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[Solved] Runes persist after being used

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Dec 25, 2012
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Here's a simple trigger that counts total amount of any items around a hero:

Event: Unit uses an ability
Condition: Ability being cast = "Count items"
Action: Set variable intSomeValue = 0
Pick every item in Region centered at the position of casting unit with size 256,256 and do intSomevalue= intSomeValue+1
Game - Displaye text message to All Players: "Total item count: " + string(intSomeValue)

It works fine for the most part. However, whenever a hero uses a rune (Rune of healing for example), and casts Count Items directly after, it STILL counts the used-up rune!

That means, that using a rune in completely item-free area and casting Count Items will display "Total item count: 1", even though there are no items around and the rune is visually long gone.

Moreover, this "Rune ghost" will persist at the location. Hero can move 9999 units away, return to rune usage location, cast Count Items and the result will still be 1. Other location would show "Total item count: 0". This apparent bug will manifest at custom-created use-on-pickup items as well.

Is there any way to fix that? Thankyou.

Additional discovery: It is possible to literally exhume the used-up rune by running the following trigger:

Event: Unit uses an ability
Condition: Ability being cast = "Thunderclap" //Any ability will work
Action: Pick every item in Region centered at the position of casting unit with size 256,256 and do actions:
If: Item type of picked item = "Rune of healing"
Then: Give Picked Item to casting unit


Result: Casting hero uses a healing rune that was seemingly created out of thin air.
 
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