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[Trigger] Phthalo's Bracer (Health Regeneration) - MUI Item Ability

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I am trying to create an item, called Phthalo's Bracer, which restores 2% of the units missing health, over 8 seconds, when they receive damage from an enemy unit. I know this can easily be done using just trigger, but I wanted a little buff icon to appear on the unit without using a dummy unit. I have made an ability, based on Unholy Aura, which is added to the item when the carrying unit takes damage, then subsequently remove after 8 seconds.

Here is what I have so far!

  • PhthalosBracerEndure
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (DamageEventSource is A structure) Not equal to True
      • (DamageEventTarget has an item of type Phthalo's Bracer) Equal to True
      • (DamageEventSource belongs to an enemy of (Owner of DamageEventTarget).) Equal to True
    • Actions
      • -------- - --------
      • -------- Save key for PB_DurationHandle --------
      • Hashtable - Save 8.00 as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
      • -------- - --------
      • -------- Add to PB_UnitGroup --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget is in PB_UnitGroup.) Equal to False
        • Then - Actions
          • Unit Group - Add DamageEventTarget to PB_UnitGroup
        • Else - Actions
      • -------- - --------
      • -------- Add ability ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Item Endure for DamageEventTarget) Less than or equal to 0
        • Then - Actions
          • Item - For Item: (Item carried by DamageEventTarget of type Phthalo's Bracer), Add Ability: Item Endure
        • Else - Actions
      • -------- - --------
      • -------- Turn on PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PhthalosBracerTimer <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on PhthalosBracerTimer <gen>
        • Else - Actions

  • PhthalosBracerTimer
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PB_UnitGroup and do (Actions)
        • Loop - Actions
          • -------- - --------
          • -------- Set Variables --------
          • Set VariableSet PB_Unit = (Picked unit)
          • Set VariableSet PB_Handle = (Picked unit)
          • Set VariableSet PB_Duration = (Load (Key PB_DurationHandle.) of (Key PB_Handle.) from PB_HastTable.)
          • -------- - --------
          • -------- Remove dead PB_UnitGroup --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PB_Unit is alive) Not equal to True
            • Then - Actions
              • Unit Group - Remove PB_Unit from PB_UnitGroup.
            • Else - Actions
              • -------- - --------
              • -------- Loop until cooldown finishes --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PB_Duration Greater than 0.00
                • Then - Actions
                  • Hashtable - Save (PB_Duration - 0.10) as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
                  • Ability - Set Ability: (Unit: PB_Unit's Ability with Ability Code: Item Endure )'s Real Level Field: Life Regeneration Increase (%) ('Uau2') of Level: 0 to (((Max life of PB_Unit) - (Life of PB_Unit)) x 0.02)
                  • Unit - Increase level of Item Endure for PB_Unit
                  • Unit - Decrease level of Item Endure for PB_Unit
                • Else - Actions
                  • -------- - --------
                  • -------- Remove ability ItemEndure --------
                  • Item - For Item: (Item carried by PB_Unit of type Phthalo's Bracer), Remove Ability: Item Endure
                  • -------- - --------
                  • -------- Remove buff ItemEndure --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (PB_Unit has buff Endure (Item)) Equal to True
                    • Then - Actions
                      • Unit - Remove Endure (Item) buff from PB_Unit
                    • Else - Actions
                  • -------- - --------
                  • -------- Reset PB_HashTable --------
                  • Hashtable - Clear all child hashtables of child (Key PB_Handle.) in PB_HastTable.
                  • Unit Group - Remove PB_Unit from PB_UnitGroup.
      • -------- - --------
      • -------- Turn off PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PB_UnitGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

It seems to be playing up slightly and was wondering what I may be doing wrong/inefficiently.
 
Level 4
Joined
Sep 25, 2018
Messages
81
The item seems to be, more or less, working.

I have it so that if the unit has more than one PB (Phthalo’s Bracer) in their inventory, and drop one, the buff should be removed straight away.

There are only two small issues with my trigger which I have noticed.

1) When I first test the trigger, when the map loads, the first attack against a unit with PB seems to add the buff, then remove it straight away. All subsequent attacks cause the PB to act normally and do what it is supposed to do.
2) The healing is quite slow for about 1 second after the buff is added. Almost as if the trigger is trying to work out how much healing is needed. After 1 second, the healing starts to come through correctly (I checked by displaying the healing as a message on click).

Does there seem to be anything you can see wrong with my trigger? Something I may have overlooked?

  • PhthalosBracerEndure
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (DamageEventSource is A structure) Not equal to True
      • (DamageEventTarget has an item of type Phthalo's Bracer) Equal to True
      • (DamageEventSource belongs to an enemy of (Owner of DamageEventTarget).) Equal to True
    • Actions
      • -------- - --------
      • -------- Save key for PB_DurationHandle --------
      • Hashtable - Save 8.00 as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
      • -------- - --------
      • -------- Add to PB_UnitGroup --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget is in PB_UnitGroup.) Equal to False
        • Then - Actions
          • Unit Group - Add DamageEventTarget to PB_UnitGroup
        • Else - Actions
      • -------- - --------
      • -------- Add ability ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Item Endure for DamageEventTarget) Less than or equal to 0
        • Then - Actions
          • Item - For Item: (Item carried by DamageEventTarget of type Phthalo's Bracer), Add Ability: Item Endure
        • Else - Actions
      • -------- - --------
      • -------- Turn on PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PhthalosBracerTimer <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on PhthalosBracerTimer <gen>
        • Else - Actions
  • PhthalosBracerLoss
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Phthalo's Bracer
    • Actions
      • -------- - --------
      • -------- Remove ability ItemEndure --------
      • Item - For Item: (Item carried by (Hero manipulating item) of type Phthalo's Bracer), Remove Ability: Item Endure
      • -------- - --------
      • -------- Remove PB_UnitGroup --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) is in PB_UnitGroup.) Equal to True
        • Then - Actions
          • Unit Group - Remove (Hero manipulating item) from PB_UnitGroup.
        • Else - Actions
      • -------- - --------
      • -------- Remove buff ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has buff Endure (Item)) Equal to True
        • Then - Actions
          • Unit - Remove Endure (Item) buff from (Hero manipulating item)
        • Else - Actions
  • PhthalosBracerTimer
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PB_UnitGroup and do (Actions)
        • Loop - Actions
          • -------- - --------
          • -------- Set Variables --------
          • Set VariableSet PB_Unit = (Picked unit)
          • Set VariableSet PB_Handle = (Picked unit)
          • Set VariableSet PB_Duration = (Load (Key PB_DurationHandle.) of (Key PB_Handle.) from PB_HastTable.)
          • -------- - --------
          • -------- Remove dead PB_UnitGroup --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PB_Unit is alive) Not equal to True
            • Then - Actions
              • Unit Group - Remove PB_Unit from PB_UnitGroup.
            • Else - Actions
              • -------- - --------
              • -------- Loop until cooldown finishes --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PB_Duration Greater than 0.00
                • Then - Actions
                  • Hashtable - Save (PB_Duration - 0.10) as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
                  • Ability - Set Ability: (Unit: PB_Unit's Ability with Ability Code: Item Endure )'s Real Level Field: Life Regeneration Increase (%) ('Uau2') of Level: 0 to (((Max life of PB_Unit) - (Life of PB_Unit)) x 0.02)
                  • Unit - Increase level of Item Endure for PB_Unit
                  • Unit - Decrease level of Item Endure for PB_Unit
                • Else - Actions
                  • -------- - --------
                  • -------- Remove ability ItemEndure --------
                  • Item - For Item: (Item carried by PB_Unit of type Phthalo's Bracer), Remove Ability: Item Endure
                  • -------- - --------
                  • -------- Remove buff ItemEndure --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (PB_Unit has buff Endure (Item)) Equal to True
                    • Then - Actions
                      • Unit - Remove Endure (Item) buff from PB_Unit
                    • Else - Actions
                  • -------- - --------
                  • -------- Reset PB_HashTable --------
                  • Hashtable - Clear all child hashtables of child (Key PB_Handle.) in PB_HastTable.
                  • Unit Group - Remove PB_Unit from PB_UnitGroup.
      • -------- - --------
      • -------- Turn off PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PB_UnitGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

Edit:
There's a method to getting an Aura icon to appear immediately. I can't remember how off the top of my head but I'm pretty sure I got it working in this map.
I do not seem to be having a problem with the aura icon not appearing straight away. Because with aura attached to items, they appear as soon as the item is picked up!
 
Last edited:

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,557
  • Hashtable - Save 8.00 as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
I said before, you aren't setting PB_Handle in your DamageEvent trigger. The variable isn't set to anything yet so it won't know the handle of the unit.

Also, I'm not sure if this works with multiple bracers. Dropping 1 will remove the unit from the group despite the possibility that it may have another bracer on cd.
 
Level 4
Joined
Sep 25, 2018
Messages
81
  • Hashtable - Save 8.00 as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
I said before, you aren't setting PB_Handle in your DamageEvent trigger. The variable isn't set to anything yet so it won't know the handle of the unit.
I wasn’t sure how to set the PB_Handle using Bribes Damage Engine.

Also, I'm not sure if this works with multiple bracers. Dropping 1 will remove the unit from the group despite the possibility that it may have another bracer on cd.
Yeah, I was testing this. What I’m hoping is that if a unit is carrying 2, or more, PBs and drops 1, it should reset for all PB’s that were in the units inventory (it seems to register a “lost” item as still being in the inventory just as its dropped).

Edit: I also changed the healing part of the ability so that it adds a base of +1 health regen plus another +1 health regen per 10% of health missing, e.g. +1 health regen from 0% to under 10%, +2 health regen from 10% to under 20% and so on until +10 health regen from 90% to under 100%.

I did this by getting the percentage health difference and converting it into an integer, then multiplying by 10, then adding 1.
  • Ability - Set Ability: (Unit: PB_Unit's Ability with Ability Code: Item Endure )'s Real Level Field: Life Regeneration Increase (%) ('Uau2') of Level: 0 to (1.00 + (Real((Integer(((((Max life of PB_Unit) - (Life of PB_Unit)) / (Max life of PB_Unit)) x 10.00))))))

Unless you can think of a cleaner way of doing this?

  • PhthalosBracerTimer
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PB_UnitGroup and do (Actions)
        • Loop - Actions
          • -------- - --------
          • -------- Set Variables --------
          • Set VariableSet PB_Unit = (Picked unit)
          • Set VariableSet PB_Handle = (Picked unit)
          • Set VariableSet PB_Duration = (Load (Key PB_DurationHandle.) of (Key PB_Handle.) from PB_HastTable.)
          • -------- - --------
          • -------- Remove dead PB_UnitGroup --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PB_Unit is alive) Not equal to True
            • Then - Actions
              • Unit Group - Remove PB_Unit from PB_UnitGroup.
            • Else - Actions
              • -------- - --------
              • -------- Loop until cooldown finishes --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PB_Duration Greater than 0.00
                • Then - Actions
                  • Hashtable - Save (PB_Duration - 0.10) as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
                  • Ability - Set Ability: (Unit: PB_Unit's Ability with Ability Code: Item Endure )'s Real Level Field: Life Regeneration Increase (%) ('Uau2') of Level: 0 to (1.00 + (Real((Integer(((((Max life of PB_Unit) - (Life of PB_Unit)) / (Max life of PB_Unit)) x 10.00))))))
                  • Unit - Increase level of Item Endure for PB_Unit
                  • Unit - Decrease level of Item Endure for PB_Unit
                • Else - Actions
                  • -------- - --------
                  • -------- Remove ability ItemEndure --------
                  • Item - For Item: (Item carried by PB_Unit of type Phthalo's Bracer), Remove Ability: Item Endure
                  • -------- - --------
                  • -------- Remove buff ItemEndure --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (PB_Unit has buff Endure (Item)) Equal to True
                    • Then - Actions
                      • Unit - Remove Endure (Item) buff from PB_Unit
                    • Else - Actions
                  • -------- - --------
                  • -------- Reset PB_HashTable --------
                  • Hashtable - Clear all child hashtables of child (Key PB_Handle.) in PB_HastTable.
                  • Unit Group - Remove PB_Unit from PB_UnitGroup.
      • -------- - --------
      • -------- Turn off PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PB_UnitGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions
 
Last edited:

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,557
You can use Custom script to set the handle to be equal to DamageEventTarget/Source
  • Custom script: set udg_PB_Handle = udg_DamageEventTarget
And there is no pretty way to constantly update the life regen based on missing life. What you did seems fine.

And regarding the item loss, this action will only remove the ability from a single bracer chosen at "random":
  • Item - For Item: (Item carried by (Hero manipulating item) of type Phthalo's Bracer), Remove Ability: Item Endure

You'll probably have to Loop over the units entire inventory and check for bracers in each slot. A possible solution would be to make the bracers all share a cooldown. This way the unit group would behave properly since they'll all be on the same timer.
 
Level 4
Joined
Sep 25, 2018
Messages
81
You can use Custom script to set the handle to be equal to DamageEventTarget/Source
  • Custom script: set udg_PB_Handle = udg_DamageEventTarget
And there is no pretty way to constantly update the life regen based on missing life. What you did seems fine.

And regarding the item loss, this action will only remove the ability from a single bracer chosen at "random":
  • Item - For Item: (Item carried by (Hero manipulating item) of type Phthalo's Bracer), Remove Ability: Item Endure

You'll probably have to Loop over the units entire inventory and check for bracers in each slot. A possible solution would be to make the bracers all share a cooldown. This way the unit group would behave properly since they'll all be on the same timer.
Second, consider adding the ability to the unit? You can use 0, -11 to hide the icon from display.
So I decided to use Daffa’s method where I add the ability to the unit, as appose to the item, then hide the ability by setting the X and Y button positions to 0, -11. This means that I can just remove the ability from the unit when a PB is dropped. No need to worry about which item is carrying which ability.

I also now realise that the delay on the health regen, after the unit has been attacked and the buff is displayed, is due to the 0.5 second aura delay. Nothing I can do about that, which does not require something more complicated. I am ok with the slight delay!

  • PhthalosBracerEndure
    • Events
      • Game - DamageEvent becomes Equal to 1.00
    • Conditions
      • (DamageEventSource is A structure) Not equal to True
      • (DamageEventTarget has an item of type Phthalo's Bracer) Equal to True
      • (DamageEventSource belongs to an enemy of (Owner of DamageEventTarget).) Equal to True
    • Actions
      • -------- - --------
      • -------- Set Variables --------
      • Set VariableSet PB_Unit = DamageEventTarget
      • Custom script: set udg_PB_Handle = udg_DamageEventTarget
      • -------- - --------
      • -------- Save key for PB_DurationHandle --------
      • Hashtable - Save 8.00 as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
      • -------- - --------
      • -------- Add to PB_UnitGroup --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (DamageEventTarget is in PB_UnitGroup.) Equal to False
        • Then - Actions
          • Unit Group - Add DamageEventTarget to PB_UnitGroup
        • Else - Actions
      • -------- - --------
      • -------- Add ability ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Item Endure for DamageEventTarget) Less than or equal to 0
        • Then - Actions
          • Unit - Add Item Endure to DamageEventTarget
        • Else - Actions
      • -------- - --------
      • -------- Turn on PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (PhthalosBracerTimer <gen> is on) Equal to False
        • Then - Actions
          • Trigger - Turn on PhthalosBracerTimer <gen>
        • Else - Actions
  • PhthalosBracerLoss
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Phthalo's Bracer
    • Actions
      • -------- - --------
      • -------- Remove ability ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Item Endure for (Hero manipulating item)) Greater than or equal to 1
        • Then - Actions
          • Unit - Remove Item Endure from (Hero manipulating item)
        • Else - Actions
      • -------- - --------
      • -------- Remove PB_UnitGroup --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) is in PB_UnitGroup.) Equal to True
        • Then - Actions
          • Unit Group - Remove (Hero manipulating item) from PB_UnitGroup.
        • Else - Actions
      • -------- - --------
      • -------- Remove buff ItemEndure --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Hero manipulating item) has buff Endure (Item)) Equal to True
        • Then - Actions
          • Unit - Remove Endure (Item) buff from (Hero manipulating item)
        • Else - Actions
  • PhthalosBracerTimer
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in PB_UnitGroup and do (Actions)
        • Loop - Actions
          • -------- - --------
          • -------- Set Variables --------
          • Set VariableSet PB_Unit = (Picked unit)
          • Set VariableSet PB_Handle = (Picked unit)
          • Set VariableSet PB_Duration = (Load (Key PB_DurationHandle.) of (Key PB_Handle.) from PB_HastTable.)
          • -------- - --------
          • -------- Remove dead PB_UnitGroup --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (PB_Unit is alive) Not equal to True
            • Then - Actions
              • Unit Group - Remove PB_Unit from PB_UnitGroup.
            • Else - Actions
              • -------- - --------
              • -------- Loop until cooldown finishes --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PB_Duration Greater than 0.00
                • Then - Actions
                  • Hashtable - Save (PB_Duration - 0.10) as (Key PB_DurationHandle.) of (Key PB_Handle.) in PB_HastTable.
                  • -------- - --------
                  • -------- Set ability ItemEndure --------
                  • Ability - Set Ability: (Unit: PB_Unit's Ability with Ability Code: Item Endure )'s Real Level Field: Life Regeneration Increase (%) ('Uau2') of Level: 0 to (1.00 + (Real((Integer(((((Max life of PB_Unit) - (Life of PB_Unit)) / (Max life of PB_Unit)) x 10.00))))))
                  • Unit - Increase level of Item Endure for PB_Unit
                  • Unit - Decrease level of Item Endure for PB_Unit
                • Else - Actions
                  • -------- - --------
                  • -------- Remove ability ItemEndure --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Level of Item Endure for PB_Unit) Greater than or equal to 1
                    • Then - Actions
                      • Unit - Remove Item Endure from PB_Unit
                    • Else - Actions
                  • -------- - --------
                  • -------- Remove buff ItemEndure --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (PB_Unit has buff Endure (Item)) Equal to True
                    • Then - Actions
                      • Unit - Remove Endure (Item) buff from PB_Unit
                    • Else - Actions
                  • -------- - --------
                  • -------- Reset PB_HashTable --------
                  • Hashtable - Clear all child hashtables of child (Key PB_Handle.) in PB_HastTable.
                  • Unit Group - Remove PB_Unit from PB_UnitGroup.
      • -------- - --------
      • -------- Turn off PhthalosBracerTimer --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in PB_UnitGroup) Equal to 0
        • Then - Actions
          • Trigger - Turn off (This trigger)
        • Else - Actions

Edit: Only thing I am wondering now is, does the X, Y button position must be 0, -11. Seems like a strangely specific number.
 
Only thing I am wondering now is, does the X, Y button position must be 0, -11. Seems like a strangely specific number.
It is strangely specific. There are two hidden icon positions. 0, -11 is one, and the other is some high numbers that I cannot recall on top of my head.

If you use 1.29+ (or was it 1.30+?), you can also do this via code:
  • Unit - For (Triggering unit), Ability Acid Bomb, Hide ability: True
Or
  • Unit - For (Triggering unit), Ability Acid Bomb, Disable ability: False, Hide UI: True
The first is Unit - Hide Ability, the second is Unit - Disable Ability.
 
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