- Joined
- Feb 20, 2020
- Messages
- 220
Hello,
Guys could someone please help me?
I have a trigger for "evolving a monster"
it's working fine, the monster is evolving and stuff.
But i want the effect to last longer... and some monsters doesnt have the origin point to attack the effect.
So what I need is in the second trigger :
or 3 players can evolve at the same time...
and every monster (with or without the origin point) can have the effect.
What should I add to the triggers bellow to get that??
Guys could someone please help me?
I have a trigger for "evolving a monster"
it's working fine, the monster is evolving and stuff.
But i want the effect to last longer... and some monsters doesnt have the origin point to attack the effect.
So what I need is in the second trigger :
- monster pause and get invulnerable
- show the first Effect for 3seconds
- change the monster
- pause the new monster and get it invulnerable
- show the second effect for 3 seconds
- unpause and turn the new monster vulnerable
- I need that for multiplay and for multiple units for the same player
or 3 players can evolve at the same time...
and every monster (with or without the origin point) can have the effect.
What should I add to the triggers bellow to get that??
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Evolution Gain Level Copy
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Events
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Unit - A unit Gains a level
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Conditions
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(Owner of (Triggering unit)) Not equal to Player 13 (Maroon)
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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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((Leveling Hero) is dead) Equal to True
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Then - Actions
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Set VariableSet EvoDead = True
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Else - Actions
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Set VariableSet EvoDead = False
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Set VariableSet Evolve_Index = 0
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-------- --------
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For each (Integer EvolveLoop) from 1 to Evolution_Total, 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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(Unit-type of (Leveling Hero)) Equal to Evoluton_NormalForm[EvolveLoop]
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(Hero level of (Leveling Hero)) Greater than or equal to Evoluton_Level[EvolveLoop]
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Then - Actions
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Set VariableSet Evolve_Index = EvolveLoop
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Else - Actions
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-------- --------
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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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Evolve_Index Not equal to 0
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Then - Actions
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Set VariableSet MonsterEvolving = (Leveling Hero)
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Set VariableSet PN = (Player number of (Owner of (Leveling Hero)))
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Trigger - Run Evolve Run <gen> (ignoring conditions)
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Else - Actions
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Evolve Run
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Events
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Conditions
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Actions
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Set VariableSet Camera = (Current camera)
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Set VariableSet TempPlayer = (Owner of MonsterEvolving)
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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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EvoDead Equal to True
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Then - Actions
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Set VariableSet TempPoint = (Random point in Player_Region[(Player number of TempPlayer)])
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Else - Actions
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Set VariableSet TempPoint = (Position of MonsterEvolving)
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Cinematic - Send transmission to (Player group(TempPlayer)) from MonsterEvolving named (Proper name of MonsterEvolving): Play No sound and display is digievolving int.... Modify duration: Set to 2.00 seconds and Don't wait
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Unit - Make MonsterEvolving Invulnerable
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Unit - Pause MonsterEvolving
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Special Effect - Create a special effect attached to the origin of MonsterEvolving using Digievolution1.mdx
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Set VariableSet Delayed_Duration = 4.00
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Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
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Unit - Hide MonsterEvolving
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-------- --------
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Unit - Create 1 Evoluton_EvolveForm[Evolve_Index] for TempPlayer at TempPoint facing Default building facing degrees
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Set VariableSet NewEvolution = (Last created unit)
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Unit - Pause NewEvolution
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Special Effect - Create a special effect attached to the origin of NewEvolution using Digievolution2.mdx
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Set VariableSet Delayed_Duration = 3.00
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Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
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Cinematic - Send transmission to (Player group(TempPlayer)) from NewEvolution named (Proper name of NewEvolution): Play No sound and display (Proper name of NewEvolution). Modify duration: Set to 2.00 seconds and Don't wait
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Unit - Move NewEvolution instantly to TempPoint
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Unit - Unpause NewEvolution
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Custom script: call RemoveLocation (udg_TempPoint)
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-------- --------
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Selection - Add NewEvolution to selection for (Owner of MonsterEvolving)
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-------- --------
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Hero - Give (Item carried by MonsterEvolving in slot 1) to NewEvolution
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-------- --------
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-------- --------
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Unit - Change color of NewEvolution to (Color of Evolution_Color[Evolve_Index])
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-------- --------
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Set VariableSet Evolve_Experience = (Hero experience of MonsterEvolving)
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-------- --------
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-------- --------
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-------- Replace old Monster with New Monster in Monster List --------
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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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PN Equal to 1
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Then - Actions
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For each (Integer A) from 1 to 6, 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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PlayerDigimons_1[IndexPlayer[PNEvo]] Equal to MonsterEvolving
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Then - Actions
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Unit Group - Remove MonsterEvolving from PlayerHeroes[IndexPlayer[(Integer A)]].
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Unit Group - Add NewEvolution to PlayerHeroes[IndexPlayer[(Integer A)]]
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Unit Group - Add NewEvolution to PlayerHeroes[PNEvo]
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Unit Group - Remove MonsterEvolving from PlayerHeroes[PNEvo].
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Else - Actions
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Else - Actions
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-------- --------
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Unit - Unhide MonsterEvolving
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Unit - Remove MonsterEvolving from the game
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-------- --------
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-------- Add the experience last just in case it causes it to Evolve again (running the trigger again) --------
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Hero - Set NewEvolution experience to Evolve_Experience, Hide level-up graphics
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Delayed Destroy Effect
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Events
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Conditions
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Actions
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Custom script: local effect udg_Delayed_Sfx = GetLastCreatedEffectBJ()
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Wait Delayed_Duration seconds
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Special Effect - Destroy Delayed_Sfx
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Custom script: set udg_Delayed_Sfx = null
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