I think the second one could be done by this trigger, using a dummy item with one charge (better having variables, but at first an easy solution)
Events Unit - A unit Uses an item Conditions (Item-type of (Item being manipulated)) Equal to [Dummy Item] Actions Visibility - Create an initially Enabled visibility modifier for (Owner of (Hero manipulating item)) emitting Visibility across (Playable map area) Wait 5.00 seconds Visibility - Disable (Last created visibility modifier)
Didn't test it, perhaps you have to add this trigger after visibility modifier creation:
Visibility - Enable (Last created visibility modifier)
Notice that this could have some really wierd effects if another player uses the same type of item before the 5 seconds have passed. To be really sure, use variables.
TheWickerManNotice that this could have some really wierd effects if another player uses the same type of item before the 5 seconds have passed. To be really sure, use variables.
thats is right mahn ! why dont we use item instead of edit the triggers...because that thing is better with item ..if we use that in trigger it might cause problem i knew it and i have tried it...sometimes Fuked up Eh .....
Öhm, this item already exists, but I only know the german name of it (Allwissenheitstrank)
It's in the category "Charged"
@ randym4a1
I gave the trigger idea because not every ability is working with an item (although you make it an item ability). But in this case...look the lines above