It'll delete the first special effect, but not the 2nd one (in Quest 1 End)
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Quest 1 Start
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Events
- Player - Player 1 (Red) Selects a unit
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Player - Player 4 (Purple) Selects a unit
- Player - Player 5 (Yellow) Selects a unit
- Player - Player 6 (Orange) Selects a unit
- Player - Player 7 (Green) Selects a unit
- Player - Player 8 (Pink) Selects a unit
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Conditions
- (Triggering unit) Equal to QuestGivers[1]
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Actions
- Set TempLoc1 = (Position of Hero[(Player number of (Triggering player))])
- Set TempLoc2 = (Position of (Triggering unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Distance between TempLoc1 and TempLoc2) Greater than or equal to 200.00
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Then - Actions
- Game - Display to (Player group((Triggering player))) the text: John: Come closer!
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Else - Actions
- Special Effect - Destroy QuestEffect[1]
- Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Objects\RandomObject\RandomObject.mdl
- Set QuestEffect[1] = (Last created special effect)
- Quest - Create a Required quest titled Stop The Bandits! with the description Kill 10 Bandits ..., using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp
- Set Quest[1] = (Last created quest)
- Trigger - Turn off (This trigger)
- Trigger - Turn on Quest 1 Progress <gen>
- Custom script: call RemoveLocation(udg_TempLoc1)
- Custom script: call RemoveLocation(udg_TempLoc2)
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If - Conditions
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Events
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Quest 1 Progress
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Triggering unit)) Equal to Bandit
- ((Killing unit) is A Hero) Equal to True
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Actions
- Set QuestStatus[1] = (QuestStatus[1] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- QuestStatus[1] Equal to 10
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Then - Actions
- Game - Display to (All players) the text: Quest: Stop The Ban...
- Trigger - Turn off (This trigger)
- Trigger - Turn on Quest 1 End <gen>
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Else - Actions
- Game - Display to (Player group((Owner of (Killing unit)))) the text: (Quest: Stop The Bandits! Progress + ((String(QuestStatus[1])) + of 10.))
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If - Conditions
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Events
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Quest 1 End
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Events
- Player - Player 1 (Red) Selects a unit
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Player - Player 4 (Purple) Selects a unit
- Player - Player 5 (Yellow) Selects a unit
- Player - Player 6 (Orange) Selects a unit
- Player - Player 7 (Green) Selects a unit
- Player - Player 8 (Pink) Selects a unit
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Conditions
- (Triggering unit) Equal to QuestGivers[1]
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Actions
- Special Effect - Destroy QuestEffect[1]
- Quest - Destroy Quest[1]
- Quest - Create a Optional quest titled Stop The Bandits! with the description Completed!, using icon path ReplaceableTextures\CommandButtons\BTNBandit.blp
- Trigger - Turn off (This trigger)
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Events