- Joined
- May 9, 2008
- Messages
- 1,447
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Animagus
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Animagus
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Actions
- Set DogPoint = (Position of (Casting unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Triggering unit)) Equal to Harry's Godfather
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Then - Actions
- Unit - Remove (Casting unit) from the game
- Unit - Create 1 Unit for (Owner of (Triggering unit)) at DogPoint facing (Facing of (Triggering unit)) degrees
- Special Effect - Create a special effect at DogPoint using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Hero - Set (Last created unit) experience to (Hero experience of (Triggering unit)), Hide level-up graphics
- Hero - Modify Strength of (Last created unit): Set to (Strength of (Triggering unit) (Exclude bonuses))
- Hero - Modify Agility of (Last created unit): Set to (Agility of (Triggering unit) (Exclude bonuses))
- Hero - Modify Intelligence of (Last created unit): Set to (Intelligence of (Triggering unit) (Exclude bonuses))
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
- Hero - Give (Item carried by (Triggering unit) in slot (Integer A)) to (Last created unit)
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Loop - Actions
- Unit - Set life of (Last created unit) to (Percentage life of (Triggering unit))%
- Unit - Set mana of (Last created unit) to (Percentage mana of (Triggering unit))%
- Selection - Select (Last created unit) for (Owner of (Triggering unit))
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Else - Actions
- Unit - Remove (Casting unit) from the game
- Unit - Create 1 Unit for (Owner of (Triggering unit)) at DogPoint facing (Facing of (Triggering unit)) degrees
- Special Effect - Create a special effect at DogPoint using Abilities\Spells\Human\FlakCannons\FlakTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Hero - Set (Last created unit) experience to (Hero experience of (Triggering unit)), Hide level-up graphics
- Hero - Modify Strength of (Last created unit): Set to (Strength of (Triggering unit) (Exclude bonuses))
- Hero - Modify Agility of (Last created unit): Set to (Agility of (Triggering unit) (Exclude bonuses))
- Hero - Modify Intelligence of (Last created unit): Set to (Intelligence of (Triggering unit) (Exclude bonuses))
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
- Hero - Give (Item carried by (Triggering unit) in slot (Integer A)) to (Last created unit)
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Loop - Actions
- Unit - Set life of (Last created unit) to (Percentage life of (Triggering unit))%
- Unit - Set mana of (Last created unit) to (Percentage mana of (Triggering unit))%
- Selection - Select (Last created unit) for (Owner of (Triggering unit))
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If - Conditions
- Custom script: call RemoveLocation (udg_DogPoint)
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Events
I need help with 2 things!
1: I want to save the abillities, so u doesn't need to choose them again when u transform back.
2: How to make this to fit with a passive abillity instead, so the hero transform into annother unit 22.00 and then transform back 02.00?
Pllz build up the spells for me, cause I am not the best in triggering
Rep to all who help me!