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Boss in the game

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Level 1
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Dec 22, 2011
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Hello. I want to ask that how could i do that there would be an enemy boss, and player have to kill it to win the game? I don't know where can I do it because I just started, and when I start the game, it always says Victorious...

Looking for the good answer, thanks!
 
Level 17
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Nov 13, 2006
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Thank you very much, I got it! One more question, is it possible to make a character selection at the start of the game?

Sure
Dialog= dialog variable
Class_Dialog_Button=dialog button array
TempNr=integer variable
Point=point variable
Hero=unit type array, u must store heroes into this variable at map init (like Hero[1]=Arthas,Hero[2]=Muradin)

  • Class dialog
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • Conditions
    • Actions
      • Dialog - Clear Dialog
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Dialog - Change the title of Dialog to Choose spell set
          • Custom script: set udg_Class_Dialog_Button[1] = DialogAddButton(udg_Dialog, "|cffffcc00Paladin|r |cffffffffStr:Agi - 3:2|r",0)
          • Custom script: set udg_Class_Dialog_Button[2] = DialogAddButton(udg_Dialog, "Barbarian |cffffffffStr:Agi - 4:1|r",0)
          • Custom script: set udg_Class_Dialog_Button[3] = DialogAddButton(udg_Dialog, "Warrior |cffffffffStr:Agi - 4:1|r",0)
          • Custom script: set udg_Class_Dialog_Button[4] = DialogAddButton(udg_Dialog, "Hunter |cffffffffAgi:Str - 4:1|r",0)
          • Custom script: set udg_Class_Dialog_Button[5] = DialogAddButton(udg_Dialog, "Assassin |cffffffffAgi:Str - 4:1|r",0)
          • Custom script: set udg_Class_Dialog_Button[6] = DialogAddButton(udg_Dialog, "Priest |cffffffffInt:Str - 3:2|r",0)
          • Custom script: set udg_Class_Dialog_Button[7] = DialogAddButton(udg_Dialog, "Summoner |cffffffffInt:Str - 3:2|r",0)
          • Custom script: set udg_Class_Dialog_Button[8] = DialogAddButton(udg_Dialog, "Wizard |cffffffffInt:Str - 4:1|r",0)
          • Custom script: set udg_Class_Dialog_Button[0] = DialogAddButton(udg_Dialog, "Cancel",0)
          • Dialog - Show Dialog for (Player((Integer A)))
  • Spell Book dialog 2 Copy
    • Events
      • Dialog - A dialog button is clicked for Dialog
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • Class_Dialog_Button[0] Equal to (Clicked dialog button)
          • Class_Dialog_Button[1] Equal to (Clicked dialog button)
          • Class_Dialog_Button[2] Equal to (Clicked dialog button)
          • Class_Dialog_Button[3] Equal to (Clicked dialog button)
          • Class_Dialog_Button[4] Equal to (Clicked dialog button)
          • Class_Dialog_Button[5] Equal to (Clicked dialog button)
          • Class_Dialog_Button[6] Equal to (Clicked dialog button)
          • Class_Dialog_Button[7] Equal to (Clicked dialog button)
          • Class_Dialog_Button[8] Equal to (Clicked dialog button)
    • Actions
      • Set plNR = (Player number of (Triggering player))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Class_Dialog_Button[0] Equal to (Clicked dialog button)
        • Then - Actions
          • *what happen if u press cancel, example random 1 hero*
        • Else - Actions
          • For each (Integer A) from 1 to 8, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Class_Dialog_Button[(Integer A)] Equal to (Clicked dialog button)
                • Then - Actions
                  • Set TempNr = (Integer A)
                • Else - Actions
          • Set Point = (Center of (Playable map area))
          • Unit - Create 1 Hero[TempNr] for (Triggering player) at Point facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_Point)
 
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