- Joined
- Mar 10, 2009
- Messages
- 5,014
well I can do cinematics 
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well I can do cinematics![]()
You can start on Zephyr Cyclone if you wish to have work =Dwell there doesent seem to be any requests i can do
def u learnt indexing yet?
At the top-left of the page, click on Mapswoaaahhh pro
if u upload a cinematic which section in gonna be?
550 custom spells ???cinematic section?Oh, and cinematics are not that big deal-in general. However, if you want some high-end cinematics you should understand at least the basics of JASS
But don't be so off-topic->Good luck defTo be honest I've thought about joining you, but as I see you don't have enough spells to do ATM
And I must make more 550 custom triggered spells for my map
(hope they won't kill the game at this rate
)
Set Posioned = (Units in (Playable map area) matching (((Matching unit) is Poisoned) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-------- 1 --------
Set HeroSelectField[HeroEasy] = Hero 1 <gen>
Set Classes[HeroEasy] = Assassin
Unit - Create 1 Assassin for Player 11 (Dark Green) at (Center of Hero 1 <gen>) facing 270.00 degrees
Hero - Set (Last created unit) Hero-level to 10, Hide level-up graphics
Set HeroPicks[HeroEasy] = (Last created unit)
Set HeroEasy = (HeroEasy + 1)
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions

Trigger - Add to Hero Select <gen> the event (Unit - A unit enters HeroSelectField[(Integer A)])
Hero Select

Events

Conditions


(Unit-type of (Triggering unit)) Equal to Hero Choser

Actions


Cinematic - Clear the screen of text messages for (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)))


For each (Integer A) from 1 to 3, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(HeroSelectField[(Integer A)] contains (Triggering unit)) Equal to True





Then - Actions






Set PlayerClass[(Player number of (Owner of (Triggering unit)))] = Classes[(Integer A)]






Unit - Create 1 (Unit-type of HeroPicks[(Integer A)]) for (Owner of (Triggering unit)) at (Center of Region 030 <gen>) facing Default building facing degrees






Trigger - Run Hero Type <gen> (checking conditions)






Unit - Remove (Triggering unit) from the game






Player - Add 8 to (Owner of (Triggering unit)) Current lumber






Selection - Select (Last created unit) for (Owner of (Last created unit))






Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region 030 <gen>) over 0.00 seconds






Set Heroes[(Player number of (Owner of (Triggering unit)))] = (Last created unit)






Set Hero[(Player number of (Owner of (Triggering unit)))] = (Last created unit)






Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You can chose your ...






Countdown Timer - Start NameTimer[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 60.00 seconds





Else - Actions
Poisoned (Poisoned Buff)

Events


Time - Every 1.00 seconds of game time

Conditions


*Affected Unit* has buff Assassins Poison) Equal to True

Actions


Unit - Cause *YourUnit* to damage *YourEnemyAffectedByThePoison*, dealing XXX damage of attack type Spells and damage type Normal
Unit - Set level of Poison (Slow) for YourUnit to (Level of Envenomed Weapons for YourUnit)
Unit - Cause YourUnit to damage AffectedUnit, dealing ((Real((Agility of YourUnit (Include bonuses)))) / (11.00 - (Real((Level of Envenomed Weapons for YourUnit))))) damage of attack type Spells and damage type Poison
Actions

Set HeroLoc = (Position of YourUnit)

Set AOE = (Units within 999999999.00 of HeroLoc matching ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of YourUnit)) Equal to True)))

Unit Group - Pick every unit in AOE and do (Actions)


Loop - Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





((Picked unit) has buff Assassins Poison) Equal to True




Then - Actions





Unit - Cause YourUnit to damage AffectedUnit, dealing YourFormula damage of attack type Spells and damage type Normal




Else - Actions

Custom script: call DestroyGroup(udg_AOE)

Custom script: call RemoveLocation(udg_HeroLoc)
Start

Events


Unit - A unit Is attacked

Conditions

Actions


Trigger - Add to Effect <gen> the event (Unit - (Attacked unit) Takes damage)
Effect

Events

Conditions

Actions


Game - Display to (All players) the text: WORKS !
You can make a pre-set ability of it
Then, use Remove Ability and Add Ability action
Say, Holy Burst is Level 1 NO Holy Talent support
If you learn Holy Talent, immediately switch the Holy Burst spell to Holy Burst (Holy Talent) spell
Remove Holy Burst Spell, Add Holy Burst (Holy Talent) Spell
Holy Burst (Holy Talent) Spell is a new custom ability, it's pre-made ability from Object Editor
So your work is DOUBLED !
Holy Burst - Level 1
Holy Burst - Level 2
...
Holy Burst (Holy Talent) - Level 1
Holy Burst (Holy Talent) - Level 2
...
You sure know how to set variables, cleaning leaks, use dummy abilities, create dummies, eh ?
If you know all of this, that's enough for the requirement to join the team =D
Are you referring to... THIS ?• A skill system that allows for futher customization of your hero. You can choose to make your hero into an excellent tank or more of a damage dealer. Once you research enough skills you "unlock" new abilities.
Are you referring to... THIS ?

I see. Then will it be better if Holy Talent only improves the mana cost but not colddown? If okey then take this way. And thanks for informing me for the engineering upgrade.Update for the Priest Spells
Smite - DONE
Holy Burst -DONE
Holy Akhn - DONE
Holy Protection - DONE
Holy Talent - 40%
Update for Holy Talent
Smite - DONE
Holy Burst - DONE
Holy Akhn - Problem, cannot detect revive
Holy Protection - 0%
@yeohxin
Enginerring Upgrade is not recommended, coz it will create many preset abilities as well, you will have a hard time importing them...the only problem right now is the reduction of the cooldowns & Holy Akhn cannot be detected...
I see. Then will it be better if Holy Talent only improves the mana cost but not colddown? If okey then take this way. And thanks for informing me for the engineering upgrade.
The ankh is undetectable cause you're using reincarnation for it?
Use Item ability for the Ankh, and detect that. Should be able to detect it that way.
The ankh is undetectable cause you're using reincarnation for it?
Use Item ability for the Ankh, and detect that. Should be able to detect it that way.
I'll try to do it =DYes. Is it possible?
Yeah, on my to fix it...Really quick for the Flames of Might, it doesn't do damage from the looks of it and it's a transformation spell you use, so I have to make a levitation unit for it too?
Lady Emily won't cast Poisonous Nova, any way I can make her cast it? Been looking for triggers to allow you to cast.
Please help, thank you.
Okay, I'll try to take this requesthey def i cant do zephers cyclones spell its a vjass spell i wanted it in my map i tryed to do it in GUI but failed badly![]()
Can't find solution lolUpdate for the Priest Spells
Smite - DONE
Holy Burst -DONE
Holy Akhn - DONE
Holy Protection - DONE
Holy Talent - 40%
Update for Holy Talent
Smite - DONE
Holy Burst - DONE
Holy Akhn - Problem, cannot detect revive
Holy Protection - 0%
@yeohxin
Enginerring Upgrade is not recommended, coz it will create many preset abilities as well, you will have a hard time importing them...the only problem right now is the reduction of the cooldowns & Holy Akhn cannot be detected...
Trydene
maybe you downloaded the first version of Flames of Might OR maybe you did not adjust the damage in the object editor of the "Flame of Might (dummy)" to 900...
I think I saw this one too...I just remember someone trying to detect the use of it, and there someone told them to use the item instead and it was detectable.
I was just relaying the message.![]()
forget about the cyclone maybe its too hard hahahaha
can u make this instead?(i dont mind which u want to do cyclones or this)
emmm almost like phantom lancer's(dota) 3rd skill buteach time the hero gets attacked he has the chance to split an illusion and attack the target but i want the illusion to be in locust mode if thats posible hahahaha(btw the illusions are unclickable so it must move towards the enemy automaticly hit for 5 times? xD)
im just gvin opinion hahahaha...coz it would be cool for my ghost type hero
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Champions of eternia an AOS map with similar gameplay to the popular map DotA but 10x cooler or maybe 20x cooler? visit my profile for screenshots there are 2 photos..gonna update it soon so....keep updating
I think its the same as cooldowns since you can adjust mana in object editor, not in triggers...you can add & subtract mana in triggers, not the 'cost'...
But may I suggest something?...
1. Instead of CD reduced, I suggest chance CD reset...
2. Instead of Mana cost, I suggest chance mana 'ADD'...
Good idea! Suggest Accepted =)
