- Joined
- Jun 24, 2009
- Messages
- 1,409
Here should be my final result ill post map when im done with tooltips
- Elemental Festival 1
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Channel
- Actions
- Set ElementalFestivalCaster = (Triggering unit)
- Set ElementalFestivalSEString[0] = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
- Set ElementalFestivalSEString[1] = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
- Set ElementalFestivalDamage[1] = 10.00
- Set ElementalFestivalDamage[2] = 20.00
- Set ElementalFestivalDamage[3] = 30.00
- Set ElementalFestivalDamage[4] = 40.00
- Set ElementalFestivalDamage[5] = 50.00
- Set ElementalFestivalPoint[0] = (Target point of ability being cast)
- Set ElementalFestivalPoint[1] = (Position of ElementalFestivalCaster)
- Wait 0.10 seconds
- Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
- Unit - Add Slow to (Last created unit)
- Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Add Crow Form to ElementalFestivalCaster
- Animation - Change ElementalFestivalCaster flying height to 300.00 at 800.00
- Unit - Remove Crow Form from ElementalFestivalCaster
- Unit - Pause ElementalFestivalCaster
- Unit - Make ElementalFestivalCaster Invulnerable
- Animation - Change ElementalFestivalCaster's animation speed to 300.00% of its original speed
- Trigger - Turn on Elemental Festival 2 <gen>
- Wait 1.84 seconds
- Animation - Change ElementalFestivalCaster's animation speed to 150.00% of its original speed
- Set ElementalFestivalDistance = (Distance between ElementalFestivalPoint[0] and ElementalFestivalPoint[1])
- Unit - Create 1 Dummy FireballEffect for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[1] facing Default building facing degrees
- Set ElementalFestivalDummy[0] = (Last created unit)
- Animation - Play ElementalFestivalCaster's spell animation
- Trigger - Turn on Elemental Festival 3 <gen>
- Wait 0.40 seconds
- Trigger - Turn off Elemental Festival 3 <gen>
- Unit - Remove ElementalFestivalDummy[0] from the game
- Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Set ElementalFestivalUnitGroup[0] = (Units within 400.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
- Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
- Loop - Actions
- Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Cause (Last created unit) to damage (Picked unit), dealing (ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] x 2.00) damage of attack type Spells and damage type Normal
- Animation - Change ElementalFestivalCaster flying height to 0.00 at 1600.00
- Unit - Unpause ElementalFestivalCaster
- Unit - Make ElementalFestivalCaster Vulnerable
- Animation - Change ElementalFestivalCaster's animation speed to 100.00% of its original speed
- For each (Integer A) from 0 to 6, do (Actions)
- Loop - Actions
- Unit - Remove ElementalFestivalSpecialEffect[(Integer A)] from the game
- Custom script: call RemoveLocation(udg_ElementalFestivalPoint[0])
- Custom script: call RemoveLocation(udg_ElementalFestivalPoint[1])
- Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
- Elemental Festival 2
- Events
- Time - Every 0.23 seconds of game time
- Conditions
- Actions
- Set ElementalFestivalCount = (ElementalFestivalCount + 1)
- Set ElementalFestivalPoint[2] = (Random point in (Region centered at ElementalFestivalPoint[0] with size (300.00, 300.00)))
- Set ElementalFestivalRandomInt = (Random integer number between 0 and 1)
- Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[ElementalFestivalRandomInt]
- Special Effect - Destroy (Last created special effect)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ElementalFestivalRandomInt Equal to 0
- Then - Actions
- Special Effect - Create a special effect at ElementalFestivalPoint[2] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ElementalFestivalRandomInt Equal to 1
- Then - Actions
- Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
- Special Effect - Destroy (Last created special effect)
- Else - Actions
- Special Effect - Create a special effect at ElementalFestivalPoint[2] using Units\NightElf\Wisp\WispExplode.mdl
- Special Effect - Destroy (Last created special effect)
- Set ElementalFestivalUnitGroup[0] = (Units within 150.00 of ElementalFestivalPoint[2] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
- Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
- Loop - Actions
- Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[2] facing Default building facing degrees
- Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
- Unit - Cause (Last created unit) to damage (Picked unit), dealing ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] damage of attack type Spells and damage type Normal
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ElementalFestivalCount Equal to 1
- Then - Actions
- Animation - Play ElementalFestivalCaster's attack,1 animation
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (ElementalFestivalCount mod 2) Equal to 0
- Then - Actions
- Animation - Play ElementalFestivalCaster's attack animation
- Else - Actions
- Animation - Play ElementalFestivalCaster's attack,3 animation
- Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
- Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ElementalFestivalCount Equal to 8
- Then - Actions
- Trigger - Turn off (This trigger)
- Set ElementalFestivalCount = 0
- Else - Actions
- Elemental Festival 3
- Events
- Time - Every 0.02 seconds of game time
- Conditions
- Actions
- Set ElementalFestivalPoint[2] = (Position of ElementalFestivalDummy[0])
- Set ElementalFestivalPoint[3] = (ElementalFestivalPoint[2] offset by (ElementalFestivalDistance / 20.00) towards (Angle from ElementalFestivalPoint[1] to ElementalFestivalPoint[0]) degrees)
- Unit - Move ElementalFestivalDummy[0] instantly to ElementalFestivalPoint[3]
- For each (Integer A) from 1 to 20, do (Actions)
- Loop - Actions
- Animation - Change ElementalFestivalDummy[0] flying height to (400.00 - (30.00 x (Real((Integer A))))) at 800.00
- Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
- Custom script: call RemoveLocation(udg_ElementalFestivalPoint[3])
- Elemental Festival 4
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Channel
- Actions
- For each (Integer A) from 0 to 6, do (Actions)
- Loop - Actions
- Unit - Create 1 Dummy SpecialEffect for (Owner of (Triggering unit)) at ElementalFestivalPoint[1] facing Default building facing degrees
- Set ElementalFestivalSpecialEffect[(Integer A)] = (Last created unit)
- Special Effect - Create a special effect at ElementalFestivalPoint[1] using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
- Special Effect - Destroy (Last created special effect)
Ah then i should fix some stuff to make it MUI..
EDIT: Its impossible to make it MUI in GUI and leakless.. GUI dont have have local variables nor accept variables in custom script array index. if anyone have any idea how to make it leakless and MUI i would love to hear..
Why don't you use effects with more light? For example a big Faerie Dragon missile? Also you could change the color of the others, and combinate more aura model's to get nearly the same effect. And if you modify the resurrect model's visibility a bit (around 70%) it would look better.