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Some Triggerz

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Jan 18, 2012
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Lemme start with what you get if you help: 1) Credits on my Map , 2) Credits on my Signaputer , 3) Rep in your post, 4) My respect (ik you dont give a fuck about 4).

Now lemme start..

1) I wan't a trigger so if I have the Item Ring of Regeneration and 1 potion I will get 20 (All Stats), but if I have 2 potions I will get 40 (All Stats) and so on. BUT, the thing I wan't is that, the two potions will be CHARGED ONES and not just two items in inventory, but one slot.

2) Made by: defskull

3) Made by: defskull

4) Made by: Lord-Anarki

5) Made by: defskull and my self

What I request: If you make me: 1 Trigger = Rep if its trigger nr.5 then credits on my map too. / But if you help with 2+ Triggers you get Credits on my map+sign and rep. || And also please, make me a map so I copy/paste trigger, thanks.
 
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Dude now can make it only like this. When I sit on comp I will make it full triggered so lets start with simple words:

Question 1. Do not stand it sry
Question 2.
Events
Unid Dies
Conditions
(Dying Unit) is a Hero equal to true
Actions
Set VariableIntriger(this is name of variable) to Math random number between 1 and 100
If/Then/Else
Conditions
Intriger VariableIntriger equel to 5
Then Do
Set VariableItemType(name of variable)
random item from dying unit
Item - Remove VariableItemType from dying unit
Item - Create item VariableItemType at postion of dying unit

Thats all I will fix it when I sit on comp xD
 
I did #2, #3 and #5
Download is below, instructions in the map when you play it, enjoy :)

You really need to read the trigger comments for request #2 (in the Trigger Editor named Random Item Drop), hope you understand what I'm trying to say over at the comments
 

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I will test them all soon and edit this reply or if you replied make new reply.. Btw for now I checked the Scroll of Town Drop thing, well you made that the hero needs to have scroll of town so it drops, no, please make it so it doesn't needs to have Scroll of Town to drop it, cuz I will make like Scroll is a reward for the ones that kills some player, so the player doesn't needs to have scroll so it drops.
 
Just change the trigger to this

  • Orb of Darkness
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Killing unit) has an item of type Orb of Darkness) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) has an item of type Scroll of Town Portal) Equal to True
        • Then - Actions
          • Set p = (Position of (Triggering unit))
          • Item - Create Scroll of Town Portal at p
          • Custom script: call RemoveLocation(udg_p)
        • Else - Actions
p is a Point variable.
 
Just change the trigger to this

  • Then - Actions
    • Set p = (Position of (Triggering unit))
    • Item - Create Scroll of Town Portal at p
    • Custom script: call RemoveLocation(udg_p)
    • Else - Actions

Sorry but, actually.. I tried.. But I don't know, how to make them? I only know this one:
  • Item - Create Scroll of Town Portal
Can you make me them in a map so I copy/paste?

PS: The Item drop works fine. Also, something last the Mind Rot, its cool but why it works only when other player does it to me when I am red but when I do this spell to others as red it doesn't works? It spams "0,0,0" when I do this spell to others as red and others clicks ESC.
 
@edo494, I tested your thing but really, theres two triggers saying "SYSTEM 1" and "SYSTEM 2", what are they? xD

I guess these systems has nothing to do with the Trigger I ask.. Anyways about the other one, "items" trigger:


  • items
    • Events
      • Unit - A unit Acquires an item
      • Unit - A unit Loses an item
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Piece of Sun
    • Actions
      • Set stacks = 0
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Piece of Sun
            • Then - Actions
              • Set stacks = (stacks + 1)
              • Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
            • Else - Actions
      • Hero - Create Ring of Sun and give it to (Triggering unit)
      • Item - Set charges remaining in (Last created item) to stacks
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Ring of Sun
        • Then - Actions
          • Set hasitem = True
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • hasitem Equal to True
        • Then - Actions
          • Set hasitem = False
          • Hero - Modify Strength of (Triggering unit): Set to ((stacks x 20) + (Strength of (Triggering unit) (Exclude bonuses)))
          • Hero - Modify Agility of (Triggering unit): Set to ((stacks x 20) + (Strength of (Triggering unit) (Exclude bonuses)))
          • Hero - Modify Intelligence of (Triggering unit): Set to ((stacks x 20) + (Strength of (Triggering unit) (Exclude bonuses)))
        • Else - Actions
Well, my item is actually named "Ring of Sun", and each Piece of Sun if the target has "Ring of Sun", the wearer of Ring will get 20 x all stats for each Piece of Sun.

Okay lets go now, I tested it and actually its bugged, cuz 1st of all you bugged my charge system and when I try to buy ONE Piece of Sun, two are bought? (cuz PoS is actually an item in my map which can be bought AND NOT found from creeps drop etc.) and second even if two are bought on my attempt to buy ONE, they still don't give 20 Stats?
 
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