- Joined
- Jun 20, 2017
- Messages
- 380
You can see inside the thread, what I want
Last edited:
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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 delete all files from import manager?
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 create previous and next buttons for shop?
I do not see anything broken with it...How to fix my multiboard
Probably not possible. If it is, it will require a lot of complex string hackery in the UI constants.How to remove 100%
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.How to give the builder an item?
They are not standard Warcraft III models.I can not find these models, where are they?
You will need to elaborate what you mean by automatic building construction. Is it AI for the players? Buildings finishing instantly? Idle builders place buildings by themselves?How to automatic building construction for all players?!
I do not know what you are referring to. Last time I played Vampirism it used normal building mechanics with practically no triggers.something like vampirism map
I know that, That means changing the builder human to the undead?! Which is for automated construction so i dont need the triggers?
Thanks, but if some of the construction with that builder does not auto, How can builder to do
For example, that builder will build something without auto construction like building human
Place them in the map and not the read only game data MPQ files.So how to always put them on the map? Even by removing and installing the game
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.How to add item in spell book?
Items cannot be placed in a spellbook. Only other abilities can.I want to have a shop with 2 pages to buying item with spell book or any other way
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.How to fix level up on the multi board for the hero level
Should be visible to everyone. No local show/hide is being used.something wrong with lightning, it shows to humans not for vampires
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.when i adding visibility to lightning, the lightning shows with whole map
Is there a mistake? If there is you need to say what you expect to happen and what is happening.where did i mistake with this trigger for shop?
Player Group - Pick every player in HUMAN_TEAM and do (Actions)

Loop - Actions


Game - Display to HUMAN_TEAM the text: (Name of (Picked player))
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
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
-------- ... --------
Multiboard - ... ((String_PlayerColors[15] + (String(Integer_Leaks[(Player number of (Picked player))]))) + |r)
-------- ... --------
-------- ... --------
Set Integer_Fed[1] = (Integer_Fed[1] + Integer_Leaks[0])
-------- OR --------
Set Integer_Leaks[12] = (Integer_Leaks[12] + 2)
-------- ... --------
-------- ... -------
Set Integer_Leaks[(Player number of (Owner of (Triggering unit)))] = (Integer_Leaks[(Player number of (Owner of (Triggering unit)))] + 1)
-------- ... --------
Seems like you're using a Player Group where it's not needed. Could you show us your trigger?what the hell happened
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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
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
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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.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
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.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
Make the first action turn the trigger off. That way when subsequent items are purchased the trigger cannot run.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
The way it is right now, all of them have 10% chance of being picked. A simple way of doing it would be: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
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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
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
'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.That was just an example, you could just apply those changes to your current trigger easily.Sorry i'm not working with jass
There is an item that does this in Warcraft III. Amulet of Spell Shield...block spells once every 30 seconds
Mask of Death. Another instant cast ability on the item for heal on use.X percent to heal per attack, and when using make heal over time
Devotion aura with negative armor amount. Use Shift + open field with limits disabled to set it to a negative number.-X armor aura
Like your trigger shows. Minus the leaks.How to add stats per hero?!
Do fix the leaks...My first trigger works with item.
But I want the second trigger to work with research.
That trigger makes no sense.How to pick the unit from the shop and move it to region?!
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.How to birth animation works?!
And in what way is the current trigger failing to do this?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.
Is this a question or a statement?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
Need to change the unit type. I think there might be an action to change unit type now?Changing Hero
When your hero buys 4 different items. The model of hero will change.
Requested a lot. Search might help solve this.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
Common request. Check spell section for possible solution.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.