- Joined
- Feb 20, 2020
- Messages
- 200
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??
-
Evolution Gain Level Copy
-
Events
- Unit - A unit Gains a level
-
Conditions
- (Owner of (Triggering unit)) Not equal to Player 13 (Maroon)
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Leveling Hero) is dead) Equal to True
-
Then - Actions
- Set VariableSet EvoDead = True
-
Else - Actions
- Set VariableSet EvoDead = False
-
If - Conditions
- Set VariableSet Evolve_Index = 0
- -------- --------
-
For each (Integer EvolveLoop) from 1 to Evolution_Total, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Leveling Hero)) Equal to Evoluton_NormalForm[EvolveLoop]
- (Hero level of (Leveling Hero)) Greater than or equal to Evoluton_Level[EvolveLoop]
-
Then - Actions
- Set VariableSet Evolve_Index = EvolveLoop
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Evolve_Index Not equal to 0
-
Then - Actions
- Set VariableSet MonsterEvolving = (Leveling Hero)
- Set VariableSet PN = (Player number of (Owner of (Leveling Hero)))
- Trigger - Run Evolve Run <gen> (ignoring conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Evolve Run
- Events
- Conditions
-
Actions
- Set VariableSet Camera = (Current camera)
- Set VariableSet TempPlayer = (Owner of MonsterEvolving)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- EvoDead Equal to True
-
Then - Actions
- Set VariableSet TempPoint = (Random point in Player_Region[(Player number of TempPlayer)])
-
Else - Actions
- Set VariableSet TempPoint = (Position of MonsterEvolving)
-
If - Conditions
- 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
- Unit - Make MonsterEvolving Invulnerable
- Unit - Pause MonsterEvolving
- Special Effect - Create a special effect attached to the origin of MonsterEvolving using Digievolution1.mdx
- Set VariableSet Delayed_Duration = 4.00
- Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
- Unit - Hide MonsterEvolving
- -------- --------
- Unit - Create 1 Evoluton_EvolveForm[Evolve_Index] for TempPlayer at TempPoint facing Default building facing degrees
- Set VariableSet NewEvolution = (Last created unit)
- Unit - Pause NewEvolution
- Special Effect - Create a special effect attached to the origin of NewEvolution using Digievolution2.mdx
- Set VariableSet Delayed_Duration = 3.00
- Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
- 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
- Unit - Move NewEvolution instantly to TempPoint
- Unit - Unpause NewEvolution
- Custom script: call RemoveLocation (udg_TempPoint)
- -------- --------
- Selection - Add NewEvolution to selection for (Owner of MonsterEvolving)
- -------- --------
- Hero - Give (Item carried by MonsterEvolving in slot 1) to NewEvolution
- -------- --------
- -------- --------
- Unit - Change color of NewEvolution to (Color of Evolution_Color[Evolve_Index])
- -------- --------
- Set VariableSet Evolve_Experience = (Hero experience of MonsterEvolving)
- -------- --------
- -------- --------
- -------- Replace old Monster with New Monster in Monster List --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- PN Equal to 1
-
Then - Actions
-
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)
-
If - Conditions
- PlayerDigimons_1[IndexPlayer[PNEvo]] Equal to MonsterEvolving
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Then - Actions
- Unit Group - Remove MonsterEvolving from PlayerHeroes[IndexPlayer[(Integer A)]].
- Unit Group - Add NewEvolution to PlayerHeroes[IndexPlayer[(Integer A)]]
- Unit Group - Add NewEvolution to PlayerHeroes[PNEvo]
- Unit Group - Remove MonsterEvolving from PlayerHeroes[PNEvo].
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 6, do (Actions)
- Else - Actions
-
If - Conditions
- -------- --------
- Unit - Unhide MonsterEvolving
- Unit - Remove MonsterEvolving from the game
- -------- --------
- -------- Add the experience last just in case it causes it to Evolve again (running the trigger again) --------
- Hero - Set NewEvolution experience to Evolve_Experience, Hide level-up graphics
-
Delayed Destroy Effect
- Events
- Conditions
-
Actions
- Custom script: local effect udg_Delayed_Sfx = GetLastCreatedEffectBJ()
- Wait Delayed_Duration seconds
- Special Effect - Destroy Delayed_Sfx
- Custom script: set udg_Delayed_Sfx = null