sunshinex3
You can change this now in User CP.
- Reaction score
- 7
is their an event player gain recourse?
Wisp
Events
Unit - A unit Starts the effect of an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
(Ability being cast) Equal to Harvest (Gold and Lumber)
Actions
...something with "Triggering unit" and "Owner of (Triggering unit)" or so
Wisp
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Unit-type of (Triggering unit)) Equal to Wisp
(Issued order) Equal to (Order(resumeharvesting))
Actions
Player - Add ... to (Owner of (Triggering unit)) Current gold
Lumber
Events
Player - Player 1 (Red)'s Current lumber becomes Greater than 0.00
Player - Player 2 (Blue)'s Current lumber becomes Greater than 0.00
Player - Player 3 (Teal)'s Current lumber becomes Greater than 0.00
Conditions
Actions
Player - Set (Triggering player) Current lumber to 0
btw this doesnt work, for some reason im not able to add wisps to NEWispUnitgroup (not sure why, trying to figure it out)right, im going to have a malfurion legendary hero, his ultimate will be an ability(passive like an upgrade) that will allow all wisps that are gathering wood to also gather gold.
Trigger:
- WispUnitgroup
- Events
- Unit - A unit Is issued an order targeting an object
- Conditions
- And - All (Conditions) are true
- Conditions
- (Issued order) Equal to (Order(wispharvest))
- (Unit-type of (Ordered unit)) Equal to Wisp
- Actions
- Unit Group - Add (Ordered unit) to NEWispUnitGroup
Trigger:
- MalfurianWildLandsCallStart
- Events
- Unit - A unit Learns a skill
- Conditions
- (Learned Hero Skill) Equal to Summon Natures' Warriors (NE Malfurion)
- Actions
- Trigger - Turn on MalfurianWildLands <gen>
Trigger:
- MalfurianWildLands
- Events
- Player - Player 1 (Red)'s Current lumber becomes Greater than (Real((Player 1 (Red) Current lumber)))
- Conditions
- Actions
- Player - Add 3 to Player 1 (Red) Current gold
- Unit Group - Pick every unit in NEWispUnitGroup and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Then - Actions
- Set TempPointFloatingText = (Position of (Picked unit))
- Floating Text - Create floating text that reads +3 at TempPointFloatingText with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0.00% transparency
- Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
- Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
- Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
- Floating Text - Change (Last created floating text): Disable permanence
- Custom script: call RemoveLocation (udg_TempPointFloatingText)
- Else - Actions
- Do nothing
this is what i have so far just for player red so far(the last trigger doesn't run automatically )
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Ordered unit)) Equal to Wisp
Or - Any (Conditions) are true
Conditions
(Issued order) Not equal to (Order(move))
(Issued order) Not equal to (Order(stop))
(Issued order) Not equal to (Order(patrol))
(Issued order) Not equal to (Order(Detonate))
Order None
Events
Unit - A unit Is issued an order with no target
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: (None: + (String((Issued order))))
Order Object
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: (Object: + (String((Issued order))))
Order Point
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: (Point: + (String((Issued order))))
Events are registered at map initialization, therefore you're erroneously thinking that (Player 1 (Red) Current lumber) will magically update every time. It doesn't - that line of code just means 450 or however much wood you started the game with. Not dynamic. Static. Should really just use 0 as AceHart originally suggested. Otherwise your trigger will stop working as soon as you fall below your initial lumber amount that you started the game with.>> Player - Player 1 (Red)'s Current lumber becomes Greater than (Real((Player 1 (Red) Current lumber)))
>How could that happen?"
its for sure a glich but it work, this gives me +3 gold every time i gain any wood.