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2 Basic Questions

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Level 5
Joined
Jul 30, 2012
Messages
93
Hi,

1-I want to make it like dota's aegis system.It's okey now.But as long as we carry reincarnation item, whatever we purchase game-text trigger works...It must write just when we get reincarnation item, not all items. *-*

  • Ank
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Item carried by (Triggering unit) of type |cff8D38C9Kutsal Reenkarnasyon|r) is owned) Equal to True
    • Actions
      • Game - Display to (All players) the text: (Isim[(Player number of (Triggering player))] + (( + ((Name of (Triggering unit)) + () + |cff8D38C9Kutsal Reenkarnasyon|r'u ele geçirdi!))))
      • Wait 300.00 seconds
      • Item - Remove (Item carried by (Triggering unit) of type |cff8D38C9Kutsal Reenkarnasyon|r)
2-As we use some of custom spell especially frost nova etc.It seems channeling skill but actually not.We throw missile then my hero continues animation of spell.How can i remove it ?

Thank you!
 
Level 5
Joined
Jul 30, 2012
Messages
93
My first question is okey. :3

For #2.

Frost nova just example.We can interrupt spell animation.But we won't it continues almost 2 seconds.It must be stop when i finish my cast.Try on test map and see.Did you understand what i meant?
 
Level 5
Joined
Jul 30, 2012
Messages
93
Both of them is okay now.Thanks for answers. <3

I have a last question.I don't wanna open new thread for dirty forum.

I found this spell here and i copied my map.How can i add strength limit ? Then if hero dies, he lose all of strength points..?(it's okey if it's like dota's shadow fiend hero)

  • Soul Eater
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Soul Eater-[R]
    • Actions
      • Set Owner_Se_aura = (Learning Hero)
      • Trigger - Turn on Soul Eater Loop <gen>
  • Soul Eater Loop
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Killing unit) Equal to Owner_Se_aura
    • Actions
      • Set Target_Se_aura = (Dying unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • Special Effect - Create a special effect at (Position of Target_Se_aura) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Wait 0.25 seconds
          • Hero - Modify Strength of Owner_Se_aura: Add (1 + (1 x (Level of Soul Eater-[R] for Owner_Se_aura)))
          • Special Effect - Create a special effect at (Position of Owner_Se_aura) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
          • Special Effect - Destroy (Last created special effect)
        • Else - Actions
          • Do nothing
Thank you again!
 
Level 28
Joined
Sep 26, 2009
Messages
2,520
Change "(Learning Hero)" and "(Dying unit)" into (Triggering unit)" instead.
This location: "Create a special effect at (Position of Target_Se_aura) using..." and this "Create a special effect at (Position of Owner_Se_aura) using..." leak. You have to save those locations into point variable beforehand and then remove them via custom script.
Remove the "Do Nothing" action and leave it blank.

As for your questions:
Limit - create 2 integer variables one called for example Limit and the other for example "ActiveBonus". When hero learns the skill, set the Limit variable to the limit it is supposed to represent. Then in your second trigger, when unit dies, check if ActiveBonus is equal to Limit... if yes, do nothing... if no, then increase his strength (and accordingly increase the value for ActiveBonus variable).

That also solves your second question - simply when hero dies (or if it doesn't work, then when he revives), remove attribute equal to ActiveBonus (don't forget to set ACtiveBonus variable to 0 after that, since hero will have no ActiveBonus to his stat).
 
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