don't know if this will help, but perhaps you could try a custom pathing blocker, described here
http://world-editor-tutorials.thehelper.net/pathmaps.php
I'm not entirely sure about this, but it looks like the problem has to do with HouseOptions variable referencing a removed unit the 2nd time round. I suggest instead of removing the seller, instanly move the seller to somewhere that isn't used in your map when sold, then when the house is...
If im interpretting the request right, gold is awarded every time the kill count for a player reaches a multiple of 100, and multiples of 1000. I believe it can be done with a single trigger using the math-modulo function.
Death Trigger
Events
Unit - A unit Dies...
you could try disabling the following line to see if it makes any difference
Floating Text - Change the age of (Last created floating text) to (0.50 x (Real((Length of STEEL_Info[STEEL_Key])))) seconds
if im thinking about this right, this line is setting the age of the text to a number...
Not sure what it is exactly that you mean, but im getting the impression you want the modifier to be displayed as an integer. If this is the case, then where you convert StrMod to a formatted real string, convert it from real to integer then into the string
just a thought, but why don't you use the a destructable dies event to ,so when the gate dies, you can then use the remove abilities action for both the opening and closing of the gate
Basically its a set of upgrades affecting a single character of a class (eg priest), that can affect things like ability cast times(single/several abilities either core/learnable to the class/character), increases to the certain/all characters stats, reductions in ability cooldowns as well as...
.
Just something that seems a little obvious to me, but how exactly does the seperate trigger in point 4 fire. I think if its not called directly by the first trigger then there will no triggering unit.
yeah i just realised that that probably wasnt gona work and due to the first one always being true, so was gona suggest two arrays instead. Unit X and Unit Y for each unit then manipulate those instead. would probably make it easy and smaller to work. Also i think you may be making the...
This applies to the second trigger that you posted, which you seemed to have removed since i started to get my head around it but i believe this may help solve the problem and i think it should work though i haven't tested it.
test trigger
Events
Conditions
Actions...
Dont know whether these will help, or is even what you want,
Press Left Arrow
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Set Mov_KeyPress[0] = True
Press Up Arrow
Events
Player - Player 1 (Red) Presses the Up...
I have had it before where the code has bugged, and though the condition logic has something like
Variable X = Value Y, it has been interpretted as the opposite and will pass the condition when X is not equal to Y but block it when X=Y. Maybe you have this too.
Also as has been suggested...
try
set udg_BuyerItemHeld[GetConvertedPlayerId(udg_Temp_Player)] = GetItemTypeID(null).
Had to make a trigger in gui and convert it to jass to get the end bit for you, but not sure on what your dooing with the index so thought id leave it
You could make a custom pathing map for your needs and import it to your map. The following link to a pathing map tutorial might be of some help to you.
http://world-editor-tutorials.thehelper.net/pathmaps.php
Im not sure if this is possible in roc, but maybe you can set the handicap of the enemy players/creeps, as this will alter their maximum health to whatever the handicap is set to based on their default health. So 120% will be 1.2 x default health. Also you dont run the risk of any healer type...