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Help with trigger modifying stats

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Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Hi guys. I make a trigger which modifying like this:
  • Hero Stat System Intelligent
    • Events
      • Player - Player 1 (Red) types a chat message containing -int as A substring
      • Player - Player 2 (Blue) types a chat message containing -int as A substring
      • Player - Player 3 (Teal) types a chat message containing -int as A substring
      • Player - Player 4 (Purple) types a chat message containing -int as A substring
      • Player - Player 5 (Yellow) types a chat message containing -int as A substring
      • Player - Player 6 (Orange) types a chat message containing -int as A substring
      • Player - Player 7 (Green) types a chat message containing -int as A substring
      • Player - Player 8 (Pink) types a chat message containing -int as A substring
      • Player - Player 10 (Light Blue) types a chat message containing -int as A substring
      • Player - Player 11 (Dark Green) types a chat message containing -int as A substring
    • Conditions
    • Actions
      • Set TempInt = (Integer((Substring((Entered chat string), 4, 8))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) Current lumber) Greater than or equal to TempInt
        • Then - Actions
          • Player - Set (Triggering player) Current lumber to (((Triggering player) Current lumber) - TempInt)
          • Hero - Modify Intelligence of ControledHero[(Player number of (Triggering player))]: Add TempInt
        • Else - Actions
          • Set tempPGroup = (Player group((Triggering player)))
          • Game - Display to tempPGroup the text: You don't have enou...
          • Custom script: call DestroyForce(udg_tempPGroup)
If u are wondering about the ControledHero variable, I set it up in my hero selection trigger like this:
  • Legendary Swordmaster
    • Events
      • Unit - A unit enters Hero Warden <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Soul
    • Actions
      • Set tempPoint = (Center of Starting Locations <gen>)
      • Set HeroAttribute[(Player number of (Owner of (Triggering unit)))] = 2
      • Unit - Kill (Triggering unit)
      • Unit - Create 1 Legendary Swordmaster for (Owner of (Triggering unit)) at tempPoint facing 0.00 degrees
      • Set CV = (Custom value of (Last created unit))
      • Set AttackRange[CV] = 1
      • Set ControledHero[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Awaken\Awaken.mdl
      • Camera - Pan camera for (Owner of (Triggering unit)) to tempPoint over 0.00 seconds
      • Dialog - Show DialogHeroSelect[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
      • Custom script: call RemoveLocation(udg_tempPoint)
But I dont know why it didnt work ==. Can anyone fix the modifying trigger for me plz.
 

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Well, it can be but there are some special cases which lead me to do separated triggers instead :D. Most likely because some of my heroes using custom stat (Soul Point for Necromancer, Holy Energy for Holy Cleric, etc). For each of them I need to create a special variable just for them in the trigger :D.
Also, as u can see, I use variable to determine the Base Attribute, attack range (Melee is 0 and Ranged is 1).
 
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