Sorry if this is a very basic question but I can't really find anything on this and I've spent several days looking.
Hello I'm pretty okay at triggering in GUI. I know all about loops, destroying locations, and avoiding leaks. But I don't know how to remove a buff 10 seconds later using a trigger.
For example lets say if a Hero casts an ability, then give ability +10 weapon damage to triggering unit. but I don't really know where to go from there other than creating a dummy unit that casts chain lightning on trigger_unit(spell_times) that removes ability +10 weapon damage. This doesn't work because if the Hero dies with the ability then he keeps it.
1. How do I make a super simple trigger that counts up from 0-10 and then removes +10 weapon damage ability from units in unit group that casted the ability or buff when the integer reaches 10? (or if the Hero dies)
Thanks :]
2. Also does the trigger: Display to (Playergroup((Owner of Triggering Unit)))) the text: "Does playergroup leak?"
Should I use Playergroup((Owner of Triggering Unit)))) instead of setting it as set_player[0] Owner of Triggering Unit instead? Or is it less efficient?
3. Is it true that having one master Event trigger that turns on spell triggers is better than having 20 different Event triggers for spells? How much of a difference does this make? Does this cause a lot of strain by having to check 30 conditions every time you cast a spell?
4. Also also does making "A Unit is Attacked" event trigger slow down the map in any way? Because then the map would have to check every single attack to see if the conditions are true. I made a trigger so that if you attack an ally it would unally you and the target but I'm not sure how much strain this adds on the map so I'm hesitant if I should use it.
Thanks :] x2
Hello I'm pretty okay at triggering in GUI. I know all about loops, destroying locations, and avoiding leaks. But I don't know how to remove a buff 10 seconds later using a trigger.
For example lets say if a Hero casts an ability, then give ability +10 weapon damage to triggering unit. but I don't really know where to go from there other than creating a dummy unit that casts chain lightning on trigger_unit(spell_times) that removes ability +10 weapon damage. This doesn't work because if the Hero dies with the ability then he keeps it.
1. How do I make a super simple trigger that counts up from 0-10 and then removes +10 weapon damage ability from units in unit group that casted the ability or buff when the integer reaches 10? (or if the Hero dies)
Thanks :]
2. Also does the trigger: Display to (Playergroup((Owner of Triggering Unit)))) the text: "Does playergroup leak?"
Should I use Playergroup((Owner of Triggering Unit)))) instead of setting it as set_player[0] Owner of Triggering Unit instead? Or is it less efficient?
3. Is it true that having one master Event trigger that turns on spell triggers is better than having 20 different Event triggers for spells? How much of a difference does this make? Does this cause a lot of strain by having to check 30 conditions every time you cast a spell?
4. Also also does making "A Unit is Attacked" event trigger slow down the map in any way? Because then the map would have to check every single attack to see if the conditions are true. I made a trigger so that if you attack an ally it would unally you and the target but I'm not sure how much strain this adds on the map so I'm hesitant if I should use it.
Thanks :] x2
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