Closed gonictt closed 11 months ago
I'm also having trouble with completing the map. It seems like the upgrades for the towers is delayed.
Same issue - the script places the initial druid and dart, then stops interacting with the game until a loss.
temporary solution
WORKSHOP_DATA := Map(
"easy", [WorkshopEasy, ""],
)
WorkshopEasy() {
global TS := Map(
"Dart", ["dart", [1020, 500]],
"Druid", ["druid", [930, 495]],
"Spike", ["spike", [1600, 630]],
"Sniper", ["sniper", [1015, 425]]
)
StartGame()
Place("Dart")
Place("Druid")
WaitForRound(1)
Upgrade("Druid", 0, 1, 0) ; 000 -> 010
WaitForRound(2)
Place("Spike")
WaitForRound(4)
Upgrade("Druid", 1, 2, 0) ; 010 -> 130
WaitForRound(8)
Upgrade("Dart", 0, 2, 3) ; 000 -> 023
WaitForRound(14)
Upgrade("Spike", 0, 0, 3) ; 000 -> 003
Targeting("Spike", 1) ; Normal -> Close
WaitForRound(16)
Place("Sniper")
Targeting("Sniper", 3) ; Normal -> Strong
WaitForRound(18)
Upgrade("Sniper", 1, 0, 2) ; 000 -> 102
WaitForRound(21)
Upgrade("Sniper", 1, 0, 0) ; 102 -> 202
WaitForRound(26)
Upgrade("Sniper", 1, 0, 0) ; 202 -> 302
WaitForRound(27)
Upgrade("Dart", 0, 0, 1) ; 023 -> 024
}
temporary solution
Doesn't work for me. Anything after WaitForRound(1) fails to execute. I'm assuming it's because of the cosmetic snow effect touching the round numbers.
temporary solution
Doesn't work for me. Anything after WaitForRound(1) fails to execute. I'm assuming it's because of the cosmetic snow effect touching the round numbers.
WaitForRound(1) = round1 WaitForRound(2) = round12 WaitForRound(2) starts on round 12
The round is delayed, but there is no problem clearing it.
WaitForRound(1) = round1 WaitForRound(2) = round12 WaitForRound(2) starts on round 12
ahhh, ok. Thanks for the explanation.
The round recognition should now be working correctly.
I can't seem to check the round properly.