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. ^^"
-
Biomancer Sell
-
Events
-
Unit - A unit Sells a unit
-
-
Conditions
-
(Unit-type of (Sold unit)) Equal to Biomancer
-
-
Actions
-
Set Biomancer = (Sold unit)
-
-
Increases the Stats of the Target hero, based on the Level of the Biomancer
-
Stats Manipulator Cast
-
Events
-
Unit - A unit Begins casting an ability
-
-
Conditions
-
(Ability being cast) Equal to Organic Manipulator [Necrosis]
-
-
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)
-
-
-
Stats Manipulator manipulation
-
Events
-
Dialog - A dialog button is clicked for Stat_Dialog
-
-
Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Strength
-
-
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)))))
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Agility
-
-
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)))))
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Clicked dialog button) Equal to Intelligence
-
-
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
-
-
-
-
-
-
Dialog - Clear Stat_Dialog
-
-
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
-
Biomass learn
-
Events
-
Unit - A unit Learns a skill
-
-
Conditions
-
(Learned Hero Skill) Equal to Collect Biomass [Necrosis]
-
-
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>
-
-
-
Biomass collection
-
Events
-
Unit - A unit Is attacked
-
-
Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
((Attacking unit) has buff Collecting Biomass ) Equal to True
-
-
Then - Actions
-
Set Biomass_Max = ((Level of Collect Biomass [Necrosis] for Biomancer) x 5)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Biomass Less than Biomass_Max
-
-
Then - Actions
-
Set Biomass = (Biomass + 1)
-
Unit - Set level of Damage +2 [Biomass] for Biomancer to Biomass
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Biomass Equal to Biomass_Max
-
-
Then - Actions
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
Do nothing
-
-
-
-
-
-
Else - Actions
-
Do nothing
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Biomass Equal to 15
-
-
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
-
-
-
-
Summon Biomonster
-
Events
-
Unit - A unit Begins casting an ability
-
-
Conditions
-
(Ability being cast) Equal to Biotic Monstrosity
-
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Biomass Greater than or equal to 15
-
-
Then - Actions
-
Set Biomass = (Biomass - 15)
-
Unit - Set level of Damage +2 [Biomass] for Biomancer to Biomass
-
Trigger - Turn on Biomass collection <gen>
-
-
Else - Actions
-
Do nothing
-
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Biomass Less than 15
-
-
Then - Actions
-
Unit - Remove Biomass_Unit from the game
-
-
Else - Actions
-
-
-
Rips apart the target enemy an creates a Cellheap from it's remains. Max. 3 Heaps are allowed at the same time.
-
Cellular Fragmentation
-
Events
-
Unit - A unit Starts the effect of an ability
-
-
Conditions
-
(Ability being cast) Equal to Cellular Fragmentation
-
-
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
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Cellheap Equal to 3
-
-
Then - Actions
-
Skip remaining actions
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Cellular Fragmentation for (Triggering unit)) Equal to 1
-
-
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])
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Cellular Fragmentation for (Triggering unit)) Equal to 2
-
-
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])
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Level of Cellular Fragmentation for (Triggering unit)) Equal to 3
-
-
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])
-
-
Else - Actions
-
Do nothing
-
-
-
-
-
-
-
-
-
-
-
Cellheap death
-
Events
-
Unit - A unit Dies
-
-
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)
-
-
Actions
-
Set Cellheap = (Cellheap - 1)
-
-
By fusing the Monstrosity with three Cellheaps, the Biomaster creates his ultimate creature, the Bio-Armageddon.
-
BioArmageddon
-
Events
-
Unit - A unit Begins casting an ability
-
-
Conditions
-
(Ability being cast) Equal to Merge
-
-
Actions
-
Set Tempgroup = (Units of type Cellheap (lvl3))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
(Number of units in Tempgroup) Equal to 3
-
-
Then - Actions
-
Set Tempunit = (Casting unit)
-
Unit - Pause Tempunit
-
Unit - Turn collision for Tempunit Off
-
Unit Group - Pick every unit in Tempgroup and do (Actions)
-
Loop - Actions
-
Unit - Kill (Picked unit)
-
-
-
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
-
-
Else - Actions
-
Do nothing
-
-
-
-
-
BioArmageddon Death
-
Events
-
Unit - A unit Dies
-
-
Conditions
-
(Unit-type of (Dying unit)) Equal to Bio-Armageddon
-
-
Actions
-
Set Cellheap = 0
-
-
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.
-
Biomaster
-
Events
-
Unit - A unit Is attacked
-
-
Conditions
-
((Attacking unit) has buff Bio influence ) Equal to True
-
-
Actions
-
Set BioBlast = (Random integer number between 1 and 100)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
BioBlast Less than or equal to 5
-
-
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
-
-
Custom script: call RemoveLocation(udg_TempLocation[1])
-
Custom script: call RemoveLocation(udg_TempLocation[2])
-
-
Thanks to all who take the time to look at this. =)