map init
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Map init 1
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Events
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Conditions
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Actions
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//i preloaded the unit, for avoid the little lag when u create it later
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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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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((Player((Integer A))) slot status) Equal to Is playing
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((Player((Integer A))) controller) Equal to User
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Then - Actions
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Set TempPoint = (Random point in Starter <gen>)
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Unit - Create 1 Hero for (Player((Integer A))) at TempPoint facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Custom script: call RemoveLocation(udg_TempPoint)
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Else - Actions
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//socket stones what u can put into equipments, Gems array is item type array, u dont need this
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Set Gems[1] = Life materia
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Set Gems[2] = Blue materia
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Set Gems[3] = Earth materia
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Set Gems[4] = Spiritual materia
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Set Gems[5] = Fire materia
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Set Gems[6] = Sea materia
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//store attack animation tag names to a string array
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Set Attack_Anim[1] = Flesh //short sword animation
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Set Attack_Anim[2] = Flesh //axe & hammer animation in my map
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Set Attack_Anim[3] = Channel //long sword animation
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Set Attack_Anim[4] = Lumber //bow animation
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Set Attack_Anim[5] = Gold //dagger animation
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Set Attack_Anim[6] = none //magic weapon use default animation because u dont need attack animation for cast spell
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Set Abilities2[4] = Add HP //needed for increase max hp
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Set Abilities2[5] = Add MP // needed for increase max mp
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Set Abilities2[9] = Dummy Bear Form // needed for transform melee to archer
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// i store every item to item type array, here the index is the item level in object editor, so lv heavy armor item level in object editor is lv100, i use this because later when u equip the armor u must check the item level and u already know what is this item
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Set Item_Type[100] = Heavy Armor (2)
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Set Item_Type[101] = Heavy Armor (12)
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Set Item_Type[102] = Heavy Armor (22)
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Set Item_Type[103] = Heavy Armor (32)
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Set Item_Type[104] = Heavy Armor (42)
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Set Item_Type[105] = Heavy Armor (52)
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Set Item_Type[106] = Heavy Armor (62)
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Set Item_Type[107] = Heavy Armor (72)
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Set Item_Type[108] = Heavy Armor (82)
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Set Item_Type[109] = Heavy Armor (92)
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Set Item_Type[150] = Light Armor (2)
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Set Item_Type[151] = Light Armor (12)
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Set Item_Type[152] = Light Armor (22)
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Set Item_Type[153] = Light Armor (32)
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Set Item_Type[154] = Light Armor (42)
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Set Item_Type[155] = Light Armor (52)
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Set Item_Type[156] = Light Armor (62)
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Set Item_Type[157] = Light Armor (72)
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Set Item_Type[158] = Light Armor (82)
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Set Item_Type[159] = Light Armor (92)
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Set Item_Type[200] = Robe Armor (2)
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Set Item_Type[201] = Robe Armor (12)
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Set Item_Type[202] = Robe Armor (22)
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Set Item_Type[203] = Robe Armor (32)
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Set Item_Type[204] = Robe Armor (42)
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Set Item_Type[205] = Robe Armor (52)
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Set Item_Type[206] = Robe Armor (62)
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Set Item_Type[207] = Robe Armor (72)
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Set Item_Type[208] = Robe Armor (82)
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Set Item_Type[209] = Robe Armor (92)
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Set Item_Type[250] = Heavy Helmet (3)
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Set Item_Type[251] = Heavy Helmet (13)
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Set Item_Type[252] = Heavy Helmet (23)
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Set Item_Type[253] = Heavy Helmet (33)
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Set Item_Type[254] = Heavy Helmet (43)
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Set Item_Type[255] = Heavy Helmet (53)
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Set Item_Type[256] = Heavy Helmet (63)
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Set Item_Type[257] = Heavy Helmet (73)
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Set Item_Type[258] = Heavy Helmet (83)
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Set Item_Type[259] = Heavy Helmet (93)
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Set Item_Type[300] = Light Helmet (3)
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Set Item_Type[301] = Light Helmet (13)
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Set Item_Type[302] = Light Helmet (23)
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Set Item_Type[303] = Light Helmet (33)
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Set Item_Type[304] = Light Helmet (43)
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Set Item_Type[305] = Light Helmet (53)
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Set Item_Type[306] = Light Helmet (63)
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Set Item_Type[307] = Light Helmet (73)
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Set Item_Type[308] = Light Helmet (83)
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Set Item_Type[309] = Light Helmet (93)
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Set Item_Type[350] = Robe Helmet (3)
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Set Item_Type[351] = Robe Helmet (13)
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Set Item_Type[352] = Robe Helmet (23)
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Set Item_Type[353] = Robe Helmet (33)
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Set Item_Type[354] = Robe Helmet (43)
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Set Item_Type[355] = Robe Helmet (53)
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Set Item_Type[356] = Robe Helmet (63)
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Set Item_Type[357] = Robe Helmet (73)
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Set Item_Type[358] = Robe Helmet (83)
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Set Item_Type[359] = Robe Helmet (93)
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Set Item_Type[400] = Heavy Boots (1)
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Set Item_Type[401] = Heavy Boots (11)
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Set Item_Type[402] = Heavy Boots (21)
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Set Item_Type[403] = Heavy Boots (31)
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Set Item_Type[404] = Heavy Boots (41)
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Set Item_Type[405] = Heavy Boots (51)
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Set Item_Type[406] = Heavy Boots (61)
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Set Item_Type[407] = Heavy Boots (71)
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Set Item_Type[408] = Heavy Boots (81)
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Set Item_Type[409] = Heavy Boots (91)
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Set Item_Type[450] = Light Boots (1)
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Set Item_Type[451] = Light Boots (11)
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Set Item_Type[452] = Light Boots (21)
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Set Item_Type[453] = Light Boots (31)
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Set Item_Type[454] = Light Boots (41)
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Set Item_Type[455] = Light Boots (51)
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Set Item_Type[456] = Light Boots (61)
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Set Item_Type[457] = Light Boots (71)
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Set Item_Type[458] = Light Boots (81)
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Set Item_Type[459] = Light Boots (91)
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Set Item_Type[500] = Robe Boots (1)
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Set Item_Type[501] = Robe Boots (11)
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Set Item_Type[502] = Robe Boots (21)
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Set Item_Type[503] = Robe Boots (31)
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Set Item_Type[504] = Robe Boots (41)
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Set Item_Type[505] = Robe Boots (51)
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Set Item_Type[506] = Robe Boots (61)
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Set Item_Type[507] = Robe Boots (71)
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Set Item_Type[508] = Robe Boots (81)
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Set Item_Type[509] = Robe Boots (91)
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Set Item_Type[550] = Ancient Wings
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Set Item_Type[551] = Dark Wings
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Set Item_Type[552] = Heaven Wings
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Set Item_Type[600] = Ring (4)
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Set Item_Type[601] = Ring (14)
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Set Item_Type[602] = Ring (24)
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Set Item_Type[603] = Ring (34)
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Set Item_Type[604] = Ring (44)
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Set Item_Type[605] = Ring (54)
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Set Item_Type[606] = Ring (64)
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Set Item_Type[607] = Ring (74)
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Set Item_Type[608] = Ring (84)
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Set Item_Type[609] = Ring (94)
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Set Item_Type[610] = exc Ring (1)
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Set Item_Type[611] = exc Ring (2)
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Set Item_Type[612] = exc Ring (3)
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Set Item_Type[613] = exc Ring (4)
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Set Item_Type[614] = exc Ring (5)
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Set Item_Type[615] = exc Ring (6)
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Set Item_Type[616] = exc Ring (7)
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//intem_lv is integer array, i store here the item level requiment, then array index again the item level, so lets say u pick up a item (exc Ring (1) and u check the item level, then make a if Item_Lv[item level of item beign manupulated] > triggering unit level then drop this item)
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Set Item_Lv[610] = 15
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Set Item_Lv[611] = 30
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Set Item_Lv[612] = 45
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Set Item_Lv[613] = 70
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Set Item_Lv[614] = 100
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Set Item_Lv[615] = 100
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Set Item_Lv[616] = 100
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Set Item_Type[650] = Amulet (5)
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Set Item_Type[651] = Amulet (15)
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Set Item_Type[652] = Amulet (25)
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Set Item_Type[653] = Amulet (35)
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Set Item_Type[654] = Amulet (45)
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Set Item_Type[655] = Amulet (55)
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Set Item_Type[656] = Amulet (65)
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Set Item_Type[657] = Amulet (75)
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Set Item_Type[658] = Amulet (85)
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Set Item_Type[659] = Amulet (95)
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Set Item_Type[660] = exc Amulet (1)
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Set Item_Type[661] = exc Amulet (2)
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Set Item_Type[662] = exc Amulet (3)
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Set Item_Type[663] = exc Amulet (4)
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Set Item_Type[664] = exc Amulet (5)
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Set Item_Type[665] = exc Amulet (6)
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Set Item_Type[666] = exc Amulet (7)
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Set Item_Lv[660] = 20
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Set Item_Lv[661] = 40
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Set Item_Lv[662] = 60
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Set Item_Lv[663] = 80
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Set Item_Lv[664] = 100
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Set Item_Lv[665] = 100
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Set Item_Lv[666] = 100
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Set Item_Type[700] = Shield (6)
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Set Item_Type[701] = Shield (16)
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Set Item_Type[702] = Shield (26)
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Set Item_Type[703] = Shield (36)
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Set Item_Type[704] = Shield (46)
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Set Item_Type[705] = Shield (56)
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Set Item_Type[706] = Shield (66)
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Set Item_Type[707] = Shield (76)
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Set Item_Type[708] = Shield (86)
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Set Item_Type[709] = Shield (96)
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Set Item_Type[710] = exc Shield (1)
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Set Item_Type[711] = exc Shield (2)
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Set Item_Type[712] = exc Shield (3)
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Set Item_Type[713] = exc Shield (4)
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Set Item_Type[714] = exc Shield (5)
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Set Item_Lv[710] = 20
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Set Item_Lv[711] = 50
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Set Item_Lv[712] = 80
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Set Item_Lv[713] = 100
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Set Item_Lv[714] = 100
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//i store to string array the imported attachments path (that path what is in import manager)
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Set Attachment_Path[700] = Orc Shield(Left) 2.mdl
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Set Attachment_Path[701] = Orc Shield(Left) 2.mdl
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Set Attachment_Path[702] = Human Shield Rigth.mdl
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Set Attachment_Path[703] = Human Shield Rigth.mdl
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Set Attachment_Path[704] = Lion Shield.mdl
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Set Attachment_Path[705] = Lion Shield.mdl
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Set Attachment_Path[706] = Orc Shield(Rigth).mdl
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Set Attachment_Path[707] = Orc Shield(Rigth).mdl
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Set Attachment_Path[708] = SkullBuckler.mdl
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Set Attachment_Path[709] = SkullBuckler.mdl
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Set Attachment_Path[710] = HordeJuggernautShield.mdl
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Set Attachment_Path[711] = GargoyleShield.mdl
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Set Attachment_Path[712] = GryphonShieldbySunchipsRight.mdl
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Set Attachment_Path[713] = Lordaeron Soldier Sword by Sunchips.mdl
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Set Attachment_Path[714] = Frozen Shield.mdl
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Set Item_Type[750] = Short Sword (7)
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Set Item_Type[751] = Short Sword (17)
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Set Item_Type[752] = Short Sword (27)
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Set Item_Type[753] = Short Sword (37)
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Set Item_Type[754] = Short Sword (47)
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Set Item_Type[755] = Short Sword (57)
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Set Item_Type[756] = Short Sword (67)
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Set Item_Type[757] = Short Sword (77)
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Set Item_Type[758] = Short Sword (87)
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Set Item_Type[759] = Short Sword (97)
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Set Item_Type[760] = exc Short Sword (1)
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Set Item_Type[761] = exc Short Sword (2)
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Set Item_Type[762] = exc Short Sword (3)
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Set Item_Type[763] = exc Short Sword (4)
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Set Item_Type[764] = exc Short Sword (5)
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Set Item_Type[765] = exc Short Sword (6)
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Set Item_Type[766] = exc Short Sword (7)
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Set Item_Lv[760] = 19
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Set Item_Lv[761] = 39
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Set Item_Lv[762] = 59
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Set Item_Lv[763] = 79
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Set Item_Lv[764] = 99
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Set Item_Lv[765] = 100
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Set Item_Lv[766] = 100
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Set Attachment_Path[760] = ElfScimitar.mdl
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Set Attachment_Path[761] = japsword.mdl
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Set Attachment_Path[762] = SearingBlade.mdl
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Set Attachment_Path[763] = Fire Sword.mdl
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Set Attachment_Path[764] = Rune Etched Scimitar.mdl
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Set Attachment_Path[765] = Palm_sword.mdl
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Set Attachment_Path[766] = RedSun.mdl
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Set Item_Type[775] = Mace (3)
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Set Item_Type[776] = Mace (13)
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Set Item_Type[777] = Mace (23)
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Set Item_Type[778] = Mace (33)
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Set Item_Type[779] = Mace (43)
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Set Item_Type[780] = Axe (53)
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Set Item_Type[781] = Axe (63)
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Set Item_Type[782] = Axe (73)
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Set Item_Type[783] = Club (83)
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Set Item_Type[784] = Axe (93)
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Set Attachment_Path[775] = Mace.mdl
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Set Attachment_Path[776] = Spiked Mace.mdl
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Set Attachment_Path[777] = Club1.mdl
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Set Attachment_Path[778] = MithrilMace.mdl
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Set Attachment_Path[779] = Spiked Club.mdl
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Set Attachment_Path[780] = Scythe.mdl
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Set Attachment_Path[781] = BanditBludgeonbySunchips.mdl
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Set Attachment_Path[782] = Dwarven Axe.mdl
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Set Attachment_Path[783] = PredatorsAxe.mdl
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Set Attachment_Path[784] = demonaxe.mdl
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Set Item_Type[800] = Hammer (8)
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Set Item_Type[801] = Hammer (18)
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Set Item_Type[802] = Hammer (28)
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Set Item_Type[803] = Hammer (38)
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Set Item_Type[804] = Hammer (48)
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Set Item_Type[805] = Hammer (58)
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Set Item_Type[806] = Hammer (68)
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Set Item_Type[807] = Hammer (78)
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Set Item_Type[808] = Hammer (88)
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Set Item_Type[809] = Hammer (98)
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Set Item_Type[810] = exc Hammer (1)
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Set Item_Type[811] = exc Hammer (2)
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Set Item_Type[812] = exc Hammer (3)
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Set Item_Type[813] = exc Hammer (4)
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Set Item_Lv[810] = 39
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Set Item_Lv[811] = 49
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Set Item_Lv[812] = 69
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Set Item_Lv[813] = 100
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Set Attachment_Path[810] = Doomhammer.mdl
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Set Attachment_Path[811] = Maul_of_Havoc.mdl
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Set Attachment_Path[812] = HordeOnyxHammerbySunchips.mdl
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Set Attachment_Path[813] = Sulfuras.mdl
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Set Item_Type[825] = Polearm (1)
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Set Item_Type[826] = Polearm (11)
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Set Item_Type[827] = Polearm (21)
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Set Item_Type[828] = Polearm (31)
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Set Item_Type[829] = Polearm (41)
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Set Item_Type[830] = Polearm (51)
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Set Item_Type[831] = Polearm (61)
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Set Item_Type[832] = Polearm (71)
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Set Item_Type[833] = Polearm (81)
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Set Item_Type[834] = Polearm (91)
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Set Attachment_Path[825] = Quarterstaff.mdl
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Set Attachment_Path[826] = Spear.mdl
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Set Attachment_Path[827] = Halberd.mdl
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Set Attachment_Path[828] = MithrilSpear.mdl
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Set Attachment_Path[829] = Polearm_2H_Bladed_B_02.mdl
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Set Attachment_Path[830] = OgreAxe.mdl
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Set Attachment_Path[831] = SpikedStoneMaul.mdl
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Set Attachment_Path[832] = Polearm_2H_PVPHorde_A_01.mdl
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Set Attachment_Path[833] = NagaSirenBlade.mdl
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Set Attachment_Path[834] = Polearm_2H_PVPAlliance_A_01.mdl
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Set Item_Type[850] = Long Sword (9)
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Set Item_Type[851] = Long Sword (19)
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Set Item_Type[852] = Long Sword (29)
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Set Item_Type[853] = Long Sword (39)
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Set Item_Type[854] = Long Sword (49)
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Set Item_Type[855] = Long Sword (59)
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Set Item_Type[856] = Long Sword (69)
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Set Item_Type[857] = Long Sword (79)
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Set Item_Type[858] = Long Sword (89)
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Set Item_Type[859] = Long Sword (99)
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Set Item_Type[860] = exc Long Sword (1)
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Set Item_Type[861] = exc Long Sword (2)
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Set Item_Type[862] = exc Long Sword (3)
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Set Item_Type[863] = exc Long Sword (4)
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Set Item_Type[864] = exc Long Sword (5)
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Set Item_Type[865] = exc Long Sword (6)
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Set Item_Type[866] = exc Long Sword (7)
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Set Item_Lv[860] = 19
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Set Item_Lv[861] = 29
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Set Item_Lv[862] = 49
-
Set Item_Lv[863] = 69
-
Set Item_Lv[864] = 89
-
Set Item_Lv[865] = 100
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Set Item_Lv[866] = 100
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Set Attachment_Path[860] = Royal Longsword.mdl
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Set Attachment_Path[861] = Vampire Sword.mdl
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Set Attachment_Path[862] = Masamune.mdl
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Set Attachment_Path[863] = DemonicSword.mdl
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Set Attachment_Path[864] = LifebringerV2.mdl
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Set Attachment_Path[865] = Sword_of_War.mdl
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Set Attachment_Path[866] = Zin Rokh.mdl
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Set Item_Type[900] = Bow (6)
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Set Item_Type[901] = Bow (16)
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Set Item_Type[902] = Bow (26)
-
Set Item_Type[903] = Bow (36)
-
Set Item_Type[904] = Bow (46)
-
Set Item_Type[905] = Bow (56)
-
Set Item_Type[906] = Bow (66)
-
Set Item_Type[907] = Bow (76)
-
Set Item_Type[908] = Bow (86)
-
Set Item_Type[909] = Bow (96)
-
Set Item_Type[910] = exc Bow (1)
-
Set Item_Type[911] = exc Bow (2)
-
Set Item_Type[912] = exc Bow (3)
-
Set Item_Type[913] = exc Bow (4)
-
Set Item_Type[914] = exc Bow (5)
-
Set Item_Type[915] = exc Bow (6)
-
Set Item_Lv[910] = 19
-
Set Item_Lv[911] = 39
-
Set Item_Lv[912] = 59
-
Set Item_Lv[913] = 79
-
Set Item_Lv[914] = 100
-
Set Item_Lv[915] = 100
-
Set Attachment_Path[910] = WoodenBow.mdl
-
Set Attachment_Path[911] = Copperbow.mdl
-
Set Attachment_Path[912] = Hordebow.mdl
-
Set Attachment_Path[913] = Doomshooter.mdl
-
Set Attachment_Path[914] = Metalbow.mdl
-
Set Attachment_Path[915] = LethalBow.mdl
-
Set Item_Type[950] = Dagger (7)
-
Set Item_Type[951] = Dagger (17)
-
Set Item_Type[952] = Dagger (27)
-
Set Item_Type[953] = Dagger (37)
-
Set Item_Type[954] = Dagger (47)
-
Set Item_Type[955] = Dagger (57)
-
Set Item_Type[956] = Dagger (67)
-
Set Item_Type[957] = Dagger (77)
-
Set Item_Type[958] = Dagger (87)
-
Set Item_Type[959] = Dagger (97)
-
Set Item_Type[960] = exc Dagger (1)
-
Set Item_Type[961] = exc Dagger (2)
-
Set Item_Type[962] = exc Dagger (3)
-
Set Item_Type[963] = exc Dagger (4)
-
Set Item_Type[964] = exc Dagger (5)
-
Set Item_Type[965] = exc Dagger (6)
-
Set Item_Type[966] = exc Dagger (7)
-
Set Item_Lv[960] = 19
-
Set Item_Lv[961] = 39
-
Set Item_Lv[962] = 59
-
Set Item_Lv[963] = 79
-
Set Item_Lv[964] = 89
-
Set Item_Lv[965] = 100
-
Set Item_Lv[966] = 100
-
Set Attachment_Path[960] = LightningDagger.mdl
-
Set Attachment_Path[961] = MithrilDagger.mdl
-
Set Attachment_Path[962] = Doomsting.mdl
-
Set Attachment_Path[963] = RuneDagger.mdl
-
Set Attachment_Path[964] = AcolyteDagger.mdl
-
Set Attachment_Path[965] = Sacrificial Knife by Sunchips.mdl
-
Set Attachment_Path[966] = DraeneiSword.mdl
-
Set Item_Type[1000] = Wand (2)
-
Set Item_Type[1001] = Wand (12)
-
Set Item_Type[1002] = Wand (22)
-
Set Item_Type[1003] = Wand (32)
-
Set Item_Type[1004] = Wand (42)
-
Set Item_Type[1005] = Wand (52)
-
Set Item_Type[1006] = Wand (62)
-
Set Item_Type[1007] = Wand (72)
-
Set Item_Type[1008] = Wand (82)
-
Set Item_Type[1009] = Wand (92)
-
Set Item_Type[1010] = exc Wand (1)
-
Set Item_Type[1011] = exc Wand (2)
-
Set Item_Type[1012] = exc Wand (3)
-
Set Item_Type[1013] = exc Wand (4)
-
Set Item_Type[1014] = exc Wand (5)
-
Set Item_Lv[1010] = 29
-
Set Item_Lv[1011] = 49
-
Set Item_Lv[1012] = 79
-
Set Item_Lv[1013] = 100
-
Set Item_Lv[1014] = 100
-
Set Attachment_Path[1010] = Wand.mdl
-
Set Attachment_Path[1011] = Ice Wand.mdl
-
Set Attachment_Path[1012] = RodOfNecromancy.mdl
-
Set Attachment_Path[1013] = Pyrebane.mdl
-
Set Attachment_Path[1014] = Wand of Plague.mdl
-
Set Item_Type[1050] = Staff (4)
-
Set Item_Type[1051] = Staff (14)
-
Set Item_Type[1052] = Staff (24)
-
Set Item_Type[1053] = Staff (34)
-
Set Item_Type[1054] = Staff (44)
-
Set Item_Type[1055] = Staff (54)
-
Set Item_Type[1056] = Staff (64)
-
Set Item_Type[1057] = Staff (74)
-
Set Item_Type[1058] = Staff (84)
-
Set Item_Type[1059] = Staff (94)
-
Set Item_Type[1060] = exc Staff (1)
-
Set Item_Type[1061] = exc Staff (2)
-
Set Item_Type[1062] = exc Staff (3)
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Set Item_Type[1063] = exc Staff (4)
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Set Item_Type[1064] = exc Staff (5)
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Set Item_Type[1065] = exc Staff (6)
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Set Item_Type[1066] = exc Staff (7)
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Set Item_Lv[1060] = 19
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Set Item_Lv[1061] = 39
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Set Item_Lv[1062] = 49
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Set Item_Lv[1063] = 69
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Set Item_Lv[1064] = 89
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Set Item_Lv[1065] = 100
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Set Item_Lv[1066] = 100
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Set Attachment_Path[1060] = ArcaneStaff.mdl
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Set Attachment_Path[1061] = Mindstaff.mdl
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Set Attachment_Path[1062] = RottenStaff.mdl
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Set Attachment_Path[1063] = StaffOfAges.mdl
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Set Attachment_Path[1064] = StaffOfNegation.mdl
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Set Attachment_Path[1065] = StaffOfSilence.mdl
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Set Attachment_Path[1066] = StaffofDemonicEntities.mdl
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Set TempNr = 0
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Set Item_Lv[550] = 15
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Set Item_Lv[551] = 15
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Set Item_Lv[552] = 15
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//this way u can attach the bonus things to item, example item lv550 is a wing, if u want that wing give + 30% attack level (i can say +x% mroe damage too) then u can check what item what bonus give
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Set Item_AttLv[550] = 30
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Set Item_AttLv[551] = 50
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Set Item_AttLv[552] = 0
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Set Item_DefLv[550] = 30
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Set Item_DefLv[551] = 0
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Set Item_DefLv[552] = 50
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//this way u can attach any info to a item type, so when u pick up the item then add to hero stat the Item_Agi[item level of item beign manipulated]. if u dont declared it then its 0, so dont change ur agility, when u unequip the item then u can decrease
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Set Item_Agi[100] = 10
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Set Item_Hp[100] = 250
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// i turned of the gold reward for neutral hostile units, so u dont have that yellow text when u kill a creep
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Player - Turn Gives bounty Off for Neutral Hostile
i used integer variables arrays,where i store the items level what i wear
example i am player 1, i pick up a heavy armor (2) then Armor[my player number]=item level
its look like
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Armor[1]= (Item level of (Item being manipulated))
i make Armor/Weapon/Wings/Boots/Helmet variable, i mean for every equipable item 1 integer variable array
then u can remove attachment by checking this variables see this
i call them in gui this way
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//in any trigger
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Set Attachment_Unit = unit
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Trigger - Run Remove all attachment <gen> (ignoring conditions)
then
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Remove all attachment
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Events
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Conditions
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Actions
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Set plNR = (Player number of (Owner of Attachment_Unit))
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//if armor = 0 then its mean u dont ahve any equiped armor because dont ahve any armor what have item level 0
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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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Armor[plNR] Not equal to 0
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Then - Actions
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//so if it is 0 then we destroy the armor special effect
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Special Effect - Destroy Attachment_Armor[plNR]
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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
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Boot[plNR] Not equal to 0
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Then - Actions
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Custom script: if udg_Attachment_Boots[udg_plNR] != null then
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Special Effect - Destroy Attachment_Boots[plNR]
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Special Effect - Destroy Attachment_Boots2[plNR]
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Custom script: endif
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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
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Helm[plNR] Not equal to 0
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Then - Actions
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Custom script: if udg_Attachment_Helm[udg_plNR] != null then
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Special Effect - Destroy Attachment_Helm[plNR]
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Custom script: endif
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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
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Shield[plNR] Not equal to 0
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Then - Actions
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Custom script: if udg_Attachment_Shield[udg_plNR] != null then
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Special Effect - Destroy Attachment_Shield[plNR]
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Custom script: endif
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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
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Wings[plNR] Not equal to 0
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Then - Actions
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Custom script: if udg_Attachment_Wings[udg_plNR] != null then
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Special Effect - Destroy Attachment_Wings[plNR]
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Custom script: endif
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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
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Weapon[plNR] Not equal to 0
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Then - Actions
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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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Weapon_Dummy_unit[plNR] Not equal to No unit
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Then - Actions
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Unit - Remove Weapon_Dummy_unit[plNR] from the game
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Set Weapon_Dummy_unit[plNR] = No unit
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Else - Actions
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Custom script: if udg_Attachment_Weapon[udg_plNR] != null then
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Special Effect - Destroy Attachment_Weapon[plNR]
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Custom script: endif
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Custom script: if udg_Attachment_Weapon2[udg_plNR] != null then
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Special Effect - Destroy Attachment_Weapon2[plNR]
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Custom script: endif
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Custom script: if udg_Attachment_Quiver[udg_plNR] != null then
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Special Effect - Destroy Attachment_Quiver[plNR]
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Custom script: endif
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Else - Actions
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//if weapon was bow and every bow item level is between 900-950, then transform my hero to ranged hero, else if my hero dont have bow weapon but he is ranged hero then transform back to melee
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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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Weapon[plNR] Greater than or equal to 900
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Weapon[plNR] Less than 950
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Then - Actions
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Player - Enable Transform Villager for (Player(plNR))
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Unit - Order Attachment_Unit to Night Elf Demon Hunter - Metamorphosis
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Player - Disable Transform Villager for (Player(plNR))
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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
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(Unit-type of Attachment_Unit) Equal to Hero Ranged
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Then - Actions
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Player - Enable Transform Villager for (Player(plNR))
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Unit - Order Attachment_Unit to Night Elf Demon Hunter - Metamorphosis
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Player - Disable Transform Villager for (Player(plNR))
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Else - Actions
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//if u give a bear form ability, order it and remove then ur unit transformed back to original and the attachments removed instantly, else special effects have a death time, what is mostly few second, when still is attached even it is destroyed
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Unit - Add Abilities2[9] to Attachment_Unit
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Unit - Order Attachment_Unit to Night Elf Druid Of The Claw - Bear Form
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Unit - Remove Abilities2[9] from Attachment_Unit
and we give back every attachment
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Create all attachment
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Events
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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
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Armor[plNR] Not equal to 0
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Then - Actions
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Custom script: set udg_Attachment_Armor[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Armor[udg_plNR]], udg_Attachment_Unit, "chest")
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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
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Boot[plNR] Not equal to 0
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Then - Actions
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Custom script: set udg_Attachment_Boots2[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Boot[udg_plNR]], udg_Attachment_Unit, "foot right")
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Custom script: set udg_Attachment_Boots[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Boot[udg_plNR]], udg_Attachment_Unit, "foot left")
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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
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Helm[plNR] Not equal to 0
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Then - Actions
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Custom script: set udg_Attachment_Helm[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Helm[udg_plNR]], udg_Attachment_Unit, "head")
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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
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Shield[plNR] Not equal to 0
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Then - Actions
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Custom script: set udg_Attachment_Shield[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Shield[udg_plNR]], udg_Attachment_Unit, "hand left")
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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
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Wings[plNR] Not equal to 0
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Then - Actions
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Unit - Add Abilities2[12] to Attachment_Unit
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Unit - Remove Abilities2[12] from Attachment_Unit
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Animation - Change Attachment_Unit flying height to 25.00 at 0.00
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Custom script: set udg_Attachment_Wings[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Wings[udg_plNR]], udg_Attachment_Unit, "chest")
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Else - Actions
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Custom script: call AddUnitAnimationProperties(udg_Attachment_Unit,udg_Attack_Anim[udg_Attack_Int[udg_plNR]],true)
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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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Weapon[plNR] Not equal to 0
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Then - Actions
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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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WeaponClass[plNR] Equal to 1
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Weapon_Dummy_unit[plNR] Equal to No unit
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Then - Actions
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Set TempPoint = (Random point in (Playable map area))
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Unit - Create 1 Shielder weapon for (Player(plNR)) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set Weapon_Dummy_unit[plNR] = (Last created unit)
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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
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Or - Any (Conditions) are true
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Conditions
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WeaponClass[plNR] Equal to 2
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WeaponClass[plNR] Equal to 3
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Weapon_Dummy_unit[plNR] Equal to No unit
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Then - Actions
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Set TempPoint = (Random point in (Playable map area))
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Unit - Create 1 Warrior weapon for (Player(plNR)) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set Weapon_Dummy_unit[plNR] = (Last created unit)
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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
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WeaponClass[plNR] Equal to 4
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Weapon_Dummy_unit[plNR] Equal to No unit
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Then - Actions
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Set TempPoint = (Random point in (Playable map area))
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Unit - Create 1 Bow weapon for (Player(plNR)) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set Weapon_Dummy_unit[plNR] = (Last created unit)
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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
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WeaponClass[plNR] Equal to 5
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Weapon_Dummy_unit[plNR] Equal to No unit
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Then - Actions
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Set TempPoint = (Random point in (Playable map area))
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Unit - Create 1 Assassin weapon for (Player(plNR)) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set Weapon_Dummy_unit[plNR] = (Last created unit)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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Or - Any (Conditions) are true
-
Conditions
-
WeaponClass[plNR] Equal to 6
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WeaponClass[plNR] Equal to 7
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Weapon_Dummy_unit[plNR] Equal to No unit
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Then - Actions
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Set TempPoint = (Random point in (Playable map area))
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Unit - Create 1 Magic weapon for (Player(plNR)) at TempPoint facing Default building facing degrees
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Custom script: call RemoveLocation(udg_TempPoint)
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Set Weapon_Dummy_unit[plNR] = (Last created unit)
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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
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Weapon[plNR] Greater than or equal to 900
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Weapon[plNR] Less than 950
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Then - Actions
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Custom script: set udg_Attachment_Weapon[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Weapon[udg_plNR]], udg_Attachment_Unit, "hand left")
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Custom script: set udg_Attachment_Quiver[udg_plNR] = AddSpecialEffectTarget("Quiver.mdl", udg_Attachment_Unit, "chest")
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Else - Actions
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Custom script: set udg_Attachment_Weapon[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Weapon[udg_plNR]], udg_Attachment_Unit, "hand right")
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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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Weapon[plNR] Greater than or equal to 950
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Weapon[plNR] Less than 1000
-
Then - Actions
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Custom script: set udg_Attachment_Weapon2[udg_plNR] = AddSpecialEffectTarget(udg_Attachment_Path[udg_Weapon[udg_plNR]], udg_Attachment_Unit, "hand left")
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Else - Actions
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Else - Actions
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Set plNR = (Player number of (Owner of Attachment_Unit))