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February 8th, 2005, 04:51 AM
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I need help with trigger
how do u make it so that if you have certain heros, then it will give one of them an item?
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February 8th, 2005, 03:36 PM
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Your Friendly Neighborhood Admin
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Join Date: Sep 2004
Location: GMT + 1
Posts: 17,493
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It's certainly possible, but your description is too vague.
When do want this to happen,
and where are the Heroes coming from?
You can have a trigger like:
- player gets a new unit
- new unit is a Hero
- he already has a <type> Hero
- that Hero too
- then... do something with an item.
The details?
Depend on when or how you want this to happen...
HTH
AceHart
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February 8th, 2005, 09:37 PM
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So its like you already have 2 heroes that you need in order for the trigger to happen, when you get the third hero, that hero is given an item...
So like if you need demon hunter, priestess, and keeper of the grove (in any order at any time) in order to recieve the item, how do i do that?
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February 9th, 2005, 12:47 AM
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Your Friendly Neighborhood Admin
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Join Date: Sep 2004
Location: GMT + 1
Posts: 17,493
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Something like this, maybe:
Code:
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) is A Hero) Equal to True
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Paladin)) Greater than 0
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Mountain King)) Greater than 0
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Blood Mage)) Greater than 0
Actions
Hero - Create Cheese and give it to (Triggering unit)
Change the Heroes (and the Item) to whatever you want to test for (or get) ...
HTH
AceHart
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February 9th, 2005, 01:05 AM
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thx thx thx =]
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February 11th, 2005, 12:30 AM
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small trigger problem
k the problem i have is probialy so eazy its not funny but i just cnt get it to work for me!
wat i want it to do is when a unit enters a regin it cheacks to c if it has 4 items in its invintory and then does actions if it does. wat i got so far is
farmer joe 2
Events
Unit - A unit enters Grain <gen>
Conditions
(Item carried by unit <gen> in slot 1) Equal to (what eve) item
the only problem is that it i cnt do that it wont let me!!!
i can get the wat eve item part.
u get?
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February 11th, 2005, 12:52 AM
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Your Friendly Neighborhood Admin
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Join Date: Sep 2004
Location: GMT + 1
Posts: 17,493
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Boolean
Hero - Hero has item of type
Code:
Farmer Joe 2
Events
Unit - A unit enters Grain <gen>
Conditions
((Entering unit) has an item of type Cheese) Equal to True
((Entering unit) has an item of type Wirt's Leg) Equal to True
((Entering unit) has an item of type Mogrin's Report) Equal to True
((Entering unit) has an item of type Clockwork Penguin) Equal to True
Actions
HTH
AceHart
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February 11th, 2005, 06:40 PM
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Visitor (Welcome to the Jungle, Baby!)
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Join Date: Oct 2004
Location: NEW ZEALAND
Posts: 7
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thx AceHart
c told u it waz eazy
wat i got now is
farmer joe 2
Events
Unit - A unit enters Grain <gen>
Conditions
((Entering unit) has an item of type Wheat) Equal to True
Actions
now this is all good and well and works but it doesent give a toss if i have 1 wheat or 6.
needs to only works if theres 4 of them in no pictular slots
thx 4 ur help so far
how do u do the whole code: box thing?
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March 3rd, 2005, 05:06 AM
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I'm having trouble with a bug exploitation in my map... this is what i have so far for my trigger:
NE Racial Bonus
Events
Unit - A unit enters (Playable map area)
Conditions
((Unit-type of (Triggering unit)) Equal to Keeper of the Grove) or (((Unit-type of (Triggering unit)) Equal to Priestess of the Moon) or ((Unit-type of (Triggering unit)) Equal to Demon Hunter))
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Keeper of the Grove)) Greater than 0
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Priestess of the Moon)) Greater than 0
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Demon Hunter)) Greater than 0
(Number of units in (Units owned by (Owner of (Triggering unit)) of type Demon Hunter)) Greater than 0
Actions
Hero - Create Seiryuu's Strength and give it to (Triggering unit)
Sound - Play GameFound <gen>
Game - Display to (All players) for 15.00 seconds the text: |cff995500*** Night...
My problem is that players can kill off one of those heroes and repick the hero and get the item (Seiryuu's Strength) multiple times. Is there a way that makes it so that if a player already has the item, the item cannot be given to him again?
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March 3rd, 2005, 06:24 AM
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Your Friendly Neighborhood Admin
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Join Date: Sep 2004
Location: GMT + 1
Posts: 17,493
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Review your "repick" system so it doesn't work anymore at that point.
Or, remember if yes or no a player already got the item.
Code:
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
gotItem[(Player number of (Owner of (Triggering unit)))] Equal to True
Then - Actions
Game - Display to (All players) the text: This item only once.
Skip remaining actions
Else - Actions
Set gotItem[(Player number of (Owner of (Triggering unit)))] = True
With "gotItem" a variable of type Boolean, Array, with size 12.
HTH
AceHart
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March 3rd, 2005, 04:12 PM
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oi that was too confusing for me to understand Ace... hehe its ok tho i found out another way to do it... just a lil bit more tedious. Thanks for your help tho Ace
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March 3rd, 2005, 04:57 PM
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Your Friendly Neighborhood Admin
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Join Date: Sep 2004
Location: GMT + 1
Posts: 17,493
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Confusing? Oh...
Well, if need be, I can "repeat" it with more details...
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March 3rd, 2005, 08:11 PM
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??
how do i get it so if a unit kill something it dies then turns into another unit insted??????
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March 4th, 2005, 10:47 AM
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Apprentice Member (Learning the ropes)
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Join Date: Feb 2005
Posts: 162
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hmm... from your question i can come up with TWO answers.. one for each interpretation of your question:
did u want the unit that kills to be replaced with another unit(like level up)?
UnitGetsReplaced
Event
a Unit is killed
Conditions
Actions
unit - replace killing unit with <your new unit type> using old units relative life and mana
or if you wanted the killed unit to be replaced then like this:
event
a Unit is killed
Conditions
Actions
unit - create <your new unit type> at position of dying unit
unit - remove dying unit from the game
make sure to have it in that order otherwise it wont work because the point where the dying unit is dissapered when you remove the dying unit from the game
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March 4th, 2005, 06:17 PM
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New Member (Don't have too much fun)
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Join Date: Jan 2005
Location: Sydney, Australia
Posts: 120
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use the hydra spell (not sure what its called) change number of summoned units to 1 and change the unit to whatever you want, when it dies the other unit will be spawned from its corpse
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