- Joined
- Jul 20, 2012
- Messages
- 83
Well hello there again, I've been working on something rather big lately and I've got everything set just fine until the boss appears and he has like 23k+ HP or so...
- no matter what it just won't give 1-10 times this book but much more
- is there a problem with Conditions?
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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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Or - Any (Conditions) are true
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Conditions
- Game_Mode_Siege_Stage Equal to 7
- Game_Mode_Siege_Stage Equal to 23
- Game_Mode_Siege_Stage Equal to 32
- Game_Mode_Siege_Stage Equal to 36
- Game_Mode_Siege_Stage Equal to 45
- Game_Mode_Siege_Stage Equal to 59
- Game_Mode_Siege_Stage Equal to 69
- Game_Mode_Siege_Stage Equal to 81
- Game_Mode_Siege_Stage Equal to 92
- Game_Mode_Siege_Stage Equal to 101
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Unit - Order Barracks 0059 <gen> to research Increases every 10 minutes of game time
- Set Game_Mode_Siege_UnitsLeft = (Real(Game_NumberOfPlayers))
- Unit - Create (Integer(Game_Mode_Siege_UnitsLeft)) Game_Mode_Siege_StageUnit[Game_Mode_Siege_Stage] for Neutral Hostile at (Center of SiegeModeBossSpawn <gen>) facing (Position of Barracks 0059 <gen>)
- Trigger - Turn off Trees Revival <gen>
- Destructible - Pick every destructible in SiegeModeBossSpawn <gen> and do (Destructible - Kill (Picked destructible))
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For each (Integer A) from 1 to Game_NumberOfPlayers, do (Actions)
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Loop - Actions
- If (Game_Mode_Siege_Stage Equal to 7) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 1 and 6)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 23) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 8 and 22)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 32) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 24 and 31)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 36) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 33 and 35)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 45) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 37 and 44)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 59) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 46 and 58)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 69) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 60 and 68)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 81) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 70 and 80)] using The new unit's max life and mana) else do (Do nothing)
- If (Game_Mode_Siege_Stage Equal to 92) then do (Unit - Replace (Last created unit) with a Game_Mode_Siege_StageUnit[(Random integer number between 82 and 91)] using The new unit's max life and mana) else do (Do nothing)
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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
- Game_Mode_Siege_Stage Not equal to 101
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Then - Actions
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Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
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Loop - Actions
- Unit - Add Inventory (Hero) to (Picked unit)
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For each (Integer A) from 1 to (Level of (Picked unit)), do (Actions)
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Loop - Actions
- Hero - Create Siege Mode Boss Health and give it to (Picked unit)
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Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to ((Random percentage)%, (Random percentage)%, (Random percentage)%) with 0.00% transparency
- Animation - Change (Picked unit)'s size to (150.00%, 150.00%, 150.00%) of its original size
- Unit - Add classification of A sapper to (Picked unit)
- Unit - Add Damage (Boss Unit) to (Picked unit)
- Unit - Set level of Damage (Boss Unit) for (Picked unit) to (Level of (Picked unit))
- Unit - Add Game_Boss_Ability[(Random integer number between 1 and 8)] to (Picked unit)
- Unit - Remove Inventory (Hero) from (Picked unit)
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
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Loop - Actions
- Trigger - Run Boss Abilities <gen> (checking conditions)
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Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
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Else - Actions
- Set Game_Mode_Siege_UnitsLeft = 1.00
- Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Siege Mode Boss Unit) and do (Unit - Remove (Picked unit) from the game)
- Unit - Create 1 Forgotten One for Neutral Hostile at (Center of SiegeModeFinalBoss <gen>) facing Default building facing degrees
- Set Game_Mode_Siege_FinalStage = (Last created unit)
- Unit - Add Inventory (Hero) to Game_Mode_Siege_FinalStage
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For each (Integer A) from 1 to (15 x Game_NumberOfPlayers), do (Actions)
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Loop - Actions
- Hero - Create Siege Mode Boss Health and give it to Game_Mode_Siege_FinalStage
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Loop - Actions
- Unit - Add Damage (Boss Unit) to Game_Mode_Siege_FinalStage
- Unit - Set level of Damage (Boss Unit) for Game_Mode_Siege_FinalStage to (Level of Game_Mode_Siege_FinalStage)
- Unit - Add classification of A sapper to Game_Mode_Siege_FinalStage
- Unit - Remove Inventory (Hero) from Game_Mode_Siege_FinalStage
- Animation - Play Game_Mode_Siege_FinalStage's birth animation
- Trigger - Run Final Boss <gen> (checking conditions)
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If - Conditions
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Item - Pick every item in (Entire map) and do (Actions)
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Loop - Actions
- If ((Item-type of (Picked item)) Equal to Siege Mode Boss Health) then do (Item - Remove (Picked item)) else do (Do nothing)
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Loop - Actions
- Game - Display to (All players) the text: ((Boss Stage |cffffcc00 + (String(Game_Mode_Siege_Stage))) + |r has begun!)
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Else - Actions
- Set Game_Mode_Siege_UnitsLeft = (Real((10 + (10 x Game_NumberOfPlayers))))
- Unit - Create ((Integer(Game_Mode_Siege_UnitsLeft)) / 2) Game_Mode_Siege_StageUnit[Game_Mode_Siege_Stage] for Neutral Hostile at (Center of SiegeModeSpawn1 <gen>) facing (Position of Barracks 0059 <gen>)
- Unit - Create ((Integer(Game_Mode_Siege_UnitsLeft)) / 2) Game_Mode_Siege_StageUnit[Game_Mode_Siege_Stage] for Neutral Hostile at (Center of SiegeModeSpawn2 <gen>) facing (Position of Barracks 0059 <gen>)
- Game - Display to (All players) the text: ((Stage |cffffcc00 + (String(Game_Mode_Siege_Stage))) + (|r has begun spawning |cffffcc00 + ((Name of (Last created unit)) + s|r, kill them all!)))
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If - Conditions
-
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
-
Loop - Actions
- Unit - Add Inventory (Hero) to (Picked unit)
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For each (Integer A) from 1 to (Level of (Picked unit)), do (Actions)
-
Loop - Actions
- Hero - Create Siege Mode Boss Health and give it to (Picked unit)
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Loop - Actions
-
Loop - Actions
-
Unit Group - Pick every unit in (Units owned by Neutral Hostile) and do (Actions)
-
Loop - Actions
- no matter what it just won't give 1-10 times this book but much more
- is there a problem with Conditions?