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[Trigger] Special Effect

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Level 2
Joined
May 9, 2010
Messages
6
Hey...

Does anyone knows, whats the problem with this trigger is? The special effect appears when i equipped the 3rd helm -_- Then i added the "Turn off this trigger", cuz i dont want to create 3 helms... But the trigger still dont work....

A little bit clearer: equipped 1st helm = nothing Equipped 2nd. helm = nothing. Equipped 3rd helm = special effect.
Also got copies of this trigger just with shield and body.
 

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    The trigger....jpg
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Level 28
Joined
Jan 26, 2007
Messages
4,789
  1. Don't use "Do Nothing", never.
    Why would you call an action that doesn't do anything? Do you think it would do something if you didn't tell it to do nothing? A machine never does anything unless it is told to do something.
  2. You never destroy the special effect (at least not in this trigger), thus it will never dissapear.

I think you're not really good at triggering.
I couldn't understand the point of this trigger, it also runs way too frequently - how about the event "An item is acquired"?
Why remove the item? If you use another helmet or whatever, the strength bonus will also stay as it is - how is that realistic?
 
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Level 13
Joined
Mar 24, 2010
Messages
950
Dont worry krellemaster lol sometimes ap0calypse can come off as an asshole xD but he means well ^^ He likes to just tell it like it is, And he is right.. you should learn more efficient ways to do things..

This is what hes saying in a nicer way.. :) lol

  • Trig
    • Events
      • Unit - John 0011 <gen> Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to What_ever_you_want
    • Actions
      • Trigger - Turn off (This trigger)
      • Item - Remove (Item being manipulated)
      • Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
      • -------- do this unless u want it to stay forever. v --------
      • Special Effect - Destroy (Last created special effect)
      • Hero - Modify Strength of (Triggering unit): Add 20
This is the trigger you had in the pic although it doesnt seem to do what your saying.. and yeah why do you remove the item your picking up and just adding the 20 str? why not just do that with the item ability?

It seems like you want to do a item replace everytime you get a better one or you want to turn the helm 1 and helm 2 into helm 3 or something.. be more clear on what your asking..
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Well, you're partially right, Bond009.

I didnt mean to be rude (I've re-read my post and it does sound a little asshole-ish indeed).
Either way, your solution isn't what I meant either.

I basically wouldn't trigger this at all.
If you want a special effect when acquiring an item, it can be set up in the object editor.
If you want to add an attribute bonus, it can be set up in the object editor.

And if you want the item to dissapear, you can just use a tome (+20 str tome in this example), however you do need to trigger the special effect with that.
But I'd rather do something like this then:


  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Item 1 --------
      • Set ItemCount = (ItemCount + 1)
      • Set ItemType[ItemCount] = Crown of Kings +5
      • Set Effect[ItemCount] = Abilities\Spells\Items\AIma\AImaTarget.mdl
      • Set AttachPoint[ItemCount] = origin
      • Set AttachInteger[ItemCount] = 1
      • -------- Item 2 --------
      • Set ItemCount = (ItemCount + 1)
      • Set ItemType[ItemCount] = Kelen's Dagger of Escape
      • Set Effect[ItemCount] = Abilities\Spells\Items\AIob\AIobTarget.mdl
      • Set AttachPoint[ItemCount] = origin
      • Set AttachInteger[ItemCount] = 1
      • -------- Item 2 --------
      • Set ItemCount = (ItemCount + 1)
      • Set ItemType[ItemCount] = Claws of Attack +15
      • Set Effect[ItemCount] = Abilities\Spells\Other\BlackArrow\BlackArrowMissile.mdl
      • Set AttachPoint[ItemCount] = weapon
      • Set AttachInteger[ItemCount] = 2
      • -------- etc... --------
  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • For each (Integer LoopInt) from 1 to ItemCount, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to ItemType[LoopInt]
            • Then - Actions
              • Set LoopInt = 100
              • Special Effect - Destroy SpecialEffect[AttachInteger[LoopInt]]
              • Special Effect - Create a special effect attached to the AttachPoint[LoopInt] of (Triggering unit) using Effect[LoopInt]
              • Set SpecialEffect[AttachInteger[LoopInt]] = (Last created special effect)
            • Else - Actions
AttachInteger is just a number you make up for every attachment point.
In my example: origin = 1 / weapon = 2.
You can change that as you like though...



  • Acquire Item
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Item-type of (Item being manipulated)) Equal to Crown of Kings +5
        • Then - Actions
          • Special Effect - Destroy SpecialEffect[1]
          • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Other\BlackArrow\BlackArrowMissile.mdl
          • Set SpecialEffect[1] = (Last created special effect)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Item-type of (Item being manipulated)) Equal to Mask of Death
            • Then - Actions
              • Special Effect - Destroy SpecialEffect[1]
              • Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Undead\RegenerationAura\ObsidianRegenAura.mdl
              • Set SpecialEffect[1] = (Last created special effect)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Item-type of (Item being manipulated)) Equal to Claws of Attack +15
                • Then - Actions
                  • Special Effect - Destroy SpecialEffect[2]
                  • Special Effect - Create a special effect attached to the hand, left of (Triggering unit) using Abilities\Spells\Items\AIob\AIobSpecialArt.mdl
                  • Set SpecialEffect[2] = (Last created special effect)
                • Else - Actions


And that's only IF you need triggers at all.
You don't need to remove the item, as tomes remove themselves obviously...
 
Level 2
Joined
May 9, 2010
Messages
6
I'll remove the special effect in a later trigger, thats why i set a variable to keep it... The item is meant to be removed, as its only function is to create the special effect... I could use a tome, i just didnt thought about using it, that would be a bit easier...
Anyway, i think i figured out why it dont work.. I know im not the best at triggering, thats why i'm trying to be better.
 
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