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[Solved] Help!!!

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I have not opened the map, but based on your description, I would like to ask if the items use custom icons? If they do, then I would like to ask if you imported the disabled version of the icons.
 
Icons usually have a gray-tinted version for when the icon is unavailable. For example, if you do not have a Huntress Hall, the Huntress cannot be trained. The icon is made slighty gray to show it is unavailable. Icons are not coded to darken when unavailable, they are coded to show a seperate icon when unavailable. This seperate icon is usually a darkened version of the original. I cannot remember how to correct this off the top of my head, and I cannot use a computer right now, so I recommend you look up Disabled Icons. If it is not resolved tomorrow, I should be able to provide a more thorough answer.
 
As Seavalan Legend said, this is a problem with your icons. It has nothing to do with triggering.
In certain situations the game wants to show the disabled version of icon. For example the unit can't be trained, like the Huntress mentioned, or the inventory of a unit that is not selected like in your case or generally every icon while the game is paused.


These pathes should be used:
Your icon path should be: "ReplaceableTextures\CommandButtons\<icon name>.blp"
and the disabled version should have: "ReplaceableTextures\CommandButtonsDisabled\DIS<icon name>.blp"

If the game does not find an icon at the disabled path of your icon, the icon will be green, if disabled.

Normal icons usually have BTN as prefix.

If you look at that icon for example: BTNBeamTrident

You can click on View Import Paths and you will get this:

Normal:
  • ReplaceableTextures\CommandButtons\BTNBeamTrident.blp
  • ReplaceableTextures\CommandButtonsDisabled\DISBTNBeamTrident.blp
Passive:
  • ReplaceableTextures\PassiveButtons\PASBeamTrident.blp
  • ReplaceableTextures\CommandButtonsDisabled\DISPASBeamTrident.blp
Autocast:
  • ReplaceableTextures\CommandButtons\ATCBeamTrident.blp
  • ReplaceableTextures\CommandButtonsDisabled\DISATCBeamTrident.blp
Upgrade:
  • ReplaceableTextures\CommandButtons\UPGBeamTrident.blp
Attack Type:
  • ReplaceableTextures\ATTBeamTrident.blp
 
How to delete all files from import manager?
Delete them one at a time using the import manager. Or you can use MPQEdit to remove the files from the archive and clear the imports path list.
How to create previous and next buttons for shop?
Any dummy ability which is instant cast will work. In response to these being cast use triggers to either change the player's selection to another shop, or if the shop is a market place you can clear and add different stock using the appropriate actions.
How to fix my multiboard
I do not see anything broken with it...
How to remove 100%
Probably not possible. If it is, it will require a lot of complex string hackery in the UI constants.
How to give the builder an item?
Make sure the builder has an inventory. Make sure there is an item on the ground. Select the builder. Order the builder to smart (right click) the item on the ground. Once/if the builder reaches the item, it will pick it up and add it to its inventory.

If you meant "How to make a builder carry an item upon creation?" then use triggers to create the item and add it to the builder inventory in response to the builder entering the playable map area. Be aware that too many unit enters region triggers can cause the game engine to become buggy so only create 1 such event and use that trigger for all unit creations.
 
I thought construction mechanics was determined by the race the building belongs to. So for example making the building an Undead building will make it be constructed using Protoss style building. If one makes the building Human it needs builders to actively build it with the Repair (human) ability, and many workers can work on it to speed up construction. If one makes the building Orc the worker is hidden during construction. If one makes the building Night Elf it is the same as Orc except if one also makes the building Ancient classification the worker is removed once construction is finished.
 
What I see is ask for help at begining for completing the map, and then a big image and one attachment.
Help forum is for certain questions you have, or problems, requests is for requesting doing work for you, recruitment forum is for looking for project members.

Which one do you think fits for your needs?
 
As a heads-up for others: he's contacted me for fixing the multiboard, which I may have done (Link to pastebin).
Though I'm not sure how he's found me as I've been offline for so long :p

In any case, IcemanBo is correct: this forum is meant for specific problems.
The multiboard problem would've been fine, as it is a specific part of your map you needed help with, but just 'help me to complete this map' is way too vague.
Additionally, different people will complete the map in different ways and you haven't really said what needs completing. Think of what you want to do with the map, try your best to complete it yourself and if you run across any problems along the way, feel free to post that specific problem here.
 
How to add item in spell book?
The spell book ability (an item ability) has a list of abilities which it will contain. Remember to set the maximum and minimum ability count values correctly.

If you want to dynamically change the contents of a spell book it is done by making many spell books each containing a single item. As long as the spellbook order is the same, multiple spellbook abilities will stack together to make a single spellbook. One can dynamically add/remove these smaller spellbooks to change the contents of the combined one.
 
I want to have a shop with 2 pages to buying item with spell book or any other way
Items cannot be placed in a spellbook. Only other abilities can.
How to fix level up on the multi board for the hero level
Another trigger is needed to catch when the hero is trained, store a reference to it in a unit array that maps player slot number to the hero and then also update the appropriate multiboard level row for that player.

The current trigger needs to be changed so as to check if the levelling unit is in the array of heroes and if it is then also update the appropriate multiboard level row for that player.
something wrong with lightning, it shows to humans not for vampires
Should be visible to everyone. No local show/hide is being used.
 
when i adding visibility to lightning, the lightning shows with whole map
The GUI action to create lightning does so with checkVisibility set to true. This probably means that unless the area is revealed to a player at the time of creation it will be invisible. This could be solved by using JASS directly and setting that parameter to false.
where did i mistake with this trigger for shop?
Is there a mistake? If there is you need to say what you expect to happen and what is happening.
 
All right, the "Picked Player" function requires a Player Group block, and be in it. Like this:
  • Player Group - Pick every player in HUMAN_TEAM and do (Actions)
    • Loop - Actions
      • Game - Display to HUMAN_TEAM the text: (Name of (Picked player))
Otherwise, it returns the player red.

However, if you do it the way I described above, all human players will see multiple messages from one another. So, the easiest way of fixing it for you would be creating a new Player Group and add a player to it, displaying a message to that group, then remove such player from it. Like this:
  • Player Group - Pick every player in PlayerGroup_Humans and do (Actions)
    • Loop - Actions
      • Player Group - Add (Picked player) to PlayerGroup_PrivateMsg
      • Game - Display to PlayerGroup_PrivateMsg the text: ((String_PlayerColors[(Player number of (Picked player))] + String_PlayerNames[(Player number of (Picked player))]) + Run! The vampires come in every moment, we can hardly hide.|r)
      • Player Group - Remove (Picked player) from PlayerGroup_PrivateMsg
 
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Another thing I have trouble with multiboard, fed and leak value does not work
  • Update Multiboard
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • -------- Update Time --------
      • Set Integer_Time[0] = (Integer_Time[0] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_Time[0] Greater than or equal to 60
        • Then - Actions
          • Set Integer_Time[1] = (Integer_Time[1] + 1)
          • Set Integer_Time[0] = (Integer_Time[0] - 60)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Integer_Time[1] Greater than or equal to 60
            • Then - Actions
              • Set Integer_Time[1] = (Integer_Time[1] - 60)
              • Set Integer_Time[2] = (Integer_Time[2] + 1)
            • Else - Actions
        • Else - Actions
      • -------- Change Time to String (for formatiing) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_Time[0] Less than 10
        • Then - Actions
          • Set String_Time[0] = (0 + (String(Integer_Time[0])))
        • Else - Actions
          • Set String_Time[0] = (String(Integer_Time[0]))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_Time[1] Less than 10
        • Then - Actions
          • Set String_Time[1] = (0 + (String(Integer_Time[1])))
        • Else - Actions
          • Set String_Time[1] = (String(Integer_Time[1]))
      • Set String_Time[2] = (String(Integer_Time[2]))
      • -------- Update Multiboard --------
      • Multiboard - Change the title of Multiboard to (|CFFFFFFFFWorld of Vampire - + ((String_Time[2] + :) + ((String_Time[1] + :) + (String_Time[0] + |r))))
      • Set String_Time_XP = (((String(Integer_Time[2])) + :) + (((String(Integer_Time[1])) + :) + (String(Integer_Time[0]))))
      • Set Integer_Temp = 2
      • Player Group - Pick every player in PlayerGroup_Humans and do (Actions)
        • Loop - Actions
          • Set Integer_Temp = (Integer_Temp + 1)
          • Multiboard - Set the text for Multiboard item in column 2, row Integer_Temp to ((String_PlayerColors[13] + (String(((Picked player) Current gold)))) + |r)
          • Multiboard - Set the text for Multiboard item in column 3, row Integer_Temp to ((String_PlayerColors[14] + (String(((Picked player) Current lumber)))) + |r)
          • Multiboard - Set the text for Multiboard item in column 4, row Integer_Temp to ((String_PlayerColors[15] + (String(Integer_Fed[(Player number of (Picked player))]))) + |r)
          • Unit Group - Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for Multiboard item in column 5, row Integer_Temp to (String_PlayerColors[16] + (String((Level of (Picked unit)))))
      • Set Integer_Temp = (Integer_Temp + 1)
      • Player Group - Pick every player in PlayerGroup_Vampires and do (Actions)
        • Loop - Actions
          • Set Integer_Temp = (Integer_Temp + 1)
          • Multiboard - Set the text for Multiboard item in column 2, row Integer_Temp to ((String_PlayerColors[13] + (String(((Picked player) Current gold)))) + |r)
          • Multiboard - Set the text for Multiboard item in column 3, row Integer_Temp to ((String_PlayerColors[14] + (String(((Picked player) Current lumber)))) + |r)
          • Multiboard - Set the text for Multiboard item in column 4, row Integer_Temp to ((String_PlayerColors[15] + (String(Integer_Leaks[(Player number of (Picked player))]))) + |r)
          • Unit Group - Pick every unit in (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for Multiboard item in column 5, row Integer_Temp to (String_PlayerColors[16] + (String((Level of (Picked unit)))))
  • multi l leaks
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) is in UnitGroup_Vampires) Equal to False
      • ((Owner of (Triggering unit)) is in PlayerGroup_Vampires) Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 1
        • Then - Actions
          • Set Integer_Leaks[11] = (Integer_Leaks[11] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 2
        • Then - Actions
          • Set Integer_Leaks[11] = (Integer_Leaks[11] + 2)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 1
        • Then - Actions
          • Set Integer_Leaks[12] = (Integer_Leaks[12] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 2
        • Then - Actions
          • Set Integer_Leaks[12] = (Integer_Leaks[12] + 2)
        • Else - Actions
  • multi l fed
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Dying unit)) is in PlayerGroup_Humans) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • Set Integer_Fed[0] = 0
      • If ((Unit-type of (Dying unit)) Equal to Worker) then do (Set Integer_Fed[0] = 1) else do (Do nothing)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Integer_Fed[1] = (Integer_Fed[1] + Integer_Leaks[0])
        • Else - Actions

The triggers "Multi l fed" and "multi l leaks" are working with specific indeces from the "Integer_Leaks[]" array. You have to work with "Player number of X" function instead of those numbers.
  • -------- ... --------
  • Multiboard - ... ((String_PlayerColors[15] + (String(Integer_Leaks[(Player number of (Picked player))]))) + |r)
  • -------- ... --------
Your update multiboard trigger works with that function. However, when a certain player increases their "integer_leaks" value, you are doing this:
  • -------- ... --------
  • Set Integer_Fed[1] = (Integer_Fed[1] + Integer_Leaks[0])
  • -------- OR --------
  • Set Integer_Leaks[12] = (Integer_Leaks[12] + 2)
  • -------- ... --------
and it should be something like this:
  • -------- ... -------
  • Set Integer_Leaks[(Player number of (Owner of (Triggering unit)))] = (Integer_Leaks[(Player number of (Owner of (Triggering unit)))] + 1)
  • -------- ... --------
 
what the hell happened

1.jpg

2.jpg
Seems like you're using a Player Group where it's not needed. Could you show us your trigger?

I found a way, but its too tall. How to shorten them?

  • Fed Multiboard
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Dying unit)) is in PlayerGroup_Humans) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • Set Integer_Fed = 0
      • If ((Unit-type of (Dying unit)) Equal to Worker) then do (Set Integer_Fed = 3) else do (Do nothing)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Set Integer_Leaks[0] = (Integer_Leaks[0] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 2 (Blue)
        • Then - Actions
          • Set Integer_Leaks[1] = (Integer_Leaks[1] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 3 (Teal)
        • Then - Actions
          • Set Integer_Leaks[2] = (Integer_Leaks[2] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 4 (Purple)
        • Then - Actions
          • Set Integer_Leaks[3] = (Integer_Leaks[3] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 5 (Yellow)
        • Then - Actions
          • Set Integer_Leaks[4] = (Integer_Leaks[4] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 6 (Orange)
        • Then - Actions
          • Set Integer_Leaks[5] = (Integer_Leaks[5] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 7 (Green)
        • Then - Actions
          • Set Integer_Leaks[6] = (Integer_Leaks[6] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 8 (Pink)
        • Then - Actions
          • Set Integer_Leaks[7] = (Integer_Leaks[7] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
        • Then - Actions
          • Set Integer_Leaks[8] = (Integer_Leaks[8] + Integer_Fed)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
        • Then - Actions
          • Set Integer_Leaks[9] = (Integer_Leaks[9] + Integer_Fed)
        • Else - Actions
  • Leak Multiboard
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) is in UnitGroup_Vampires) Equal to True
      • ((Owner of (Triggering unit)) is in PlayerGroup_Vampires) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 1
        • Then - Actions
          • Set Integer_Leaks[10] = (Integer_Leaks[10] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 2
        • Then - Actions
          • Set Integer_Leaks[10] = (Integer_Leaks[10] + 2)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 1
        • Then - Actions
          • Set Integer_Leaks[11] = (Integer_Leaks[11] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 2
        • Then - Actions
          • Set Integer_Leaks[11] = (Integer_Leaks[11] + 2)
        • Else - Actions

Looks like your multiboard is referencing players just as pure JASS. Player Red in GUI = 1; JASS = 0. By using (Player number of X), it returns the GUI player number. Just subtract its value by 1. Then, it looks like this:
  • Fed Multiboard
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Unit-type of (Triggering Unit)) Equal to Worker
      • ((Owner of (Triggering Unit)) is in PlayerGroup_Humans) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Killing unit)) Equal to Player 11 (Dark Green)
          • (Owner of (Killing unit)) Equal to Player 12 (Brown)
    • Actions
      • Set Integer_Leaks[((Player number of (Triggering Player)) - 1] = (Integer_Leaks[((Player number of (Triggering Player)) - 1] + 3)
  • Leak Multiboard
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • ((Hero manipulating item) is in UnitGroup_Vampires) Equal to True
      • ((Owner of (Triggering unit)) is in PlayerGroup_Vampires) Equal to True
    • Actions
      • Set TempInt = ((Player number of (Triggering Player)) - 1
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 1
        • Then - Actions
          • Set Integer_Leaks[TempInt] = (Integer_Leaks[TempInt] + 1)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Gold Coins 2
        • Then - Actions
          • Set Integer_Leaks[TempInt] = (Integer_Leaks[TempInt] + 2)
        • Else - Actions
 
Is there a way to put some upgrades in a morph ability?
something like this

1.jpg

1.jpg

That question seems broad. Do you mean upgrading the ability itself, applying an upgrade per cast, or leveling up the ability to simulate upgradeability?

Upgrading the ability:
- You could use some engineering upgrade and tons of copy-paste abilities.
- Just tweak it out.

Applying an upgrade per cast:
- Just do what you did above. (It's on the right track)

Leveling up the ability:
- At this point, only if it's not a hero abillity, should you have a trigger to level up the ability itself.
 
Hello, my problem is when i'm trying to buy an item for recipe it, and then the inventory is full and cannot to buy.
I wanna make it work like dota
Make the item used on pickup like tomes. Remember to use triggers to remove the items on pickup as otherwise they leak both actors and objects.
 
I wanna make the hero only to hit the wall that wall gives you some gold
5% chance to earn 1 gold
3% chance to earn 5 gold
1% chance to earn 10 gold
Why not average the chances and gold? 1 chance for 1 quantity of gold. Simplifies the logic and improves the competitive reliability of the map.

One has to use a damage detection system for this. Since unit is attacked event can be abused.
How to fix this?! when the hero buy an item from the shop, the item shows the whole map every time

Make for the first time when you buy
Make the first action turn the trigger off. That way when subsequent items are purchased the trigger cannot run.
 
I wanna make the hero only to hit the wall that wall gives you some gold
5% chance to earn 1 gold
3% chance to earn 5 gold
1% chance to earn 10 gold

and the text showing like this
1.jpg


  • Gold of Wall
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • ((Owner of (Attacking unit)) is in PlayerGroup_Humans) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item carried by (Attacking unit) of type Gold of Wall)) Equal to Gold of Wall
        • Then - Actions
          • Set Integer_RandomGold = (Random integer number between 1 and 10)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Integer_RandomGold Equal to 5
            • Then - Actions
              • Player - Add 1 to (Owner of (Attacking unit)) Current gold
              • Floating Text - Create floating text that reads +1 above (Attacking unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 0.25 seconds
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Integer_RandomGold Equal to 3
            • Then - Actions
              • Player - Add 5 to (Owner of (Attacking unit)) Current gold
              • Floating Text - Create floating text that reads +5 above (Attacking unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 0.25 seconds
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Integer_RandomGold Equal to 1
            • Then - Actions
              • Player - Add 10 to (Owner of (Attacking unit)) Current gold
              • Player - Add 10 to (Owner of (Attacking unit)) Current lumber
              • Floating Text - Create floating text that reads +10 above (Attacking unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 0.25 seconds
            • Else - Actions
        • Else - Actions
The way it is right now, all of them have 10% chance of being picked. A simple way of doing it would be:
JASS:
    set gold = 0
    set chance = GetRandomInt(1,100)
    if chance == 1 then
        // Add 10 gold
        set gold = 10
    elseif chance <= 4 then
        // Add 5 gold
        set gold = 5
    elseif chance <= 9 then
        // Add 1 gold.
        set gold = 1
    endif
 
    if gold > 0 then
      // Add gold to player based on gold variable
    endif


How to fix this?! when the hero buy an item from the shop, the item shows the whole map every time

Make for the first time when you buy

  • Kelens Dagger of Escape
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Kelen's Dagger of Escape
    • Actions
      • Environment - Set fog to style Linear, z-start 1000.00, z-end 8000.00, density 0.00 and color (100.00%, 0.00%, 0.00%)
      • Visibility - Disable fog of war
      • Wait 15.00 seconds
      • Visibility - Enable fog of war

Have you considered using the
upload_2018-4-26_21-37-31.png
Glyph of Omniscience 'gomn' item. It works just like a tome - once picked up, the entire map is revealed for 5 seconds. However, it also reveals invisible units, which can be easily modified in the Item Reveal Entire Map 'AIrv' ability.
 
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block spells once every 30 seconds
There is an item that does this in Warcraft III. Amulet of Spell Shield...
X percent to heal per attack, and when using make heal over time
Mask of Death. Another instant cast ability on the item for heal on use.
-X armor aura
Devotion aura with negative armor amount. Use Shift + open field with limits disabled to set it to a negative number.
How to add stats per hero?!
Like your trigger shows. Minus the leaks.
 
My first trigger works with item.
But I want the second trigger to work with research.
Do fix the leaks...
How to pick the unit from the shop and move it to region?!
That trigger makes no sense.
How to birth animation works?!
As long as the player camera is focused on the portal that trigger looks fine. Animations only play when near the player's camera. This means they might play for 1 client and not another.
I have a unit, but I want to add another unit(flag) to it, like a rally with a radius of X, which causes the base to be claimed, and then if the flag is destroyed, that base is no longer claimed.
And in what way is the current trigger failing to do this?
 
When the game starts you have to choose your hero but you can not choose because you have to be near the building to pick your hero
Is this a question or a statement?

Maps like DotA Allstars get around such a problem by placing a dummy unit near the hero selector building. Once the player picks a hero the dummy unit is removed.
 
Changing Hero
When your hero buys 4 different items. The model of hero will change.
Need to change the unit type. I think there might be an action to change unit type now?
Heroes Fighting
I have an area, so the enemy team can not go there, but after 50 minutes of the game, only the heroes can go there so that they can fight each other, and can not use 2 ability to escape or run (blink/wind walk).
After 1 minutes of war, which heroes who survived, the first team goes to X region and the second team will be in the center of map
Requested a lot. Search might help solve this.
Kick Command
Kick player with writing (kick number) that works with yes or no that you have 1 minutes to vote(the amount of vote is 4)
If you type nothing, it will be reset after 1 minute.
Common request. Check spell section for possible solution.
 
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