Marrusian's Question Thread

Marrusian

New Member
Reaction score
2
Ok here I will post all my question/problems because I don't want to make much threads so users/moderators think I'm a spammer.

So my problem now is with a quest (I editing a little from last thread) :

Code:
Eredar Diabolists Start
    Events
        Unit - A unit comes within 200.00 of Quest Giver (Night Elf Form) 0011 <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
    Actions
        Special Effect - Destroy QuestEffects[1]
        Quest - Display to (Player group((Owner of (Triggering unit)))) the Quest Update message: Help me, great hero...
        Quest - Create a Required quest titled Old Quest Giver   with the description You must kill both ..., using icon path ReplaceableTextures\CommandButtons\BTNEredarWarlockPurple.blp
        Set Quests[1] = (Last created quest)
        Trigger - Turn off (This trigger)

and

Code:
Eredar Diabolists Kills
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Eredar Diabolist
    Actions
        Set EredarDiabolistsKills = (EredarDiabolistsKills + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                EredarDiabolistsKills Equal to 2
            Then - Actions
                Sound - Play GoodJob <gen>
                Game - Display to (Player group((Owner of (Triggering unit)))) for 8.00 seconds the text: You killed both Ere...
                Trigger - Turn on Eredar Diabolists Complete <gen>
            Else - Actions
                Do nothing

and

Code:
Eredar Diabolists Complete
    Events
        Unit - A unit comes within 200.00 of Quest Giver (Night Elf Form) 0011 <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
        EredarDiabolistsKills Equal to 2
    Actions
        Quest - Display to (Player group((Owner of (Triggering unit)))) the Quest Update message: Thank you for your ...
        Item - Create |cff4169E1ColdRage Sword|r at (Center of Reward <gen>)
        Quest - Mark Quests[1] as Completed
        Trigger - Turn off (This trigger)

and

Code:
Eredar Diabolists Inreward
    Events
        Unit - A unit comes within 200.00 of Quest Giver (Night Elf Form) 0011 <gen>
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Entering unit) is A Hero) Equal to True
                (Item-type of (Item carried by (Triggering unit) of type |cff4169E1ColdRage Sword|r)) Equal to |cff4169E1ColdRage Sword|r
            Then - Actions
                Do nothing
            Else - Actions
                Trigger - Turn on Eredar Diabolists Start <gen>

Ok so my question is : How to change the last trigger to turn on Eredar Diabolists Quest, ONLY if Hero DOESN'T have the item ?
 
M

Mythic Fr0st

Guest
mm

Code:
Eredar Diabolists Inreward
    Events
        Unit - A unit comes within 200.00 of Quest Giver (Night Elf Form) 0011 <gen>
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
*edited*((Triggering Unit) is A Hero) Equal to True
*edited*(hero has item of type Rage Sword equal to false)   
            Then - Actions
                 Trigger - Turn on Eredar Diabolists Start <gen>
            Else - Actions
hero has item of type, is found in Boolean Comparison, towards the top
 

Marrusian

New Member
Reaction score
2
Ok another trigger, I really don't know what doesn't work :

Code:
Secret Item 2
    Events
        Unit - A unit enters SecretItem <gen>
    Conditions
        (Hero level of (Triggering unit)) Equal to 4
    Actions
        Wait 5.00 seconds
        Unit - Create 1 Dark Troll Warlord for Player 6 (Orange) at (Random point in Dark Troll Monster SI <gen>) facing Default building facing degrees
        Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: Defeat the monster ...
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Dying unit)) Equal to Dark Troll Warlord
            Then - Actions
                Item - Create |cffffcc00Band of Jin|r at (Center of Reward Secret <gen>)
                Wait 8.00 seconds
                Unit - Move (Triggering unit) instantly to (Center of Chatedral <gen>)
            Else - Actions
                Do nothing

So, It teleport me into the region, create the troll but when I kill him, don't happend anything.
 

Sim

Forum Administrator
Staff member
Reaction score
534
Create a new trigger that detects when that troll dies and create the item at its position.
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Make a trigger without and event but with actions.

Code:
without event
    Events
    Conditions
    Actions
        Item - Create |cffffcc00Band of Jin|r at (Position of (Triggering unit))
        Wait 8.00 seconds
        Unit - Move (Killing unit) instantly to (Center of Chatedral <gen>)

Then modify your previous trigger like so.

Code:
Secret Item 2
    Events
        Unit - A unit enters SecretItem <gen>
    Conditions
        (Hero level of (Triggering unit)) Equal to 4
    Actions
        Wait 5.00 seconds
        Unit - Create 1 Dark Troll Warlord for Player 6 (Orange) at (Random point in Dark Troll Monster SI <gen>) facing Default building facing degrees
[B]        Trigger - Add to without event <gen> the event (Unit - (Last created unit) Dies)[/B]
        Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: Defeat the monster ...

And ofcourse take care of the leaks, too.:p
 

Marrusian

New Member
Reaction score
2
ok other quest :

Code:
Necrolyte Start
    Events
        Unit - A unit comes within 200.00 of Town Captain Wizard 0058 <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
        NecrolyteKill Equal to 0
    Actions
        Unit - Create 1 Stormreaver Necrolyte for Neutral Hostile at (Center of QuestNecrolyte <gen>) facing Default building facing degrees
        Quest - Display to (Player group((Owner of (Triggering unit)))) the Quest Update message: Help us, great hero...
        Quest - Create a Required quest titled Town Monster with the description You must kill Necro..., using icon path ReplaceableTextures\CommandButtons\BTNGuldan.blp
        Set Quests[1] = (Last created quest)
        Custom script:   call DestroyEffect (udg_QuestEffects)
        Trigger - Turn off (This trigger)

and

Code:
Necrolyte Kill
    Events
        Unit - A unit Dies
    Conditions
        (Unit-type of (Dying unit)) Equal to Stormreaver Necrolyte
    Actions
        Set NecrolyteKill = (NecrolyteKill + 1)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                NecrolyteKill Equal to 1
            Then - Actions
                Sound - Play GoodJob <gen>
                Game - Display to (Player group((Owner of (Triggering unit)))) for 8.00 seconds the text: You killed both Sto...
                Special Effect - Create a special effect attached to the overhead of Town Captain Wizard 0058 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
                Set QuestEffects = (Last created special effect)
                Trigger - Turn on Necrolyte Complete <gen>
            Else - Actions
                Do nothing

and

Code:
Necrolyte Complete
    Events
        Unit - A unit comes within 200.00 of Town Captain Wizard 0058 <gen>
    Conditions
        ((Entering unit) is A Hero) Equal to True
        NecrolyteKill Equal to 1
    Actions
        Quest - Display to (Player group((Owner of (Triggering unit)))) the Quest Update message: Thank you for your ...
        Item - Create Abyss Shard at (Center of Town CWR <gen>)
        Quest - Mark Quests[1] as Completed
        Custom script:   call DestroyEffect (udg_QuestEffects)
        Trigger - Turn off (This trigger)

and

Code:
Necrolyte Inreward
    Events
        Unit - A unit comes within 200.00 of Town Captain Wizard 0058 <gen>
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                ((Entering unit) is A Hero) Equal to True
                ((Triggering unit) has an item of type Abyss Shard) Equal to False
            Then - Actions
                Trigger - Turn on Necrolyte Start <gen>
            Else - Actions
                Do nothing

All works perfect with expection at trigger one if I go to quest giver more times he give me the quest more times but I set trigger - off and he don't want :|
 

Marrusian

New Member
Reaction score
2
Ok I rezolve the problem, in trigger Necrolyte Inreward I modify last condition with this : (Quests[1] is discovered) Equal to False :p
 

Marrusian

New Member
Reaction score
2
I have a little problem :

I create a Acolyte, and in Abilites - Normal I put Restore and Shop Purchase Item. In Techtree - Items Sold I put Orb of Frost and Magic Staff. I change the position of the icons : Magic Staf is at 0,0 and Orb of Frost at 0,1, but when I enter in the game, he don't sell any items :|
 

Exide

I am amazingly focused right now!
Reaction score
448
One thing to do when creating shops is to open the Object Editor, find the Goblin Merchant and check what Abilities that shop has. Then just add the same ones to your custom shop. -And it should work ^^
 

Marrusian

New Member
Reaction score
2
Somebody could help be to make a Mana Wave trigger ? Same thing like Healing Wave but to increase Mana not Healing :p

Nervermind I rezolve it :p it works perfectly.
 

Marrusian

New Member
Reaction score
2
Another problem with a trigger passive skill.

Code:
Essence Bolt
    Events
        Unit - A unit Is attacked
    Conditions
        (Random integer number between 1 and 100) Less than or equal to (10 x (Level of Elemental Essence  for (Attacking unit)))
        (Level of Elemental Essence  for (Attacking unit)) Greater than 0
    Actions
        Unit - Create 1 Dummy for (Owner of (Attacking unit)) at (Position of (Attacking unit)) facing Default building facing degrees
        Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
        Unit - Add Chain Lightning to (Last created unit)
        Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Attacked unit)

Code:
Essence Chill
    Events
        Unit - A unit Is attacked
    Conditions
        (Level of Elemental Essence  for (Attacking unit)) Greater than 0
        (Random integer number between 1 and 100) Less than or equal to (15 x (Level of Elemental Essence  for (Attacking unit)))
    Actions
        Unit - Create 1 Dummy for (Owner of (Attacked unit)) at (Position of (Attacking unit)) facing Default building facing degrees
        Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
        Unit - Add Essence Bolt Aura  to (Last created unit)
        Unit - Order (Last created unit) to Human Sorceress - Slow (Attacked unit)
        If ((Level of Elemental Essence  for (Triggering unit)) Equal to 1) then do (Unit - Add Essence Bolt Damage (Neutral Hostile 1) to (Triggering unit)) else do (Unit - Set level of Essence Bolt Damage (Neutral Hostile 1) for (Triggering unit) to (Level of Elemental Essence  for (Triggering unit)))


Code:
Essence Removal
    Events
        Unit - A unit Uses an item
    Conditions
        (Item-type of (Item being manipulated)) Equal to Tome of Retraining
    Actions
        Unit - Remove Essence Bolt Damage (Neutral Hostile 1) from (Triggering unit)


This is made from the tutorial by Daelin. The part with Essence Removal I don't understand it ... :|. Essence Bolt doesn't work, and Essence Chill it slow me not the enemy ...

P.S I added the attachment with he map file. It's only the test map ...
 

Attachments

  • Village.w3x
    22.8 KB · Views: 213

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
The "level" condition is already included in the "random" condition.


"Chill" seems to create its dummy for the attacked unit.


What is "Essence Bolt Damage" used for?
 

Marrusian

New Member
Reaction score
2
Is it for slow but I don't have chilling buff :| AceHart please take the map and modifiy a little what I set wrong :rolleyes:
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
If basic spells with dummies don't work, remove "locust", put the model back, and set the expiration time to 20 seconds or so.
When the unit appears on the map, select it and have a look.

Greatly helps, for example, with seeing that the spell can't be cast because the dummy has no mana to do so.

Also helps to see that the dummy isn't your color, but belongs to the enemy...
 
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