Name | Type | is_array | initial_value |
CS_CVU | integer | No | |
CS_Duration_Basic | real | No | |
CS_Duration_X | real | Yes | |
CS_FloatingText | boolean | No | |
CS_Group | group | No | |
CS_Group_Loop | group | No | |
CS_PlayerGroup | force | No | |
CS_Source | unit | No | |
CS_Stack | boolean | No | |
CS_Target | unit | No | |
CS_Text_Speed | real | Yes | |
DamageBlockingAbility | abilcode | No | |
DamageEvent | real | No | |
DamageEventAmount | real | No | |
DamageEventExplodesUnit | boolean | No | |
DamageEventOverride | boolean | No | |
DamageEventPrevAmt | real | No | |
DamageEventSource | unit | No | |
DamageEventsWasted | integer | No | |
DamageEventTarget | unit | No | |
DamageEventTrigger | trigger | No | |
DamageEventType | integer | No | |
DamageModifierEvent | real | No | |
DamageTypeDOT | integer | No | |
DamageTypeRanged | integer | No | |
DamageTypeSpell | integer | No | |
DmgEvLife | real | No | |
DmgEvN | integer | No | |
DmgEvStack | unit | Yes | |
DmgEvTimer | timer | No | |
DmgTypPrev | integer | No | |
Regeneration_Amount_HP | real | Yes | |
Regeneration_Amount_MP | real | Yes | |
Regeneration_CVU | integer | No | |
Regeneration_FloatingText | boolean | No | |
Regeneration_Group | group | No | |
Regeneration_Group_Loop | group | No | |
Regeneration_Mana | boolean | Yes | |
Regeneration_Speed_Basic | real | No | |
Regeneration_Speed_X | real | Yes | |
Regeneration_Total | boolean | Yes | |
TempUnit | unit | No | |
Test_Group | group | No | |
Test_Message | string | Yes | |
Test_X | integer | No | |
UDex | integer | No | |
UDexGen | integer | No | |
UDexNext | integer | Yes | |
UDexPrev | integer | Yes | |
UDexRecycle | integer | No | |
UDexUnits | unit | Yes | |
UDexWasted | integer | No | |
UnitDamageRegistered | boolean | Yes | |
UnitIndexerEnabled | boolean | No | |
UnitIndexEvent | real | No | |
UnitIndexLock | integer | Yes |
Presentation
I designed this system because it's a great resource and employee by Blizzard on World of Warcraft (relax, have no knowledge if I explain it) and that would be very handy for ORPGS it creates a new environment for anyone who enjoys. Note that there is a similar system (but is not approved) here in HiveWorkShop - The Warcraft III Modding Site.
Characteristics
Version 1.2;
GUI/Triggers;
MUI;
Function
Manage fighting between any unit.
Explanation
Combat
When a threat unit, cancan spells or attacks any one unit (no matter what kind of punishment) or even help a unit that is coupled in combat, this unit enters combat (sort of confrontation or struggle) because of its action . With this, the units involved in combat tend to offend (attack, punish, injure ...), cast spells and defeat your opponent in battle. It was with this in mind, I drafted this system, because it allows utliza who manipulate the combat (which this unit have time to get out of combat, as she makes out ...)
Soon, my system allows you to determine what it takes to get into a fight and / or leave it, this is cool because you can create new ways for your map. One other form of enternder this system is as follows: suiponha attacks you physically / verbally a person, and estta, treats you the same way, why, you went into battle, and then, if they made peace out of combat. Simple, no?
Also, some people were left with questions about the texts flutantes that appear when a unit enters and / or leaves combat, relax, these texts indicate the time that these units are out of combat (do not worry!, More information during the game and the map).
Examples
Well, you can use this feature in any way, but do not be so blind as to firefight (brincadereinas part), see my exeplos:
Points
On my system, the units are qu map only god can recover health points (healt power / hp) and / or mana (mana power / mp) if they are out of combat and if your health and / or mana not match 100% health and / or mana this maximum.
Mounts
You can determine which units can use mounts out of combat (as used in World of Warcraft).
Abilities
You can build skills that can be used outside of combat (with a healing ability) or detroit combat (with an offensive skill).
Combat
To enter combat unit must punish (causing damage) and / or help a alido who is in combat (which is the case of my system). To see them in action, test this system by having a unit punish an ally and / or enemy.
These are some examples of how you can use this feature on your map, but your creativity can expand it.
Importing
For this system to work, you must copy the folder Requeriment (as the name sufere) it contains the work of the Bribe (Engine Damage and Unit indexer) are important because:
Damage Engine - Allows you to manage (identify, manipulate, edit ...) the damage caused by anything (drive, hex ...);
Unit Indexer - Besides being a requirement of the above work (Engine Damage) is required to identify which unit exits and / or enters combat);
So the folder requeriments is essential for this feature (I advise you to copy and paste this in your map first than Sysrem folder).
Also, you must copy the System folder that contains (of course) my appeal. This contains the ability to manage the combat between units.
If case you want to add to the combat units as in the case of the examples you have on my map (Points and Combat), you can copy the folder Examples. Already this folder contains the classical forms that unity can enter combat and a regeneration system of health points and / or mana.
Thanks
Firstly, I want to thank my lovely God, Jesus Christ and the Holy Spirit of God. For all he has done for us.
I can not forget the Blizzard Warcraft III and its recuros;
To all the HiveWorkShop - The Warcraft III Modding Site;
When moderator who evaluated my appeal;
Damage to bribe the Engine Indexer and Unit;
And you! (Who gave me reputation opnion and participated in general)
Contact:
In case of anything (a doubt, criticism, suggestion ...) do not forget to send me there (Losam) via a message (preferably private) on this site and / or by email (Losam @ hotmail. com.br).
Hope you enjoy!