Basically I have the quest set up so that only the player owning the attacking unit gets the quest
But after anybody claims the quest, no one else is able to get it, I know it's because I turn off the initial trigger, but if I don't then a player can just re-do all of the quests again
Any way to make this so that the trigger turns off ONLY for the player attacking the quest giver?
But after anybody claims the quest, no one else is able to get it, I know it's because I turn off the initial trigger, but if I don't then a player can just re-do all of the quests again
Any way to make this so that the trigger turns off ONLY for the player attacking the quest giver?
Trigger:
- Sentinel
- Events
- Unit - A unit Is attacked
- Conditions
- (Attacked unit) Equal to Collector 0020 <gen>
- Actions
- Quest - Create a Optional quest titled Art of the Hunt with the description The Collector reque..., using icon path ReplaceableTextures\WorldEditUI\Editor-Force.blp
- Set quests[1] = (Last created quest)
- Quest - Disable (Last created quest)
- Custom script: if GetLocalPlayer() == GetOwningPlayer(GetAttacker()) then
- Quest - Display to (Player group((Owner of (Attacking unit)))) the Quest Update message: |cFFFFCC00A new que...
- Quest - Enable (Last created quest)
- Custom script: endif
- Trigger - Turn on Sentinel1 <gen>
- Trigger - Turn off (This trigger)
- Events
Trigger:
- Sentinel1
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Dying unit)) Equal to Sentinel
- Actions
- Set i_Sent = (i_Sent + 1)
- Quest - Display to (Player group((Owner of (Killing unit)))) the Quest Update message: (|cFFFFCC00Sentinels Killed|r - + (|cCFFF0202 + ((String(i_Sent)) + /5|r)))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- i_Sent Equal to 5
- Then - Actions
- Quest - Display to (Player group((Owner of (Killing unit)))) the Quest Update message: |cFFFFCC00You have ...
- Trigger - Turn on Sentinel2 <gen>
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- Events
Trigger:
- Sentinel2
- Events
- Unit - A unit Is attacked
- Conditions
- (Attacked unit) Equal to Collector 0020 <gen>
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- i_Sent Greater than or equal to 5
- Then - Actions
- Quest - Mark quests[1] as Completed
- Quest - Display to (Player group((Owner of (Attacking unit)))) the Quest Update message: |cFFFFCC00Intriguin...
- Special Effect - Create a special effect attached to the overhead of (Attacking unit) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Hero - Add 800 experience to (Attacking unit), Show level-up graphics
- Player - Add 100 to (Owner of (Attacking unit)) Current gold
- Trigger - Turn off (This trigger)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events