- Joined
- Dec 16, 2017
- Messages
- 418
Hi there, i am using chopinski's Missile system for this example, i would like to make like an ability tooltip system, what i want is basically to have the main things a spell has as a colored text + the amount , like 50 pure damage, 30 magic damage, 5 armor, 5% chance of critical, etc.
And i have some spells that i want to use the same for all tiers, one character has like 5 tiers, so it would be 2 triggers for one spell on each tier in this example. And using an unit type that isn't really in place yet, i want to change the damage, effects, etc, to get this, shall i use an ITE for each tier, or should i store them somehow outside the triggers into a boolean like Tier 1 = true when a tier 1 loads or picks or tiers up etc, and put in the spell if tier 1 = true then, damage effects etc?
There is an ITE for tier 1 but just for show.
And for the tooltip system i've used some strings as a map init and i want to use them to make the full description, my real question is how would these variables work in multiplayer? assuming that, one player can have just one hero at a time.
Also, the spells are are used as unit abilities, not heroes, so they do not need to be learned, they are automically asigned based on a research that increases with level with a little system.
And i have some spells that i want to use the same for all tiers, one character has like 5 tiers, so it would be 2 triggers for one spell on each tier in this example. And using an unit type that isn't really in place yet, i want to change the damage, effects, etc, to get this, shall i use an ITE for each tier, or should i store them somehow outside the triggers into a boolean like Tier 1 = true when a tier 1 loads or picks or tiers up etc, and put in the spell if tier 1 = true then, damage effects etc?
There is an ITE for tier 1 but just for show.
And for the tooltip system i've used some strings as a map init and i want to use them to make the full description, my real question is how would these variables work in multiplayer? assuming that, one player can have just one hero at a time.
Also, the spells are are used as unit abilities, not heroes, so they do not need to be learned, they are automically asigned based on a research that increases with level with a little system.
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Level UP INIT
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Events
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Time - Elapsed game time is 13.00 seconds
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Conditions
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Actions
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-------- NOVICE --------
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-------- W --------
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-------- LV 2 --------
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Set VariableSet LevelUP_Hero[1] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[1] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[1] = 3
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Set VariableSet LevelUP_Spell[1] = Frenzy 0Novice
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Set VariableSet LevelUP_SpellLevel[1] = 2
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Set VariableSet LevelUP_SpellLevelCurrent[1] = 1
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-------- LV 3 --------
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Set VariableSet LevelUP_Hero[2] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[2] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[2] = 5
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Set VariableSet LevelUP_Spell[2] = Frenzy 0Novice
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Set VariableSet LevelUP_SpellLevel[2] = 3
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Set VariableSet LevelUP_SpellLevelCurrent[2] = 2
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-------- LV 4 --------
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Set VariableSet LevelUP_Hero[3] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[3] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[3] = 7
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Set VariableSet LevelUP_Spell[3] = Frenzy 0Novice
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Set VariableSet LevelUP_SpellLevel[3] = 4
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Set VariableSet LevelUP_SpellLevelCurrent[3] = 3
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-------- Q --------
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-------- LV 2 --------
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Set VariableSet LevelUP_Hero[4] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[4] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[4] = 4
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Set VariableSet LevelUP_Spell[4] = Powerful Strike 0Novice
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Set VariableSet LevelUP_SpellLevel[4] = 2
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Set VariableSet LevelUP_SpellLevelCurrent[4] = 1
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-------- LV 3 --------
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Set VariableSet LevelUP_Hero[5] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[5] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[5] = 6
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Set VariableSet LevelUP_Spell[5] = Powerful Strike 0Novice
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Set VariableSet LevelUP_SpellLevel[5] = 3
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Set VariableSet LevelUP_SpellLevelCurrent[5] = 2
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-------- LV 4 --------
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Set VariableSet LevelUP_Hero[6] = |cffff0000[Novice]|r Job 0
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Set VariableSet LevelUP_Tech[6] = Level 1 [1-100]
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Set VariableSet LevelUP_TechLevel[6] = 8
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Set VariableSet LevelUP_Spell[6] = Powerful Strike 0Novice
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Set VariableSet LevelUP_SpellLevel[6] = 4
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Set VariableSet LevelUP_SpellLevelCurrent[6] = 3
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Level Up Config
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Events
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Unit - A unit Gains a level
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Conditions
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(Hero level of (Leveling Hero)) Greater than or equal to 1
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(Owner of (Leveling Hero)) Not equal to BRS_Owner
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(Current research level of Level 1 [1-100] for (Owner of (Leveling Hero))) Not equal to 100
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Actions
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Set VariableSet LUTech_Hero = (Triggering unit)
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Set VariableSet LUTech_HeroType = (Unit-type of LUTech_Hero)
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Player - Set the current research level of Level 1 [1-100] to (Hero level of LUTech_Hero) for (Owner of LUTech_Hero)
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Set VariableSet LUTech_Level = (Current research level of Level 1 [1-100] for (Owner of LUTech_Hero))
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For each (Integer LevelUP_Index) from 1 to 100, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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LUTech_HeroType Equal to LevelUP_Hero[LevelUP_Index]
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LUTech_Level Equal to LevelUP_TechLevel[LevelUP_Index]
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(Level of LevelUP_Spell[LevelUP_Index] for LUTech_Hero) Equal to LevelUP_SpellLevelCurrent[LevelUP_Index]
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Then - Actions
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Unit - Set level of LevelUP_Spell[LevelUP_Index] for LUTech_Hero to LevelUP_SpellLevel[LevelUP_Index]
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Player Group - Add (Owner of LUTech_Hero) to Map_CinematicPlayer
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Game - Display to Map_CinematicPlayer for 4.00 seconds the text: (|cffff00ffYour skill |r + ((Tooltip of LevelUP_Spell[LevelUP_Index] for level (LevelUP_SpellLevelCurrent[LevelUP_Index] - 1)) + (|cffff00ff got upgraded to |r + ([|cff80ff80Level + ((String(LevelUP_SpellLevel[LevelUP_Index])) + |r])))))
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Player Group - Remove (Owner of LUTech_Hero) from Map_CinematicPlayer.
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Vulture's Eye 1Archer for (Leveling Hero)) Greater than 0
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Then - Actions
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Player - Set the current research level of Vulture's Eye to (Level of Vulture's Eye 1Archer for (Leveling Hero)) for (Owner of (Leveling Hero))
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Steel Crow 2Archer for (Leveling Hero)) Greater than 0
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Then - Actions
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Player - Set the current research level of Steel Crow to (Level of Steel Crow 2Archer for (Leveling Hero)) for (Owner of (Leveling Hero))
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Else - Actions
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Start Map
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Events
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Map initialization
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Conditions
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Actions
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-------- COLOR CODES SPELLS TOOLTIPS --------
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Set VariableSet AAColor_AOE = |cffd45e19Pure: |r
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Set VariableSet AAColor_AnythingElse = |cffd45e19AOE: |r
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Set VariableSet AAColor_Armor = |cff808080Armor|r
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Set VariableSet AAColor_Buff = |cff00e17fBuff|r
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Set VariableSet AAColor_Chance = |cffffdeadChance|r
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Set VariableSet AAColor_Cooldown = |c006A5ACDCooldown:|r
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Set VariableSet AAColor_Damage = |cffffff00Physical:|r
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Set VariableSet AAColor_DamageMultiplier = |cffd45e19AOE: |r
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Set VariableSet AAColor_DamagePerSecond = |cff00ffffMagic:|r
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Set VariableSet AAColor_Debuff = |cffff00ffDebuff|r
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Set VariableSet AAColor_Duration = |cffffcc00Duration:|r
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Set VariableSet AAColor_Heal = |cff00ff00Heal
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Set VariableSet AAColor_MP = |cff4169e1Mana|r
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Set VariableSet AAColor_MPRegen = |cffd45e19AOE: |r
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-------- COLORS AND STASH LOCATIONS --------
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Set VariableSet Map_ClassNovice = |cffFF0000
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Set VariableSet Map_Player_Color[1] = |c00FF0303
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Set VariableSet Map_Player_Color[2] = |c000042FF
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Set VariableSet Map_Player_Color[3] = |c001CE6B9
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Set VariableSet Map_Player_Color[4] = |c00540081
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Set VariableSet Map_Player_Color[5] = |c00FFFC01
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Set VariableSet Map_Player_Color[6] = |c00fEBA0E
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Set VariableSet Map_Player_Color[7] = |c0020C000
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Set VariableSet Map_Player_Color[8] = |c00E55BB0
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Set VariableSet Map_Player_Color[9] = |c00959697
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Set VariableSet Map_Player_Color[10] = |c007EBFF1
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Set VariableSet Map_Player_Color[11] = |c00106246
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Set VariableSet Map_Player_Color[12] = |c004E2A04
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Set VariableSet Map_Player_Color[13] = |cff2e2d2e
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Set VariableSet Map_StashLocation[1] = (Center of StashRed <gen>)
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Set VariableSet Map_StashLocation[2] = (Center of StashBlue <gen>)
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Set VariableSet Map_StashLocation[3] = (Center of StashTeal <gen>)
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Set VariableSet Map_StashLocation[4] = (Center of StashPurple <gen>)
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Set VariableSet Map_StashLocation[5] = (Center of StashYellow <gen>)
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Set VariableSet Map_StashLocation[6] = (Center of StashOrange <gen>)
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Set VariableSet Map_StashLocation[7] = (Center of StashGreen <gen>)
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Set VariableSet Map_StashLocation[8] = (Center of StashPink <gen>)
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Set VariableSet Map_StashLocation[9] = (Center of StashGray <gen>)
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Set VariableSet Map_StashLocation[10] = (Center of StashLightBlue <gen>)
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Set VariableSet Map_StashType = Stash
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-------- ALL PLAYERS INTO GROUP --------
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Player Group - Add Player 1 (Red) to Map_PlayersGroupAll
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Player Group - Add Player 2 (Blue) to Map_PlayersGroupAll
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Player Group - Add Player 3 (Teal) to Map_PlayersGroupAll
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Player Group - Add Player 4 (Purple) to Map_PlayersGroupAll
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Player Group - Add Player 5 (Yellow) to Map_PlayersGroupAll
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Player Group - Add Player 6 (Orange) to Map_PlayersGroupAll
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Player Group - Add Player 7 (Green) to Map_PlayersGroupAll
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Player Group - Add Player 8 (Pink) to Map_PlayersGroupAll
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Player Group - Add Player 9 (Gray) to Map_PlayersGroupAll
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Player Group - Add Player 10 (Light Blue) to Map_PlayersGroupAll
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Player Group - Add Player 11 (Dark Green) to Map_PlayersGroupAll
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Player Group - Add Player 12 (Brown) to Map_PlayersGroupAll
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-------- SECRET SHOP RANDOM --------
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Set VariableSet SecretShop_Location[1] = (Center of SecretShopTP1 <gen>)
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Set VariableSet SecretShop_Location[2] = (Center of SecretShopTP2 <gen>)
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Set VariableSet SecretShop_Location[3] = (Center of SecretShopTP3 <gen>)
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Set VariableSet SecretShop_Location[4] = (Center of SecretShopTP4 <gen>)
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Set VariableSet SecretShop_Location[5] = (Center of SecretShopTP5 <gen>)
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Set VariableSet SecretShop_Location[6] = (Center of SecretShopTP6 <gen>)
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Set VariableSet SecretShop_Location[7] = (Center of SecretShopTP7 <gen>)
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Unit - Create 1 |cffFF0000Unique Shop 1|r for Neutral Passive at SecretShop_Location[(Random integer number between 1 and 7)] facing 270.00 degrees
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-------- QUESTS ON F9 --------
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Quest - Create a Optional quest titled |cffFF8000Story Lin... with the description At 1500 B.C A war ..., using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
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Quest - Create a Optional quest titled |cffFF8000Story Lin... with the description 500 B.C The monste..., using icon path ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
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Quest - Create a Optional quest titled |cff00FF00Jobs with the description <<Job>> Each job ..., using icon path ReplaceableTextures\CommandButtons\BTNOrb.blp
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Quest - Create a Optional quest titled |cffFF0000Boss MVP ... with the description BOSS MVP never resp..., using icon path ReplaceableTextures\CommandButtons\BTNDiabloCar.blp
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Quest - Create a Optional quest titled Commands with the description There are some comm..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
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Quest - Create a Optional quest titled Protect the City with the description If one Captain of a..., using icon path ReplaceableTextures\CommandButtons\BTNRegeneration.blp
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Quest - Create a Optional quest titled |cff00FFFFItems cla... with the description There are 8 classes..., using icon path ReplaceableTextures\CommandButtons\BTNStaffOfPurification.blp
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Quest - Create a Optional quest titled |cff00FFFFItems rar... with the description <<Rarity>> - Weak ..., using icon path ReplaceableTextures\CommandButtons\BTNStaffOfPurification.blp
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Quest - Create a Optional quest titled |cffC0C0C0Contact me with the description Discord : invite ht..., using icon path ReplaceableTextures\CommandButtons\BTNSlow.blp
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Quest - Create a Optional quest titled |cffFF8080Credits with the description |cffFF8000Inspired ..., using icon path ReplaceableTextures\CommandButtons\BTNDeathAndDecay.blp
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Quest - Create a Optional quest titled |c0050C878Easy mode with the description |c0050C878Bonus XP ..., using icon path ReplaceableTextures\CommandButtons\BTNDeathAndDecay.blp
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Quest - Create a Optional quest titled |c0000FFFFNormal Mo... with the description |c0000FFFF-Bonus XP..., using icon path ReplaceableTextures\CommandButtons\BTNDeathAndDecay.blp
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Quest - Create a Optional quest titled |c00FFFF33Hard Mode with the description |c00FFFF33-Bonus XP..., using icon path ReplaceableTextures\CommandButtons\BTNDeathAndDecay.blp
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Quest - Create a Optional quest titled |c00FF0000Expert Mo... with the description |c00FF0000-Bonus XP..., using icon path ReplaceableTextures\CommandButtons\BTNDeathAndDecay.blp
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Quest - Create a Required quest titled |cff808000Quests with the description There are 3 Quests ..., using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
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Set VariableSet Mainquest = (Last created quest)
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-------- ITEMS ADD TO NPC FROM TRIGGERS --------
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Neutral Building - Add |c0066FF00Jobs Info|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Job 1 Info|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Jobs Levels|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Items Info|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Easy Difficulty|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Normal Difficulty|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Hard Difficulty|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Expert Difficulty|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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Neutral Building - Add |c0066FF00Game Commands|r to Informations 0009 <gen> with 0 in stock and a max stock of 0
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-------- CITIES NAMES --------
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Floating Text - Create floating text that reads Sewers Dungeon at (Center of SewersDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Cave Dungeon at (Center of CaveDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Fortress Dungeon at (Center of FortressDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Vampire Den Dungeon at (Center of VampireDen103In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Pyramid Dungeon at (Center of PyramidDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Pyramid Level 2 at (Center of PyramidDung103In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Pyramid Level 3 at (Center of PyramidDung107In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Lair of the Beast at (Center of BeastLair101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Magma Dungeon at (Center of MagmaDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Glast Heim Dungeon at (Center of GlastHeimDung109In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Goblin Lair Dungeon at (Center of GoblinLair103In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Ant Hell Dungeon at (Center of AntHellDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Byalan Dungeon at (Center of ByalanDung103In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Sunken Ship Dungeon at (Center of SunkenShipDun103In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Prontera Castle Dun... at (Center of PronteraCastleDung101In <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Prontera City at (Center of Message City01 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Izlude City at (Center of Message City02 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Geffen City at (Center of Message City03 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Payon Village at (Center of Message City04 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Alberta City at (Center of Message City05 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Morroc City at (Center of Message City06 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Al De Baran City at (Center of Message City07 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Umbala Village at (Center of Message City08 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Demnok City at (Center of Message City09 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Quest Giver 1 at (Center of Quest Forger1 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Quest Giver 2 at (Center of Quest Forger2 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Create floating text that reads Quest Giver 3 at (Center of Quest Forger3 <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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-------- BOSSES ADD PASSIVES --------
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) owned by BRS_Owner) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Picked unit) is A Hero) Equal to True
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Then - Actions
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Unit - Set mana of (Picked unit) to 100.00%
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Unit - Add |r Boss True Sight to (Picked unit)
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Unit - Add |r Boss Bash to (Picked unit)
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Unit - Add |r Boss Evasion to (Picked unit)
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Unit - Add |r Boss Spell Evasion to (Picked unit)
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Unit - Add Magic Resist +45 to (Picked unit)
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Else - Actions
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-------- HINTS SETUP --------
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Set VariableSet Map_Hint[1] = 1: Thank you for playing my Revamped version of Trinity ORPG !
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Set VariableSet Map_Hint[2] = 2: Stash can be saved, but courier not.
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Set VariableSet Map_Hint[3] = 3: The more players there are, the easier the game is, as you can conquer bosses
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Set VariableSet Map_Hint[4] = 4: Don't steal boss drops, let everyone take their own stuff according to the character they play.
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Set VariableSet Map_Hint[5] = 5: If you have any suggestions, don't hesitate to tell me them, you can find me on hiveworkshop(P3in),chaosrealm.co(P3in),discord(Cristian#2861), or email [email protected].
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Set VariableSet Map_Hint[6] = 6: Look out for the 3 NPCs quest givers
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Set VariableSet Map_Hint[7] = 7: There are 2 secret shops, selling unique items.
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Set VariableSet Map_Hint[8] = 8: Remember to check F9 for more informations about commands or bosses spells/strategies.
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Set VariableSet Map_Hint[9] = 9: If you want to play the map with me, you can find me on eurobattle (P3in).
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Set VariableSet Map_Hint[10] = 10: The map is builded on warcraft 3 1.28.5 patch, but it can also be played on reforged
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Set VariableSet Map_Hint[11] = 11: Each boss has unique spells and strategy.
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Set VariableSet Map_Hint[12] = 12: If you selected Yes to city attacks, the cities will get attacked every 5-10 minutes.
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Set VariableSet Map_Hint[13] = 13: All available classes have 4 jobs.
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Set VariableSet Map_Hint[14] = 14: There may be some secret heroes or secret items, who knows?
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Set VariableSet Map_Hint[15] = 15: Since version v0.2, quests are changed, read carefully what the job npcs tell you.
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Set VariableSet Map_Hint[16] = 16: Drop rate/xp rate depends on the chosen mode.
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Set VariableSet Map_Hint[17] = 17: Every 25 minutes, there is an event for extra Gold/Drop or XP.
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Set VariableSet Map_Hint[18] = 18: Enable subtitles from F10 so you can see NPCS JOBS Quests.
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Set VariableSet Map_Hint[19] = 19: If you can't understand the npcs texts from jobs quests, you can find on discord an class list with spells and jobs quests.
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Set VariableSet Map_Hint[20] = 20: Make sure you play the last version.
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Double Strafe Config
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Double Strafe 1Archer
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Actions
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Set VariableSet MissileSource = (Triggering unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of MissileSource) Equal to |c006B8E23[Archer]|r Job 1
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Then - Actions
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileStartZ = 50.00
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Set VariableSet MissileFinish = (Position of (Picked unit))
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Set VariableSet MissileFinishZ = 50.00
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Set VariableSet MissileModel = Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
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Set VariableSet MissileSpeed = 1500.00
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Set VariableSet MissileArc = 5.00
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Set VariableSet Map_SpellLevel = ((Level of (Ability being cast) for (Triggering unit)) - 1)
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Set VariableSet MissileDamage = (120.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
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Set VariableSet Map_TooltipFull = (The archer is an cunning adept of the bow, she uses it to launch a powerful arrow that will deal damage to the target.|n|n + ((AAColor_Duration + Target|r) + (AAColor_Damage + (String(MissileDamage)))))
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Ability - Set Extended Tooltip of (Ability being cast) to Map_TooltipFull for level Map_SpellLevel
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Set VariableSet MissileScale = 2.00
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Set VariableSet MissileCurve = (Random real number between -5.00 and 15.00)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet Missile_onFinish = Double Strafe Damage <gen>
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Set VariableSet MissileAttachModel = Windwalk.mdl
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Set VariableSet MissileAttachX = 50.00
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Set VariableSet MissileAttachY = 50.00
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Set VariableSet MissileAttachZ = 50.00
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Set VariableSet MissileAttachScale = 2.00
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Trigger - Run MissileAttach <gen> (ignoring conditions)
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Set VariableSet Attachments[Missile] = (Last created special effect)
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Set VariableSet Counter[Missile] = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of MissileSource) Equal to |c006B8E23[Hunter]|r Job 2
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Then - Actions
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileStartZ = 50.00
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Set VariableSet MissileFinish = (Position of (Picked unit))
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Set VariableSet MissileFinishZ = 50.00
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Set VariableSet MissileModel = Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
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Set VariableSet MissileSpeed = 1500.00
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Set VariableSet MissileArc = 5.00
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Set VariableSet Map_SpellLevel = ((Level of (Ability being cast) for (Triggering unit)) - 1)
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Set VariableSet MissileDamage = (120.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
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Set VariableSet Map_TooltipFull = (The archer is an cunning adept of the bow, she uses it to launch a powerful arrow that will deal damage to the target.|n|n + ((AAColor_Duration + Target|r) + (AAColor_Damage + (String(MissileDamage)))))
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Ability - Set Extended Tooltip of (Ability being cast) to Map_TooltipFull for level Map_SpellLevel
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Set VariableSet MissileScale = 2.00
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Set VariableSet MissileCurve = (Random real number between -5.00 and 15.00)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet Missile_onFinish = Double Strafe Damage <gen>
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Set VariableSet MissileAttachModel = Windwalk.mdl
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Set VariableSet MissileAttachX = 50.00
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Set VariableSet MissileAttachY = 50.00
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Set VariableSet MissileAttachZ = 50.00
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Set VariableSet MissileAttachScale = 2.00
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Trigger - Run MissileAttach <gen> (ignoring conditions)
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Set VariableSet Attachments[Missile] = (Last created special effect)
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Set VariableSet Counter[Missile] = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of MissileSource) Equal to |c006B8E23[Sniper]|r Job 3
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Then - Actions
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileStartZ = 50.00
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Set VariableSet MissileFinish = (Position of (Picked unit))
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Set VariableSet MissileFinishZ = 50.00
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Set VariableSet MissileModel = Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
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Set VariableSet MissileSpeed = 1500.00
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Set VariableSet MissileArc = 5.00
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Set VariableSet Map_SpellLevel = ((Level of (Ability being cast) for (Triggering unit)) - 1)
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Set VariableSet MissileDamage = (120.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
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Set VariableSet Map_TooltipFull = (The archer is an cunning adept of the bow, she uses it to launch a powerful arrow that will deal damage to the target.|n|n + ((AAColor_Duration + Target|r) + (AAColor_Damage + (String(MissileDamage)))))
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Ability - Set Extended Tooltip of (Ability being cast) to Map_TooltipFull for level Map_SpellLevel
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Set VariableSet MissileScale = 2.00
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Set VariableSet MissileCurve = (Random real number between -5.00 and 15.00)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet Missile_onFinish = Double Strafe Damage <gen>
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Set VariableSet MissileAttachModel = Windwalk.mdl
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Set VariableSet MissileAttachX = 50.00
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Set VariableSet MissileAttachY = 50.00
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Set VariableSet MissileAttachZ = 50.00
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Set VariableSet MissileAttachScale = 2.00
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Trigger - Run MissileAttach <gen> (ignoring conditions)
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Set VariableSet Attachments[Missile] = (Last created special effect)
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Set VariableSet Counter[Missile] = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of MissileSource) Equal to |c006B8E23[Ranger]|r Job 4
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Then - Actions
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileStartZ = 50.00
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Set VariableSet MissileFinish = (Position of (Picked unit))
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Set VariableSet MissileFinishZ = 50.00
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Set VariableSet MissileModel = Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
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Set VariableSet MissileSpeed = 1500.00
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Set VariableSet MissileArc = 5.00
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Set VariableSet Map_SpellLevel = ((Level of (Ability being cast) for (Triggering unit)) - 1)
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Set VariableSet MissileDamage = (120.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
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Set VariableSet Map_TooltipFull = (The archer is an cunning adept of the bow, she uses it to launch a powerful arrow that will deal damage to the target.|n|n + ((AAColor_Duration + Target|r) + (AAColor_Damage + (String(MissileDamage)))))
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Ability - Set Extended Tooltip of (Ability being cast) to Map_TooltipFull for level Map_SpellLevel
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Set VariableSet MissileScale = 2.00
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Set VariableSet MissileCurve = (Random real number between -5.00 and 15.00)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet Missile_onFinish = Double Strafe Damage <gen>
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Set VariableSet MissileAttachModel = Windwalk.mdl
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Set VariableSet MissileAttachX = 50.00
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Set VariableSet MissileAttachY = 50.00
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Set VariableSet MissileAttachZ = 50.00
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Set VariableSet MissileAttachScale = 2.00
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Trigger - Run MissileAttach <gen> (ignoring conditions)
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Set VariableSet Attachments[Missile] = (Last created special effect)
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Set VariableSet Counter[Missile] = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of MissileSource) Equal to |c006B8E23[Windhawk]|r Job 5 - NEFACUT
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Then - Actions
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Set VariableSet MissileStart = (Position of (Triggering unit))
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Set VariableSet MissileStartZ = 50.00
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Set VariableSet MissileFinish = (Position of (Picked unit))
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Set VariableSet MissileFinishZ = 50.00
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Set VariableSet MissileModel = Abilities\Weapons\SearingArrow\SearingArrowMissile.mdl
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Set VariableSet MissileSpeed = 1500.00
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Set VariableSet MissileArc = 5.00
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Set VariableSet Map_SpellLevel = ((Level of (Ability being cast) for (Triggering unit)) - 1)
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Set VariableSet MissileDamage = (120.00 + (50.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
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Set VariableSet Map_TooltipFull = (The archer is an cunning adept of the bow, she uses it to launch a powerful arrow that will deal damage to the target.|n|n + ((AAColor_Duration + Target|r) + (AAColor_Damage + (String(MissileDamage)))))
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Ability - Set Extended Tooltip of (Ability being cast) to Map_TooltipFull for level Map_SpellLevel
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Set VariableSet MissileScale = 2.00
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Set VariableSet MissileCurve = (Random real number between -5.00 and 15.00)
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Set VariableSet MissileTarget = (Target unit of ability being cast)
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Set VariableSet Missile_onFinish = Double Strafe Damage <gen>
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Trigger - Run MissileCreate <gen> (ignoring conditions)
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Set VariableSet MissileAttachModel = Windwalk.mdl
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Set VariableSet MissileAttachX = 50.00
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Set VariableSet MissileAttachY = 50.00
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Set VariableSet MissileAttachZ = 50.00
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Set VariableSet MissileAttachScale = 2.00
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Trigger - Run MissileAttach <gen> (ignoring conditions)
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Set VariableSet Attachments[Missile] = (Last created special effect)
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Set VariableSet Counter[Missile] = 0
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Else - Actions
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Double Strafe Damage
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Events
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Conditions
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(MissileTarget is alive) Equal to True
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Actions
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Unit - Cause MissileSource to damage MissileTarget, dealing MissileDamage damage of attack type Pierce and damage type Normal
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Special Effect - Create a special effect attached to the origin of MissileTarget using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call CrowdControl.ensnare(udg_MissileTarget, 1, "", "origin" , false)
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