You will have to make sure they actually have 2 of the item before removing any.
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item...
You could also add/remove the ability via trigger/jass whenever it needs to be controlled.
You could also re-create the ability with the base of a non autocast spell and use triggers to imitate autocasting.
click on the trigger, to the right it shows
(white empty box)
Right click on the trigger name click on copy as text. you can test that it works by using Ctrl + V
Put wc3 tags around it and post it. [wc3] [/wc3 ]
Just add a if/then/else to the beginning.
(Random item in Spawn <gen>) Equal to No item
Item - Create Random_Sword[(Random integer number between 1 and 3)] at (Random point in Spawn <gen>)
skip remaining actions
The rest of the current code
There's no need for a...
First removing the code tags makes this much more readable.
Since i can't see an obviouse problem for some reason ill post all my concerns.
1. In the second trigger, switch the place of these two lines:
Unit - Remove (Picked unit) from the game
Unit Group - Remove (Picked unit) from...
To my understanding it is not for units, but imports. It is for preventing lag whenever an imported file is used/spawned. I have easily 1200+ imports on one of my maps and havent found a reason to justify its use.
Yes, A number of things you can open while ingame, playing a map, you can edit. Including the full player interface and most of the other interfaces like dialogs, cinematics, quests, log et-cetera.
But not the main menu or any menu not avialabe while playing a map. A map is an extension of the...
Possibly the trigger was made in a modified version of the editor and has left information even though the trigger was deleted. But since the people loading the map do not have the modified editor you have, there editor does not recognize the issues. Have them download the same editor mod you...
The 2nd and last trigger are using the same event are probably incompatible.
The last trigger depends on
((Dying unit) is in DungeonCreeps) Equal to True
But the second posted trigger removes all units from the unit group:
Unit Group - Remove (Picked unit) from DungeonCreeps
Untitled Trigger 001
Unit - Paladin 0000 <gen> Is loaded into a transport
(Transporting unit) Not equal to Human Transport Ship 0002 <gen>
Unit - Order (Transporting unit) to Unload Paladin 0000 <gen>
Note you cant add...
1. How is this an "Easy" dialog?
2. Do we need this?
3. Do people have a need for Dialog Boxes/Button's anymore?
4. Will people benefit from this 'Tutorial'/'System' ?
5. How much time did you put into this?
1. A Title and not grammatically correct, i call it easy because you only simply need...
Easy GUI Dialog
I'm making a map where there are tones of dialog mostly yes/no but more complicated ones as well. So i made this to handle them all. I won't be making this into jass, there is already 2 jass dialog system that I found, I'm posting this becasue its both for GUI users and very...
The wall is a pathing blocker, there are line of sight blockers in the wall aswell, But when you get close to the wall you see right past them. I tried large line of sight blockers and they only work properly in one direction. Not the slightest clue why, any ideas?
Happens when i remove the...
Would this be a cinematic effect?
Sounds like where the unit appears to be the location in which it could be attacked is probably diffearent. Such as if your going under a bridge you could get attacked by a unit on the top of the bridge.
Player - Player 1 (Red)'s Current lumber becomes Greater than 0.00
Player - Set Player 1 (Red) Current gold to ((Player 1 (Red) Current gold) + (Player 1 (Red) Current lumber))
Player - Set Player 1 (Red)...