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Events
Unit - A unit Dies
Conditions
((Killing unit) has an item of type -Item-) Equal to True
Actions
Item - Set charges remaining in (Item carried by (Killing unit) of type -Item-) to ((Charges remaining in (Item carried by (Killing unit) of type -Item-)) + 1)
and for the item's activation use:
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to -Item-
Actions
Hero - Modify Strength of (Hero manipulating item): Add 1
Hero - Modify Agility of (Hero manipulating item): Add 1
Hero - Modify Intelligence of (Hero manipulating item): Add 1
youll have to limit the item to 1 per hero tho, or itll mess things up
doesn't work i have
Ring of Immortality
Ereignisse
Einheit - A unit Stirbt
Bedingungen
((Item carried by (Killing unit) of type |cffff0000Ring of Immortalitty|r) is owned) Gleich True
Aktionen
Gegenstand - Set charges remaining in (Item carried by (Killing unit) of type |cffff0000Ring of Immortalitty|r) to ((Charges remaining in (Item carried by (Killing unit) of type |cffff0000Ring of Immortalitty|r)) + 1)
Ring of Immortality 2
Ereignisse
Einheit - A unit Benutzt einen Gegenstand
Bedingungen
(Item-type of (Item being manipulated)) Gleich |cffff0000Ring of Immortalitty|r
Aktionen
Held - Modify Kraft of (Hero manipulating item): Hinzufügen 1
Held - Modify Beweglichkeit of (Hero manipulating item): Hinzufügen 1
Held - Modify Intelligenz of (Hero manipulating item): Hinzufügen 1
You have to do it out of an useable item e.g. health portion.
Than change the item ability to an nothing doing dummy ability e.g. warstomp without damage and stun.
Rename the item and change its icon to whatever you want and set the starting charge to 1.
Than your trigger should work if you change item at condition.
Second trigger is wrong. Event: Unit dies
Condition: Killing unit has an item of type ... equal to true.
Actions: as he said and also add
Item - Set charges remaining in (Item carried by (Killing unit) of type -Item-) to ((Charges remaining in (Item carried by (Killing unit) of type -Item-)) - 1)
but wont activating a charged item automatically remove a charge? or does it work different when the item has no set effect? unless im wrong, that will cause 2 charges to be removed on each activation
in that case y do charges?* just have it so that when the hero has the item, any kills will result in +1 all stats:
Events
Unit - A unit Dies
Conditions
((Killing unit) has an item of type -Item-) Equal to True
Actions
Hero - Modify Strength of (Hero manipulating item): Add 1
Hero - Modify Agility of (Hero manipulating item): Add 1
Hero - Modify Intelligence of (Hero manipulating item): Add 1
...unless you mean an item like Scepter of the Seas (level 0) that will still remain after all the charges have been used
but also... i want the item to be dropped on death so i think in your way the hero won't lose the new attributes when he loses the item and also if another hero picks up the item he has to get the additional stats
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