Hello there. I have a map where a unit is supposed to water a flower. The flower is a unit. It's at 50% health. When the flower is watered, it changes to 100%. But I was also wondering if there was a way to simulate the flower "growing". Like.. Changing its scaling size over 3 seconds.
Oh and it's kindof off-topic. But I ran into another issue. I want a hero only be able to hold 1 of a certain item. So if hero has 1 "Skull fragment", when he picks up another one, it automatically drops it. Here's my trigger so far..

Oh and it's kindof off-topic. But I ran into another issue. I want a hero only be able to hold 1 of a certain item. So if hero has 1 "Skull fragment", when he picks up another one, it automatically drops it. Here's my trigger so far..
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onlyOneLurkerSkull
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Events
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Unit - A unit Acquires an item
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Conditions
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(Item-type of (Item being manipulated)) Equal to |cffEEE8AAFragment of the Lurker's skull|r
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Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Hero manipulating item)) Equal to (Player((Integer A)))
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((Hero manipulating item) has an item of type |cffEEE8AAFragment of the Lurker's skull|r) Equal to False
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Then - Actions
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Do nothing
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Else - Actions
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Hero - Drop (Item being manipulated) from (Hero manipulating item)
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Game - Display to (Player group((Player((Integer A))))) the text: |cff696969You may o...
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