virgin; life screws us all."
- "you can't clap without both hands."
- "The sun is not yellow, it's chicken."
- "Yes, they may indeed be idiots, but we are surrounded by idiots anyway; variations can be amusing."
- "Warm and fuzzy, kinda like a burning kitten."
- "We had gay burglars the other night. They broke in and rearranged the furniture."
[This message has been edited by The_Conqueror (edited 04-22-2001 @ 06:13 PM).]