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)
 
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