- Joined
- Dec 16, 2017
- Messages
- 418
Hi guys, i've tried a better respawn type for bosses in my map, as the old one lacked some positions and effects +texts etc, and now it seems that if i kill 2+ bosses in a row one, before one revives, no one will revive after dying..only the text appears as "has revived and is stronger then before" but no name, and no boss respawn, why could that be? The wait can interfere with the others? I will post a few triggers in
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Locations Overall Bosses
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Events
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Map initialization
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Conditions
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Actions
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Set VariableSet Map_Boss[1] = |cffFF0000Bug Lord|r 40
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Set VariableSet Map_Boss[2] = |cffFF0000Gar'thok|r 45
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Set VariableSet Map_Boss[3] = |cffFF0000Eddga|r 50
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Set VariableSet Map_Boss[4] = |cffFF0000Tigon|r 55
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Set VariableSet Map_Boss[5] = |cffFF0000Maya|r 60
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Set VariableSet Map_Boss[6] = |cffFF0000Fire Lord|r 65
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Set VariableSet Map_Boss[7] = |cffFF0000Orc Lord|r 70
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Set VariableSet Map_Boss[8] = |cffFF0000Goblin Chieftain|r 75
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Set VariableSet Map_BossRevive[1] = (Center of BossBugLord <gen>)
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Set VariableSet Map_BossRevive[2] = (Center of BossGarthok <gen>)
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Set VariableSet Map_BossRevive[3] = (Center of BossEddga <gen>)
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Set VariableSet Map_BossRevive[4] = (Center of BossTigon <gen>)
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Set VariableSet Map_BossRevive[5] = (Center of BossMaya <gen>)
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Set VariableSet Map_BossRevive[6] = (Center of BossFireLord <gen>)
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Set VariableSet Map_BossRevive[7] = (Center of BossOrcLord <gen>)
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Set VariableSet Map_BossRevive[8] = (Center of BossGoblinChieftain <gen>)
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Set VariableSet Map_BossRevive[9] = (Center of BossSeaKing <gen>)
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Set VariableSet Map_BossRevive[10] = (Center of BossCorruptedPronteraKing <gen>)
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Set VariableSet Map_BossRevive[11] = (Center of BossDrake <gen>)
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Set VariableSet Map_BossRevive[12] = (Center of BossSkeletonLord <gen>)
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Set VariableSet Map_BossRevive[13] = (Center of BossDarkLord <gen>)
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Set VariableSet Map_BossRevive[14] = (Center of BossVampireLord <gen>)
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Set VariableSet Map_BossRevive[15] = (Center of BossBansheeQueen <gen>)
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Set VariableSet Map_BossRevive[16] = (Center of BossBaphomet <gen>)
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Set VariableSet Map_BossRevive[17] = (Center of BossUltimaDragon <gen>)
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Set VariableSet Map_BossRevive[18] = (Center of BossGameMaster <gen>)
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Set VariableSet Map_BossRevive[18] = (Center of BossGameMaster <gen>)
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Set VariableSet Map_BossRevive[19] = (Center of BossTreant <gen>)
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Set VariableSet Map_BossRevive[20] = (Center of BossCorruptedProtector <gen>)
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BugLord
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Events
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Unit - |cffFF0000Bug Lord|r 40 0246 <gen> Dies
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Conditions
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Actions
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Set VariableSet TempPoint = (Position of (Dying unit))
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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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(Random integer number between 1 and 100) Less than (5 x Map_ItemsHeroDropRate)
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Then - Actions
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Item - Create |c000070ddWeapon : Red Guillotine at TempPoint
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Special Effect - Create a special effect at TempPoint using Item_GoldCoins.mdx
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Game - Display to (All players) for 10.00 seconds the text: ((Name of (Last created item)) + ( |cff008080has been dropped from |r + (Name of (Dying unit))))
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Else - Actions
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Custom script: call RemoveLocation(udg_TempPoint)
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Wait 300.00 seconds
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Quest - Create Campaign Quest Icon on (Dying unit) using Boss style
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Hero - Instantly revive |cffFF0000Bug Lord|r 40 0246 <gen> at Map_BossRevive[1], Hide revival graphics
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Special Effect - Create a special effect attached to the origin of (Dying unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Hero - Set (Dying unit) Hero-level to ((Hero level of (Dying unit)) + 2), Hide level-up graphics
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Hero - Create Manual of Health and give it to (Dying unit)
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Hero - Modify Strength of (Dying unit): Add (2 x (Strength of (Dying unit) (Exclude bonuses))).
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Hero - Modify Agility of (Dying unit): Add (2 x (Agility of (Dying unit) (Exclude bonuses))).
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Hero - Modify Intelligence of (Dying unit): Add (2 x (Intelligence of (Dying unit) (Exclude bonuses))).
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Game - Display to (All players) for 30.00 seconds the text: ((Name of (Dying unit)) + has revived and is stronger then he was before!)
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Garthok
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Events
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Unit - |cffFF0000Gar'thok|r 45 0233 <gen> Dies
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Conditions
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Actions
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Set VariableSet TempPoint = (Position of (Dying unit))
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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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(Random integer number between 1 and 100) Less than (5 x Map_ItemsHeroDropRate)
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Then - Actions
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Item - Create |c000070ddAccesories : Faithful Ring at Map_BossRevive[2]
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Special Effect - Create a special effect at TempPoint using Item_GoldCoins.mdx
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Game - Display to (All players) for 10.00 seconds the text: ((Name of (Last created item)) + ( |cff008080has been dropped from |r + (Name of (Dying unit))))
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Else - Actions
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Custom script: call RemoveLocation(udg_TempPoint)
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Wait 400.00 seconds
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Quest - Create Campaign Quest Icon on (Dying unit) using Boss style
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Hero - Instantly revive |cffFF0000Gar'thok|r 45 0233 <gen> at Map_BossRevive[2], Hide revival graphics
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Special Effect - Create a special effect attached to the origin of (Dying unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Hero - Set (Dying unit) Hero-level to ((Hero level of (Dying unit)) + 2), Hide level-up graphics
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Hero - Create Manual of Health and give it to (Dying unit)
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Hero - Modify Strength of (Dying unit): Add (2 x (Strength of (Dying unit) (Exclude bonuses))).
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Hero - Modify Agility of (Dying unit): Add (2 x (Agility of (Dying unit) (Exclude bonuses))).
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Hero - Modify Intelligence of (Dying unit): Add (2 x (Intelligence of (Dying unit) (Exclude bonuses))).
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Game - Display to (All players) for 30.00 seconds the text: ((Name of (Dying unit)) + has revived and is stronger then he was before!)
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Eddga
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Events
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Unit - |cffFF0000Eddga|r 50 0171 <gen> Dies
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Conditions
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Actions
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Set VariableSet TempPoint = (Position of (Dying unit))
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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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(Random integer number between 1 and 100) Less than (5 x Map_ItemsHeroDropRate)
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Then - Actions
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Item - Create |c000070ddWeapon : Claws of Eddga at Map_BossRevive[3]
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Special Effect - Create a special effect at TempPoint using Item_GoldCoins.mdx
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Game - Display to (All players) for 10.00 seconds the text: ((Name of (Last created item)) + ( |cff008080has been dropped from |r + (Name of (Dying 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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(Random integer number between 1 and 100) Less than (4 x Map_ItemsHeroDropRate)
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Then - Actions
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Item - Create |c000070ddAccesories : Talisman of Evasion at Map_BossRevive[3]
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Special Effect - Create a special effect at TempPoint using Item_GoldCoins.mdx
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using UI\Feedback\GoldCredit\GoldCredit.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect at TempPoint using Objects\Spawnmodels\Other\ToonBoom\ToonBoom.mdl
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Special Effect - Set Scale of (Last created special effect) to 3.00
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Special Effect - Destroy (Last created special effect)
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Game - Display to (All players) for 10.00 seconds the text: ((Name of (Last created item)) + ( |cff008080has been dropped from |r + (Name of (Dying unit))))
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Else - Actions
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Custom script: call RemoveLocation(udg_TempPoint)
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Wait 500.00 seconds
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Quest - Create Campaign Quest Icon on (Dying unit) using Boss style
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Hero - Instantly revive |cffFF0000Eddga|r 50 0171 <gen> at Map_BossRevive[3], Hide revival graphics
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Special Effect - Create a special effect attached to the origin of (Dying unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
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Special Effect - Destroy (Last created special effect)
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Hero - Set (Dying unit) Hero-level to ((Hero level of (Dying unit)) + 2), Hide level-up graphics
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Hero - Learn skill for (Dying unit): |r Berserk Eddga
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Hero - Create Manual of Health and give it to (Dying unit)
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Hero - Modify Strength of (Dying unit): Add (2 x (Strength of (Dying unit) (Exclude bonuses))).
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Hero - Modify Agility of (Dying unit): Add (2 x (Agility of (Dying unit) (Exclude bonuses))).
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Hero - Modify Intelligence of (Dying unit): Add (2 x (Intelligence of (Dying unit) (Exclude bonuses))).
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Game - Display to (All players) for 30.00 seconds the text: ((Name of (Dying unit)) + has revived and is stronger then he was before!)
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