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Bounty

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Level 10
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Apr 22, 2010
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421
Alrighty, so im trying to make a spell that kinda gives a bounty when you kill a type of unit, it goes like this:

Bounty - Level 1/2/3/4/5/6/7/8/9/10
(its a passive ability)
This ability passively increases movement speed by 5/10/15/20/25/30/35/40/45/50%
In addition, if you kill a unit with a Tracker Buff on it, you gain a bonus 3/6/9/12/15/18/21/24/27/30 gold if it is a unit, or 20/40/60/80/100/120/140/160/180/200 extra gold if it is a Hero.

Track - Level 1/2/3/4/5/6/7/8/9/10
(Target Ability)
Marks a unit with a special tracking mark, giving you vision of the target unit(200 area radius).
Units that are marked move 2/4/6/8/10/12/14/16/18/20% slower.
Lasts 4/8/12/16/20/24/28/32/36/40 seconds

Can anyone help with these abilities?
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Bounty:
  • Bounty Activate
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of Bounty for (Killing unit)) Greater than 0
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is A Hero) Equal to True
        • Then - Actions
          • Set TempInt = (20 x (Level of Bounty for (Killing unit)))
        • Else - Actions
          • Set TempInt = (3 x (Level of Bounty for (Killing unit)))
      • Player - Add TempInt to (Owner of (Killing unit)) Current gold
      • Floating Text - Create floating text that reads (|c00ffdc00+ + ((String(TempInt)) + |r)) at TempPoint with Z offset 0.00, using font size 9.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Set the velocity of (Last created floating text) to 52.00 towards 90.00 degrees
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds
      • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
      • Custom script: call RemoveLocation(udg_TempPoint)
All the floating texts are to mimic the regular bounty.

For track, I simply recommend you use faerie fire (which gives a 200 radius sight) and then let a dummy cast a customized slow poison on the target. That should do it.
(Or you could base it on any movement-slowing attack and let a dummy cast faerie fire, works just as good).


Edit: test-map attached.
Edit: test-map updated.
 

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  • SpellReq.w3x
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Level 10
Joined
Apr 22, 2010
Messages
421
Wow, thnx, i will rep you if i can since sometimes, it seems i cant rep people with really high reps

EDIT: I just tested it, and a problem is that i want the bonus gold to only apply to units WITH the track buff on it. In your test map, units without the buff on it still got the gold bonus
 
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Level 28
Joined
Jan 26, 2007
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but afaik buffs cannot be determined when you use death events...
That is correct.

However: you can add the units you cast track on to a unit group and remove them when the buff wears out.
You can check whether a unit was in a group with death events...

You'll need indexing or hashtables for that as far as I know (as the spell needs to be MUI).
For making it simple for myself, I used hashtables.

I updated my previous post with the new map (yes: your single request made the trigger that much more difficult :p).
 
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