Heroes, Terrain, Abilities (was: Please Help?)

Kazenoyoukai

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So I'm toying with an idea for a map in my head, but I need some help first.

How would I write a trigger so that once I buy a certain hero from a tavern, the hero that bought the hero from the tavern is removed?

Is there any way to access terrain tiles from more than one tile sets? I was hoping to be able to do a map that's part city, part forest, part desert or something like that.

Is there a way to change the individual falling item on a spell like blizzard or starfall but keep the falling motion?

How do you add additional effects to an ability? Like say, combining part of an effect of one aura onto another?
 

Dest

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So I'm toying with an idea for a map in my head, but I need some help first.

How would I write a trigger so that once I buy a certain hero from a tavern, the hero that bought the hero from the tavern is removed?

It is very simple. Here, let me code a trigger in a few seconds.

EDIT:

Trigger:
  • skgjadhfjghlkdsajhfjdsa
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Triggering unit) Equal to Tyrande <gen>
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
      • Player - Limit training of (Unit-type of (Sold unit)) to 0 for (Picked player)


Tyrande is an example of the hero. There is actually another thread explaining about this question, though.
 

the_ideal

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Is there any way to access terrain tiles from more than one tile sets? I was hoping to be able to do a map that's part city, part forest, part desert or something like that.

How do you add additional effects to an ability? Like say, combining part of an effect of one aura onto another?

1) Advanced -> Modify Tileset

2) Read this tutorial: http://www.thehelper.net/forums/showthread.php?t=28117
It will open your eyes to triggered spells... this is what got me started on spell/mapmaking.
 

Kazenoyoukai

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Wow. That's a lot of homework for me to read, glad it's summer! :) Thanks a lot.

Cake: I'm a total nub that has no idea how to do triggers... but it looks like that the one you did will make it so that when one player buys a hero from a tavern, that unit can't be bought by any other player. I need a trigger so that when a player uses Hero A to buy any hero (we'll call it Hero B) from a tavern, Hero A is removed entirely and then Hero B is their new hero. Sort of creating a "tier" system in hero's. Basically when you get your hero to the max level, they will be able to learn a skill that will "unlock" the next tier, by transforming them into some altered form. Then the next tier tavern will have everything require that altered form. So, I want them to lose their lower tier hero when they purchase the next tier up.
 

Ayanami

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Is this what you're looking for? I'm using Rogue and Assassin for this example, where Rogue is the 1st tier hero and Assassin the 2nd tier hero.

Trigger:
  • Trigger
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Unit-type of (Sold unit)) Equal to Assassin
          • (Unit-type of (Buying unit)) Equal to Rogue
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Make Assassin Unavailable for training/construction by (Picked player)
      • Unit - Remove (Buying unit) from the game
 

Kazenoyoukai

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That's pretty much it, minus making Assassin unavailable to all players from that point on. Doesn't even need to be deactivated for the buying player, as removal of the Rogue from the game will mean they no longer will have the tier dependency required for purchase of Assassins. But I can simply remove that part from the trigger.

As a side note, is there any passive skill already in the game that increases all stats by some amount? I don't want an aura, I just want some passive ability that has that.
 

the_ideal

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> passive skill already in the game that increases all stats by some amount?
Attribute Bonus

If you want to hide the icon I can tell you how to do that too.
 

Kazenoyoukai

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Oh wow, really? I didn't realize how that was done. I thought it was just a single action that told the game to increment stats up by a certain amount. Thanks! And no, I don't want to hide the icon, but I'm pretty sure I can already do that part.

Oh wait! How would you add into that trigger, before removing the Rogue from the game, at the very least dropping all of the Rogue's items in its inventory or preferably transferring them all to the Assassin's?
 

dragonhord

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So I'm toying with an idea for a map in my head, but I need some help first.

How would I write a trigger so that once I buy a certain hero from a tavern, the hero that bought the hero from the tavern is removed?

Is there any way to access terrain tiles from more than one tile sets? I was hoping to be able to do a map that's part city, part forest, part desert or something like that.

Is there a way to change the individual falling item on a spell like blizzard or starfall but keep the falling motion?

How do you add additional effects to an ability? Like say, combining part of an effect of one aura onto another?
1.)
Trigger:
  • Events -
    • Unit - A unit Sells a Unit
    • Condition -
    • Sold Unit is a hero equal to true
    • Actions -
    • Player Group - Pick ever player in all players and do actions -
    • Loop Actions -
      • Unit - Make unit type of sold unit unavailable for training/construction

That's freehand but basically what you are asking for... It's also an easier way than doing a "unit type of sold unit is" for every hero you have 0.o...
2.) The modify tileset as mentioned earlier.
3.) You can always change the art in the spell... It should have an art field that says the spells current used effect *starfall* and you can change that to whatever.. Though I don't know how it will take into account the angle of the effect... You may want to import them otherwise you would have to trigger it. There are other effects that already have that angle on them though...
4.) Go into the effects and... add another one :p. If you go into the object editor and find art you can mess with the spell effects all of the spells use lol. As for the item removal...
Trigger:
  • Trigger
    • Events
    • Unit - A unit Sells a unit
    • Conditions
    • And - All (Conditions) are true
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Assassin
      • (Unit-type of (Buying unit)) Equal to Rogue
    • Actions
    • Player Group - Pick every player in (All players) and do (Actions)
      • Loop - Actions
        • Player - Make Assassin Unavailable for training/construction by (Picked player)
        • Unit - Remove (Buying unit) from the game
    • For each (Integer A) from 1 to 6, do (Actions)
      • Loop - Actions
        • Hero - Give (Item carried by (Buying unit) in slot (Integer A)) to (Sold Unit)

I think that solves the other thing you asked for too... Not totally sure if I got what you were saying lol..
 

Kazenoyoukai

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You got enough of what I was saying for me to be able to use the last bit of that trigger to transfer items. Thanks.

Oh... um... when I create the new trigger... does it's name/folder it goes in matter?
 

dragonhord

Knowledge is true opinion. - Plato
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Not in the sense of affecting anything... Only for organizational purposes to make things easier for you/others to see what you're doing...
 

Kazenoyoukai

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Where can I found a placeable fountain? I don't mean like a fountain of health or fountain of mana; I just want a regular fountain like you would find in a city/park. I've tried looking in the doodads and units for all sets and I can't seem to find what I'm looking for.
 

Kazenoyoukai

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Is there a way to reduce the amount of XP a particular set of hero classes gains?

How do I make creeps respawn?
 

Kazenoyoukai

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Wow... I totally missed that. I feel stupid.
I *think* I've figured out a basic idea of how to use triggers to create respawns.

I'd still like to know if there's a way to put a modifier on how much experience a hero gains.
 

Chao

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Type "creep respawner" in the search and try to find one in JASS. That's what I use.

As for modifying hero experience gains, look under Advanced --- >>> Gameplay Constants
 

ManyTimes

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>>How do I make creeps respawn?
Code:
Creep Init
    Events
        Map initialization
    Conditions
    Actions
        Set i = 0
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Owner of (Picked unit)) Equal to Neutral Hostile
                    Then - Actions
                        Unit - Set the custom value of (Picked unit) to i
                        Set creepLocation[i] = (Position of (Picked unit))
                        Set i = (i + 1)
                    Else - Actions

Code:
Revive
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Triggering unit)) Equal to Neutral Hostile
    Actions
        Wait (Random real number between 15.00 and 35.00) seconds
        Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at creepLocation[(Custom value of (Picked unit))] facing Default building facing degrees
        Unit - Set the custom value of (Last created unit) to i
+-
Basically... Be aware of decay time.
 

Kazenoyoukai

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Okay I think I understand that much.

As for the gameplay constants. I don't want the modifier for all heroes, just a particular few.
 
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