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Remove Blight

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  • Melee Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Black Citadel
    • Actions
      • Environment - Remove Blight for (Owner of (Triggering unit)) from (Position of (Triggering unit)) to a radius of 2000.00
You can modify the radius, and may i suggest setting a unit group in some other trigger, adding in that unitgroup every building that creates blight, and then have the condition,

  • ((Triggering unit) is in (Units in (YourUnitGroup))) Equal to True
And then remove it from the unit group.
 
only undead (ziggurat and necropolis with all stages)
they can be built (its melee)

In that case, (if only those two are the buildings, then its easy to do this)


  • Melee Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Necropolis
          • (Unit-type of (Triggering unit)) Equal to Halls of the Dead
          • (Unit-type of (Triggering unit)) Equal to Black Citadel
          • (Unit-type of (Triggering unit)) Equal to Ziggurat
          • (Unit-type of (Triggering unit)) Equal to Spirit Tower
          • (Unit-type of (Triggering unit)) Equal to Nerubian Tower
    • Actions
      • Set TempLoc = (Position of (Triggering unit))
      • Environment - Remove Blight for (Owner of (Triggering unit)) from TempLoc to a radius of 2000.00
      • Custom script: call RemoveLocation(udg_TempLoc)
 
How about this?
  • Melee Initialization
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • Level of (Blight growth large) for triggering unit not equal to 0
          • Level of (Blight growth small) for triggering unit not equal to 0
    • Actions
      • Set TempLoc = (Position of (Triggering unit))
      • Environment - Remove Blight for (Owner of (Triggering unit)) from TempLoc to a radius of 2000.00
      • Custom script: call RemoveLocation(udg_TempLoc)
(well, just a refined form of Maestros's...)
 
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