Hey there.
As always, i got a little problem and I hope, that I endet up in the right place for it. (Hopefully not the wrong forum. If so, I'm sorry.)
For my map, i created a new Hero, the Biomancer. Since I'm not very skilled in creating flawless triggers, I would appreciate, if you could take a look at them, so I can ensure a map without errors. =)
I must warn you. Advanced triggerer might be offendet by the imperfection. ^^"
I hope, that I haven' forgotten anything or done anything wrong. =/
Thanks to all who take the time to look at this. =)
As always, i got a little problem and I hope, that I endet up in the right place for it. (Hopefully not the wrong forum. If so, I'm sorry.)
For my map, i created a new Hero, the Biomancer. Since I'm not very skilled in creating flawless triggers, I would appreciate, if you could take a look at them, so I can ensure a map without errors. =)
I must warn you. Advanced triggerer might be offendet by the imperfection. ^^"
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Biomancer Sell
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Events
- Unit - A unit Sells a unit
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Conditions
- (Unit-type of (Sold unit)) Equal to Biomancer
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Actions
- Set Biomancer = (Sold unit)
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Events
Increases the Stats of the Target hero, based on the Level of the Biomancer
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Stats Manipulator Cast
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Organic Manipulator [Necrosis]
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Actions
- Set Manipulated = (Target unit of ability being cast)
- Set Stat_Increase = (Hero level of Biomancer)
- Dialog - Change the title of Stat_Dialog to Stats Increase
- Dialog - Create a dialog button for Stat_Dialog labelled |cffff0000Strength|...
- Set Strength = (Last created dialog Button)
- Dialog - Create a dialog button for Stat_Dialog labelled |cff00e500Agility|r
- Set Agility = (Last created dialog Button)
- Dialog - Create a dialog button for Stat_Dialog labelled |cff0000ffIntellige...
- Set Intelligence = (Last created dialog Button)
- Dialog - Show Stat_Dialog for (Owner of Biomancer)
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Events
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Stats Manipulator manipulation
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Events
- Dialog - A dialog button is clicked for Stat_Dialog
- Conditions
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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
- (Clicked dialog button) Equal to Strength
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Then - Actions
- Hero - Modify Strength of Manipulated: Add Stat_Increase
- Game - Display to (All players) for 5.00 seconds the text: ((Name of (Owner of Biomancer)) + (( increased the strength of + (Name of (Owner of Manipulated))) + (by + (String(Stat_Increase)))))
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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
- (Clicked dialog button) Equal to Agility
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Then - Actions
- Hero - Modify Agility of Manipulated: Add Stat_Increase
- Game - Display to (All players) for 5.00 seconds the text: ((Name of (Owner of Biomancer)) + (( increased the agility of + (Name of (Owner of Manipulated))) + (by + (String(Stat_Increase)))))
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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
- (Clicked dialog button) Equal to Intelligence
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Then - Actions
- Hero - Modify Intelligence of Manipulated: Add Stat_Increase
- Game - Display to (All players) for 5.00 seconds the text: ((Name of (Owner of Biomancer)) + (( increased the intelligence of + (Name of (Owner of Manipulated))) + (by + (String(Stat_Increase)))))
- Else - Actions
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If - 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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Dialog - Clear Stat_Dialog
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
With every attack, the Biomancer increases hiw own damage. If he has collected enough, he is able to summon a Biomonster by sacrifising some oth the charges
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Biomass learn
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Events
- Unit - A unit Learns a skill
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Conditions
- (Learned Hero Skill) Equal to Collect Biomass [Necrosis]
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Actions
- Set Biomancer = (Learning Hero)
- Set Biomass = 1
- Set Biomass_Max = ((Level of Collect Biomass [Necrosis] for Biomancer) x 5)
- Unit - Add Damage +2 [Biomass] to Biomancer
- Trigger - Turn on Biomass collection <gen>
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Events
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Biomass collection
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Events
- Unit - A unit Is attacked
- Conditions
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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
- ((Attacking unit) has buff Collecting Biomass ) Equal to True
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Then - Actions
- Set Biomass_Max = ((Level of Collect Biomass [Necrosis] for Biomancer) x 5)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Biomass Less than Biomass_Max
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Then - Actions
- Set Biomass = (Biomass + 1)
- Unit - Set level of Damage +2 [Biomass] for Biomancer to Biomass
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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
- Biomass Equal to Biomass_Max
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Then - Actions
- Trigger - Turn off (This trigger)
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Else - Actions
- Do nothing
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If - 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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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Biomass Equal to 15
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Then - Actions
- Set TempLocation[9] = (Random point in (Playable map area))
- Unit - Create 1 15 Biomasses collected for (Owner of Biomancer) at TempLocation[9] facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempLocation[9])
- Set Biomass_Unit = (Last created unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Summon Biomonster
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Biotic Monstrosity
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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
- Biomass Greater than or equal to 15
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Then - Actions
- Set Biomass = (Biomass - 15)
- Unit - Set level of Damage +2 [Biomass] for Biomancer to Biomass
- Trigger - Turn on Biomass collection <gen>
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Biomass Less than 15
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Then - Actions
- Unit - Remove Biomass_Unit from the game
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
Rips apart the target enemy an creates a Cellheap from it's remains. Max. 3 Heaps are allowed at the same time.
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Cellular Fragmentation
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Cellular Fragmentation
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Actions
- Set Tempunit = (Target unit of ability being cast)
- Set TempLocation[1] = (Position of Tempunit)
- Special Effect - Create a special effect at TempLocation[1] using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
- Special Effect - Destroy (Last created special effect)
- Unit - Kill Tempunit
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Cellheap Equal to 3
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Then - Actions
- Skip remaining actions
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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
- (Level of Cellular Fragmentation for (Triggering unit)) Equal to 1
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Then - Actions
- Set Cellheap = (Cellheap + 1)
- Unit - Create 1 Cellheap (lvl1) for Player 1 (Red) at TempLocation[1] facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempLocation[1])
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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
- (Level of Cellular Fragmentation for (Triggering unit)) Equal to 2
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Then - Actions
- Set Cellheap = (Cellheap + 1)
- Unit - Create 1 Cellheap (lvl2) for Player 1 (Red) at TempLocation[1] facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempLocation[1])
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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
- (Level of Cellular Fragmentation for (Triggering unit)) Equal to 3
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Then - Actions
- Set Cellheap = (Cellheap + 1)
- Unit - Create 1 Cellheap (lvl3) for Player 1 (Red) at TempLocation[1] facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempLocation[1])
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Else - Actions
- Do nothing
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If - 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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - 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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Events
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Cellheap death
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Dying unit)) Equal to Cellheap (lvl1)
- (Unit-type of (Dying unit)) Equal to Cellheap (lvl2)
- (Unit-type of (Dying unit)) Equal to Cellheap (lvl3)
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Actions
- Set Cellheap = (Cellheap - 1)
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Events
By fusing the Monstrosity with three Cellheaps, the Biomaster creates his ultimate creature, the Bio-Armageddon.
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BioArmageddon
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Events
- Unit - A unit Begins casting an ability
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Conditions
- (Ability being cast) Equal to Merge
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Actions
- Set Tempgroup = (Units of type Cellheap (lvl3))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in Tempgroup) Equal to 3
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Then - Actions
- Set Tempunit = (Casting unit)
- Unit - Pause Tempunit
- Unit - Turn collision for Tempunit Off
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Unit Group - Pick every unit in Tempgroup and do (Actions)
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Loop - Actions
- Unit - Kill (Picked unit)
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Loop - Actions
- Special Effect - Create a special effect attached to the origin of Tempunit using Objects\Spawnmodels\NightElf\EntBirthTarget\EntBirthTarget.mdl
- Unit - Explode Tempunit
- Unit - Create 1 Bio-Armageddon for (Owner of Tempunit) at (Position of Tempunit) facing Default building facing degrees
- Set Tempunit = (Last created unit)
- Special Effect - Destroy (Last created special effect)
- Custom script: call DestroyGroup(udg_Tempgroup)
- Set Cellheap = 3
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Else - Actions
- Do nothing
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If - Conditions
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Events
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BioArmageddon Death
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Dying unit)) Equal to Bio-Armageddon
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Actions
- Set Cellheap = 0
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Events
With every attack, units around the Biomancer have a small chance to create an energ eruption that travels along a path towards thier target, damaging all units along the way. Also this ability will unlock the Bio-Armageddon spell for the Monstrosity.
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Biomaster
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Events
- Unit - A unit Is attacked
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Conditions
- ((Attacking unit) has buff Bio influence ) Equal to True
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Actions
- Set BioBlast = (Random integer number between 1 and 100)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- BioBlast Less than or equal to 5
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Then - Actions
- Set Tempattack = (Attacking unit)
- Set Tempattacked = (Attacked unit)
- Set TempLocation[1] = (Position of Tempattack)
- Set TempLocation[2] = (Position of Tempattacked)
- Unit - Create 1 Dummy (Caster) for (Owner of Tempattack) at TempLocation[1] facing Default building facing degrees
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Unit - Add Bioblast to (Last created unit)
- Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm TempLocation[2]
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_TempLocation[1])
- Custom script: call RemoveLocation(udg_TempLocation[2])
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Events
Thanks to all who take the time to look at this. =)