Help with trigger

tommerbob

Minecraft. :D
Reaction score
110
I'm working on a spell where for a duration, if the hero is near trees, he gains an ability and transparency, if not near trees, he loses the ability and transparency.

Everything is working fine, except that when he moves away from the trees, he does not lose the ability.

Codes:

Trigger:
  • Forestborn on Copy
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Forestborn
    • Actions
      • Set ForestbornNearTrees = False
      • Hashtable - Save (12 + ((Level of Forestborn for (Triggering unit)) x 6)) as 0 of (Key (Triggering unit)) in ForestbornHashtable
      • Set ForestbornPoint = (Position of (Triggering unit))
      • Hashtable - Save Handle OfForestbornPoint as 1 of (Key (Triggering unit)) in ForestbornHashtable
      • Hashtable - Save ForestbornNearTrees as 2 of (Key (Triggering unit)) in ForestbornHashtable
      • Unit Group - Add (Triggering unit) to ForestbornGroup
      • Trigger - Turn on Forestborn counter near trees Copy <gen>


Trigger:
  • Forestborn counter near trees Copy
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ForestbornGroup and do (Actions)
        • Loop - Actions
          • Set ForestbornTime = (Load 0 of (Key (Picked unit)) from ForestbornHashtable)
          • Hashtable - Save (ForestbornTime - 1) as 0 of (Key (Picked unit)) in ForestbornHashtable
          • Hashtable - Save Handle Of(Position of (Picked unit)) as 1 of (Key (Picked unit)) in ForestbornHashtable
          • Set ForestbornPoint = (Load 1 of (Key (Picked unit)) in ForestbornHashtable)
          • Destructible - Pick every destructible within 200.00 of ForestbornPoint and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                • Then - Actions
                  • Unit - Add Forestborn (spellbook) to (Picked unit)
                  • Unit - Set level of Forestborn (aura) for (Picked unit) to (Level of Forestborn for (Picked unit))
                  • Player - Disable Forestborn (spellbook) for (Owner of (Picked unit))
                  • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • ((Picked unit) has buff Forestborn ) Equal to True
                    • Then - Actions
                      • Unit - Remove Forestborn (spellbook) from (Picked unit)
                      • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                    • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ForestbornTime Less than or equal to 0
            • Then - Actions
              • Unit Group - Remove (Picked unit) from ForestbornGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff Forestborn ) Equal to True
                • Then - Actions
                  • Unit - Remove Forestborn (spellbook) from (Picked unit)
                  • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ForestbornHashtable
            • Else - Actions
      • Custom script: call RemoveLocation(udg_ForestbornPoint)


The part that isn't working is specifically this line:

Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
    • Then - Actions
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) has buff Forestborn ) Equal to True
        • Then - Actions
          • Unit - Remove Forestborn (spellbook) from (Picked unit)
          • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        • Else - Actions
 

Music Man

Cool Member
Reaction score
3
I feel like the command could just be solved by taking out the "if" statement and leave it blank, because the else implies that he should no longer have forest, and if he DOES have it, remove it.

Am I missing something?? Just try this:

Trigger:
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
    • Then - Actions
    • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • * Unit - Remove Forestborn (spellbook) from (Picked unit)
          • * Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
        • Else - Actions
 

tommerbob

Minecraft. :D
Reaction score
110
Thanks for the quick response. I tried what you said, just removing the condition, but it still doesn't work...
 

Moridin

Snow Leopard
Reaction score
144
If you remove the condition from an if statement, would it auto-execute the then commands? or would it skip the if statement entirely?

I can't see anything wrong with the code. What exactly is going wrong? Like, in what situation does it bug up?

Also, check if the buff is recognised using display text commands. That sometimes doesn't work for some reason.
 

mapguy

New Member
Reaction score
46
here is my guess.

you save your starting point when the unit cast the spell. but you still using that point to see if the unit is nearby, even if it is away from trees.

you should just create a new point of the periodic event to detect if the new position of the unit is nearby t0 a tree every.
 

Moridin

Snow Leopard
Reaction score
144
He's using a periodic 1 second event along with this action:

Hashtable - Save Handle Of(Position of (Picked unit)) as 1 of (Key (Picked unit)) in ForestbornHashtable

He hasn't forgotten to periodically shift the unit's location...
 

mapguy

New Member
Reaction score
46
He's using a periodic 1 second event along with this action:

Hashtable - Save Handle Of(Position of (Picked unit)) as 1 of (Key (Picked unit)) in ForestbornHashtable

He hasn't forgotten to periodically shift the unit's location...

ow, I don't use hastables, thats why I didn't noticed:p
 

tommerbob

Minecraft. :D
Reaction score
110
Fixed it! yay. I wasn't using the boolean condition correctly. Here's the correct code, for anyone interested just in case...

Trigger:
  • Forestborn timer
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in ForestbornGroup and do (Actions)
        • Loop - Actions
          • Set ForestbornNearTrees = (Load 2 of (Key (Picked unit)) from ForestbornHashtable)
          • Set ForestbornTime = (Load 0 of (Key (Picked unit)) from ForestbornHashtable)
          • Hashtable - Save (ForestbornTime - 1) as 0 of (Key (Picked unit)) in ForestbornHashtable
          • Hashtable - Save Handle Of(Position of (Picked unit)) as 1 of (Key (Picked unit)) in ForestbornHashtable
          • Set ForestbornPoint = (Load 1 of (Key (Picked unit)) in ForestbornHashtable)
          • Destructible - Pick every destructible within 200.00 of ForestbornPoint and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Ashenvale Tree Wall
                • Then - Actions
                  • Set ForestbornNearTrees = True
                • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ForestbornNearTrees Equal to True
            • Then - Actions
              • Unit - Add Forestborn (spellbook) to (Picked unit)
              • Unit - Set level of Forestborn (aura) for (Picked unit) to (Level of Forestborn for (Picked unit))
              • Player - Disable Forestborn (spellbook) for (Owner of (Picked unit))
              • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 75.00% transparency
            • Else - Actions
              • Unit - Remove Forestborn (spellbook) from (Picked unit)
              • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ForestbornTime Less than or equal to 0
            • Then - Actions
              • Unit Group - Remove (Picked unit) from ForestbornGroup
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff Forestborn ) Equal to True
                • Then - Actions
                  • Unit - Remove Forestborn (spellbook) from (Picked unit)
                  • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
                • Else - Actions
              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ForestbornHashtable
            • Else - Actions
      • Custom script: call RemoveLocation(udg_ForestbornPoint)
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Monovertex Monovertex:
    How are you all? :D
    +1
  • Ghan Ghan:
    Howdy
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top