Charged True Sight Gem

Never_Quit

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i'm having trouble making a trigger that will only decrease the charges in an item when a unit is windwalking or being a ward

Trigger:
  • Trusite Charged
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Item carried by (Killing unit) of type Gem of True Seeing) is owned) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • ((Dying unit) has buff Wind Walk) Equal to True
          • ((Dying unit) has buff Sentry Ward) Equal to True
    • Actions
      • Item - Set charges remaining in (Item carried by (Killing unit) of type Gem of True Seeing) to ((Charges remaining in (Item carried by (Killing unit) of type Gem of True Seeing)) - 1)
      • Special Effect - Create a special effect attached to the overhead of (Killing unit) using Abilities\Spells\Orc\FeralSpirit\feralspiritdone.mdl
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Charges remaining in (Item carried by (Killing unit) of type Gem of True Seeing)) Equal to 0
        • Then - Actions
          • Item - Remove (Item carried by (Killing unit) of type Gem of True Seeing)
        • Else - Actions


it will work without the buff conditions :/ any thoughts?
 

RaiJin

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40
Code:
    * ((Dying unit) has buff Wind Walk) Equal to True
    * ((Dying unit) has buff Sentry Ward) Equal to True

Code:
    * (([B]Killing[/B] unit) has buff Wind Walk) Equal to True
    * (([B]Killing[/B] unit) has buff Sentry Ward) Equal to True

its killing unit i believe why did u use dying unit?
 

Never_Quit

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16
because i only want it to subtract a charge from the killing unit when the unit that has been killed was wind walking
 

RaiJin

New Member
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Then your problem is that a dying unit can't have a buff while hes dead.

i would recommend you use a damage detection system if your going to keep it that way
 

Never_Quit

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16
o sweet thanks man i didnt think about that:D

+rep:thup:

i'm gonna change it to "is attacked" (its a snipers game so it works)

yup confirmed it works now
 

RaiJin

New Member
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40
the only crappy thing about "unit is attacked" is that the event registers before he really is attacked. :S
 

Dirac

22710180
Reaction score
147
Events
A unit is attacked
Condition
Attacked unit is not on (Damage_Group)
Actions
Add (Attacked unit takes damage) to other trigger
Add Attacked unit to Damage_Group

Other Trigger
Events
Conditions
Triggering unit is dead
Triggering unit has buff
Actions
Do stuff :)
 
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