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Wietlol
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  • I don't want to spam your thread with a bunch of questions so I'll ask here. What exactly do you want done with the Bar? I'm a little confused with, "...a rectangle made out of 2 triangles..."
    W
    I have heard that but I haven't learnt it. :O

    I have checked it in Google. Wow! So, it aids in coding! Is it? What is this? :O
    W
    ----------
    To design games? Word.
    Sometimes notepad.
    I just use it to write stuff down :D
    ----------
    ... Wait... Ops, design is the analysis in most of game developers' mind. Erhh... Then... What kind of game software or middleware will you use to develop your game? :)


    ----------
    What kind of software did you expect?
    Designing a game is done by your mind, not a program.
    ----------
    Just using all softwares you have to develop games? I don't know...
    W
    What kind of game software or middleware do you use for designing your games.

    I just wonder. :)
    - - - - - - -
    Hi! Long time no talk! :)
    A
    Hey, could I ask you a short question, please ?

    You always use TempUnit with an index [INDEX], may I ask why ?
    Well, let's just say I've not got it to work. I've also not been working on that for a while. Atm I am coding a generic inheritance library. Then I can remake my buff system that already works fairly well by itself.
    Hey. Yeah I was fooling around with the paladin model and just figured he could be my avatar :D
    Well, my work philosophy has changed. Nowadays I design heroes based on strong thematics. Of the dozens of designs that I have made, only few have strong thematics.
    The spell cooldown thing is unfinished atm, because it turned out that spell shield is castable and thus, I'd need even more abilities than I thought.

    I don't think I was the one making skillsets based on people. I remember someone made one for IcemanBo.
    Well good thing the ability doesn't do any damage, except for the on-hit and that a good thing. Thanks again Wietlol :)
    Ok man its working yeheyyy.... I did what you said, though I want you to have a look at it and see if I did it right.


    Decisive Strike
    Events
    Game - PDD_damageEventTrigger becomes Equal to 0.00
    Conditions
    (PDD_source has buff Decisive Strike) Equal to True
    PDD_damageType Equal to PDD_PHYSICAL
    Actions
    Set PDD_amount = (PDD_amount + (0.40 x (Real((Strength of PDD_source (Include bonuses))))))
    Unit - Remove Decisive Strike buff from PDD_source

    Also is it possible to add a 15 damage X level of the ability being cast and will do magic damage?
    Here's what I did in the 1st trigger, I guess its wrong?


    Decisive Strike
    Events
    Unit - A unit Is attacked
    Conditions
    ((Attacking unit) has buff Decisive Strike) Equal to True
    Actions
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Getting the Spell constants --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Set Temp_Unit = (Triggering unit)
    Set Temp_Target = (Attacked unit)
    Set Temp_Stats = (Strength of Temp_Unit (Include bonuses))
    -------- ------------------------------------------------------------------------------------------------- --------
    -------- Setting the Spell values --------
    -------- ------------------------------------------------------------------------------------------------- --------
    Set Temp_Total_Value = (10.00 + (0.30 x (Real(Temp_Stats))))
    Unit Group - Add (Triggering unit) to Temp_Group
    Custom script: call EOT_Set_Default_Variables()
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (EOT_Param_Target is A structure) Equal to False
    (EOT_Param_Target belongs to an enemy of TempPlayer) Equal to True
    (EOT_Param_Target is alive) Equal to True
    Then - Actions
    Set EOT_Param_Source = Temp_Unit
    Set EOT_Param_Duration = 5.00
    Set EOT_Param_Buff = Decisive Strike
    Set EOT_Param_Special_Effect_Model = war3mapImported\DeathFumesBreathDamage.mdl
    Set EOT_Param_Special_Effect_Point = chest
    Set EOT_Param_Type = TempInteger
    Trigger - Run EOT_Trigger_Create_EOT (ignoring conditions)
    Custom script: call EOT_Save_Real(0, udg_Temp_Total_Value)
    Else - Actions
    Didn't know I can do it with EOT as well, looking at your reply it seems easy enough. Thanks man :)
    Hi again Wietlol, could you help me on some trigger? Its about an active spell, that when use the hero's next basic attack will deal 10% of his strength as damaged to the target. Could you show me how to do this with the PDD system I saw in you're Vladimir map?
    What you Said:

    In the Shop, you must use Arrow Keys. Left and right Change the Salesperson and Up and Down Trigger Buy and Sell.

    About Looking: Use Arrow Keys.

    About Canceling: Use ESC.

    About town Center and DTG: They are only supposed to show the Terrain.
    I just spread this thing so People won't forget Voting on this thing, I want a lot of people vote so the winner is clarified better.
    Yeah I want to use you're EOT System, what I just want to happen is that units that are still in the AOE radius will receive damage after 2 seconds. Anyway thanks for the help dude I'll follow your instructions :)
    I have a few questions that I would like to ask regarding on you're EOT System. What if I want a 2 seconds delayed damage on enemies that are STILL on the AOE radius after Game - EOT_Event_An_EOT_Has_Expired becomes Equal to 0.00. And NOT a 2 seconds delayed damage on enemies that are picked right after the spell is cast, and they will still receive damaged even they got out of the AOE radius when Game - EOT_Event_An_EOT_Has_Expired becomes Equal to 0.00. Do you get what I mean?
    Tnx dude I'm trying to use you're missile system too.

    Edit: Btw how can I do for every 1 point of intelligence gives the hero 10 hp bonus and for every 20 hp the hero has, gives him 1 point of intelligence? How can I achieve that in this trigger, it looks complicated to me XD


    Crimson Pact Loop
    Events
    Time - Every 0.50 seconds of game time
    Conditions
    Actions
    Unit Group - Pick every unit in Vladimir_Group and do (Actions)
    Loop - Actions
    Set TempUnit = (Picked unit)
    Set TempInteger = (Integer((Max mana of TempUnit)))
    Custom script: call AddMaxMana(udg_TempUnit, udg_TempInteger*-1 + 1000)
    Custom script: set udg_TempInteger = GetHandleId(udg_TempUnit)
    Set TempInteger2 = (Load 0 of TempInteger from Vladimir_Hashtable)
    Set TempInteger2 = (TempInteger2 x -1)
    Set TempInteger3 = (Load 1 of TempInteger from Vladimir_Hashtable)
    Custom script: call AddMaxHealth(udg_TempUnit, udg_TempInteger2)
    Hero - Modify Intelligence of TempUnit: Subtract TempInteger3
    Set AP = (5.00 x (Real((Intelligence of TempUnit (Include bonuses)))))
    Set TempInteger2 = (Integer((1.40 x AP)))
    Set TempInteger3 = (Integer((((Max life of TempUnit) / 40.00) / 5.00)))
    Custom script: call AddMaxHealth(udg_TempUnit, udg_TempInteger2)
    Hero - Modify Intelligence of TempUnit: Add TempInteger3
    Hashtable - Save TempInteger2 as 0 of TempInteger in Vladimir_Hashtable
    Hashtable - Save TempInteger3 as 1 of TempInteger in Vladimir_Hashtable
    Set TempInteger = (Integer((Max mana of TempUnit)))
    Custom script: call AddMaxMana(udg_TempUnit, udg_TempInteger*-1)
    Hi Wietlol is it ok if I increased the array's size of the variable TempReal in this trigger so that I can use one variable of that type? I thought about it because I want to avoid to much variables in my map, also you're using same variables from each looping trigger. But I guess that's okay because I know you know it too.


    Transfusion Effect
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Transfusion (Vladimir)
    Actions
    -------- -------------------- --------
    -------- Set variables --------
    -------- -------------------- --------
    Set TempUnit = (Triggering unit)
    Set TempReal = (Real((Level of Transfusion (Vladimir) for TempUnit)))
    Set AP = (5.00 x (Real((Intelligence of TempUnit (Include bonuses)))))
    -------- --------------------- --------
    -------- Deal damage --------
    -------- --------------------- --------
    Set TempReal2 = (55.00 + ((35.00 x TempReal) + (0.60 x AP)))
    Unit - Cause TempUnit to damage (Target unit of ability being cast), dealing TempReal2 damage of attack type Spells and damage type Normal
    -------- --------------------------- --------
    -------- Create the missile --------
    -------- --------------------------- --------
    Custom script: call CMS_Set_Default_Variables()
    Set CMS_Param_Target_Type = CMS_TT_Unit
    Set CMS_Param_Target_Unit = TempUnit
    Set TempLocation2 = (Position of CMS_Param_Target_Unit)
    Set CMS_Param_Starting_Location = (Position of (Target unit of ability being cast))
    Set CMS_Param_Starting_Height = 70.00
    Set CMS_Param_Missile_Angle = (Angle from CMS_Param_Starting_Location to TempLocation2)
    Set CMS_Param_Missile_Source = TempUnit
    Set CMS_Param_Missile_Model = CorspeBomb.mdx
    Set CMS_Param_Missile_Speed = 900.00
    Set CMS_Param_Collision_Delay = 0.00
    Set TempAbility = Transfusion (Vladimir)
    Custom script: set udg_TempInteger = udg_TempAbility
    Set CMS_Param_Missile_Type = TempInteger
    Set CMS_Param_Missile_Width = 30.00
    Set CMS_Param_Turn_Rate = 3.00
    Set CMS_Param_Is_Homing = True
    Trigger - Run CMS_Trigger_Create_Missile (ignoring conditions)
    Sound - Play Ability__Vladimir_Transfusion__Effect <gen> at 100.00% volume, attached to CMS_Param_Missile
    -------- --------------------------- --------
    -------- Set custom value --------
    -------- --------------------------- --------
    Set TempReal2 = (5.00 + ((10.00 x TempReal) + (0.25 x AP)))
    Custom script: call CMS_Save_Real(0, udg_TempReal2)
    Custom script: call RemoveLocation(udg_TempLocation2)
    Everyone has the buff and I don't want it, but anyway thanks for replying dude. I found out the solution, that is because I forgot to copy the abilities that come's with the PDD system.
    Hi Wietlol, what should I do if all of the units in my map had the buff in Set EOT_Param_Buff = Bad Voodoo
    at start of the game?

    I haven't even casted the spell yet and all units in the whole map has this buff.
    Now I get it hehehe, I didn't knew you had made Vladimir's spells. Thanks for sharing :)
    I'm quite confuse, I thought that spell already increases the damage that a unit will receive from all sources.
    Hi Wietlol, I tried to modify some of you're example spells in your EOT System. Its the Hemoplague by the way, I just renamed it to Bad Voodoo and tried to put some level. Here's the triggers.....


    Bad Voodoo
    Events
    Unit - A unit Starts the effect of an ability
    Conditions
    (Ability being cast) Equal to Bad Voodoo (Voodoomancer)
    Actions
    Set Temp_Location = (Target point of ability being cast)
    Set TempPlayer = (Owner of (Triggering unit))
    Custom script: set bj_wantDestroyGroup = true
    Unit Group - Pick every unit in (Units within 200.00 of Temp_Location) and do (Actions)
    Loop - Actions
    Custom script: call EOT_Set_Default_Variables()
    Set EOT_Param_Target = (Picked unit)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
    (EOT_Param_Target is A structure) Equal to False
    (EOT_Param_Target belongs to an enemy of TempPlayer) Equal to True
    (EOT_Param_Target is alive) Equal to True
    Then - Actions
    Set EOT_Param_Source = (Triggering unit)
    Set EOT_Param_Duration = 5.00
    Set EOT_Param_Interval = -1.00
    Set EOT_Param_Buff = Bad Voodoo
    Set EOT_Param_Buff_Holder = Bad Voodoo (Buff Holder)
    Set EOT_Param_Special_Effect_Point = overhead
    Set EOT_Param_Special_Effect_Model = Abilities\Weapons\LordofFlameMissile\LordofFlameMissile.mdl
    Set TempAbility = (Ability being cast)
    Custom script: set udg_TempInteger = udg_TempAbility
    Set EOT_Param_Type = TempInteger
    Trigger - Run EOT_Trigger_Create_EOT (ignoring conditions)
    Else - Actions
    Custom script: call RemoveLocation(udg_Temp_Location)


    Bad Voodoo Damage
    Events
    Game - EOT_Event_An_EOT_Has_Expired becomes Equal to 0.00
    Conditions
    EOT_Param_Buff Equal to Bad Voodoo
    Actions
    -------- deal damage when the eot has expired (not when it is dispelled) --------
    Set Temp_Ability_Level = (Level of TempAbility for EOT_Param_Source)
    Set Temp_Stats = (Intelligence of EOT_Param_Source (Include bonuses))
    Set Temp_Base_Value = (100.00 x (Real(Temp_Ability_Level)))
    Set Temp_Total_Value = (Temp_Base_Value + (0.00 x (Real(Temp_Stats))))
    Unit - Cause EOT_Param_Source to damage EOT_Param_Target, dealing Temp_Total_Value damage of attack type Magic and damage type Magic

    Where can I modify that enemy units in the area will take 12% more damage?
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