Hi
I want to use the food interface for other in game purposes. For this I want the food to increase, but I do not wish to create units for this to happen, since it will create unnecessary lag. This will happen in a trigger every second for about 10 players at a time.
I cannot seem to find any trigger that has anything to do with food.
Any ideas?
I will share the trigger for those who are interested.
Thank you for reading!
I want to use the food interface for other in game purposes. For this I want the food to increase, but I do not wish to create units for this to happen, since it will create unnecessary lag. This will happen in a trigger every second for about 10 players at a time.
I cannot seem to find any trigger that has anything to do with food.
Any ideas?
I will share the trigger for those who are interested.
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Freeze Damage
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
- Unit Group - Add test 0008 <gen> to Default_HeroGroup
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Unit Group - Pick every unit in Default_HeroGroup and do (Actions)
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Loop - Actions
- Set Freeze_LocalHero = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Freeze_LocalHero is A Hero) Equal to True
- (Freeze_LocalHero is Magic Immune) Not equal to True
- (Freeze_LocalHero is dead) Not equal to True
- (Owner of Freeze_LocalHero) Not equal to Neutral Passive
- (Freeze_LocalHero has buff Warmth (Custom)) Not equal to True
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Then - Actions
- Game - Display to (All players) the text: (String(Freeze_Level[(Player number of (Owner of Freeze_LocalHero))]))
- Set Freeze_LevelAdd = (Freeze_Factor x Freeze_Warmth)
- Set Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] = (Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] + Freeze_LevelAdd)
- Set Freeze_Point = (Position of Freeze_LocalHero)
- Unit - Create 1 Dummy Unit for (Owner of Freeze_LocalHero) at Freeze_Point facing Default building facing degrees
- Set Freeze_DummyUnit = (Last created unit)
- Unit - Add a 1.00 second Generic expiration timer to Freeze_DummyUnit
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] Greater than or equal to 100.00
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Then - Actions
- Set Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] = 100.00
- Set Freeze_DamagePlayer[(Player number of (Owner of Freeze_LocalHero))] = (Freeze_Damage[(Player number of (Owner of Freeze_LocalHero))] x Freeze_Warmth)
- Unit - Cause Freeze_LocalHero to damage Freeze_LocalHero, dealing Freeze_DamagePlayer[(Player number of (Owner of Freeze_LocalHero))] damage of attack type Spells and damage type Normal
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Freeze_LocalHero is dead) Not equal to True
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Then - Actions
- Unit - Add Coldsnap to Freeze_DummyUnit
- Else - Actions
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If - Conditions
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Else - Actions
- Unit - Add Freezing to Freeze_DummyUnit
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If - Conditions
- Unit - Order Freeze_DummyUnit to Human Sorceress - Slow Freeze_LocalHero
- Custom script: call RemoveLocation (udg_Freeze_Point)
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Else - Actions
- Set Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] = (Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] - 10.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] Less than or equal to 0.00
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Then - Actions
- Set Freeze_Level[(Player number of (Owner of Freeze_LocalHero))] = 0.00
- Else - Actions
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If - Conditions
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If - Conditions
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Loop - Actions
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Events
Thank you for reading!