- Joined
- May 9, 2007
- Messages
- 3,563
The map is like this. You are a farmer. When the game starts you get an item which lets you build a farmhouse. You must the plant plants (lol) to gain food. With food you get sheep who eat plants. You must compete against opponent farmers in a race for prestige. The goal is to be the last farm standing.
Abilities (so far):
-Plant - Plants a different type of plant depending on targeted terrain.
-Dig - Resets terrain to dirt.
-Grow - Grows to next level of flora (short grass,grass,crops. . .)
-Torch - Provides sight range
-Rustle - Rustles sheep (captures them)
-Build fence - Build a fence (horiszontal and vertical)
Some triggers from this map include:
Abilities (so far):
-Plant - Plants a different type of plant depending on targeted terrain.
-Dig - Resets terrain to dirt.
-Grow - Grows to next level of flora (short grass,grass,crops. . .)
-Torch - Provides sight range
-Rustle - Rustles sheep (captures them)
-Build fence - Build a fence (horiszontal and vertical)
Some triggers from this map include:
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Plant
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Plant
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Terrain type at (Target point of ability being cast)) Equal to Village - Crops
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Then - Actions
- Set TempPoint1 = (Target point of ability being cast)
- Unit - Create 1 Wheat for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint1)
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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
- (Terrain type at (Target point of ability being cast)) Equal to Village - Thick Grass
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Then - Actions
- Set TempPoint1 = (Target point of ability being cast)
- Unit - Create 1 Shrub for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint1)
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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
- (Terrain type at (Target point of ability being cast)) Equal to Village - Dirt
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Then - Actions
- Set TempPoint1 = (Target point of ability being cast)
- Unit - Create 1 Cactus for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint1)
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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
- (Terrain type at (Target point of ability being cast)) Equal to Village - Rough Dirt
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Then - Actions
- Set TempPoint1 = (Target point of ability being cast)
- Unit - Create 1 Cactus for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint1)
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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
- (Terrain type at (Target point of ability being cast)) Equal to Village - Short Grass
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Then - Actions
- Set TempPoint1 = (Target point of ability being cast)
- Unit - Create 1 Shrub for (Owner of (Triggering unit)) at TempPoint1 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint1)
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Else - Actions
- Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 50.00)
- Unit - Remove Plant from (Triggering unit)
- Unit - Add Plant to (Triggering unit)
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: You can't plant the...
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events