• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Save Load Map

Status
Not open for further replies.
v16:
-Added glow to loaded heroes (untested)
-Fixed quests (untested)
-Added option to change color of Evolved Monsters. You need to set this up in the Evolution Setup trigger, it's a variable called Evolution_Color. Set it the Player Color that you want. (untested)
-Made Catchballs not lose a charge and not go on cooldown if your party is full or the target doesn't belong to neutral hostile
-Fixed Release (untested)
-Added Revive Timer (Creates a timer in top right corner for the reviving player)
 

Attachments

  • Summon Monsters Cancel
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to Summon Monster 1
          • (Ability being cast) Equal to Summon Monster 2
          • (Ability being cast) Equal to Summon Monster 3
          • (Ability being cast) Equal to Summon Monster 4
          • (Ability being cast) Equal to Summon Monster 5
          • (Ability being cast) Equal to Summon Monster 6
    • Actions
      • Set VariableSet PN = (Player number of (Triggering player))
      • Trigger - Run Set Monsters Outside Ball <gen> (ignoring conditions)
      • -------- --------
      • -------- Check if you're in a Gym --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • InAGym[PN] Equal to True
          • MonsterOutsideBall[PN] Equal to 1
        • Then - Actions
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Set VariableSet PGroup = (Player group((Triggering player)))
          • Game - Display to PGroup for 15.00 seconds the text: You can only use 1 ...
          • Custom script: call DestroyForce(udg_PGroup)
          • Unit - Order (Triggering unit) to Stop.
          • Wait 0.00 seconds
          • Animation - Reset (Triggering unit)'s animation
        • Else - Actions
          • -------- Check if you can Summon at the Target Point of Ability Being Cast --------
          • Set VariableSet TempPoint = (Target point of ability being cast)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Terrain pathing at TempPoint of type Walkability is off) Equal to True
                  • (INDOORS <gen> contains TempPoint) Equal to True
            • Then - Actions
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Set VariableSet PGroup = (Player group((Triggering player)))
              • Game - Display to PGroup for 15.00 seconds the text: You can't summon th...
              • Custom script: call DestroyForce(udg_PGroup)
              • Unit - Order (Triggering unit) to Stop.
              • Wait 0.00 seconds
              • Animation - Reset (Triggering unit)'s animation
            • Else - Actions
              • Custom script: call RemoveLocation(udg_TempPoint)
              • -------- --------
              • -------- Try to Summon --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • MonsterOutsideBall[PN] Less than 3
                • Then - Actions
                  • For each (Integer A) from 1 to 6, do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Ability being cast) Equal to Monster_Summon_Abilities[(Integer A)]
                        • Then - Actions
                          • Set VariableSet TempUnit = (Load (Integer A) of PN in Monster_Hashtable.)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Player_Region[PN] contains TempUnit) Equal to True
                              • (TempUnit is alive) Equal to True
                            • Then - Actions
                            • Else - Actions
                              • Set VariableSet PGroup = (Player group((Triggering player)))
                              • Game - Display to PGroup for 15.00 seconds the text: You can't summon th...
                              • Custom script: call DestroyForce(udg_PGroup)
                              • Unit - Order (Triggering unit) to Stop.
                              • Wait 0.00 seconds
                              • Animation - Reset (Triggering unit)'s animation
                        • Else - Actions
                • Else - Actions
                  • Set VariableSet PGroup = (Player group((Triggering player)))
                  • Game - Display to PGroup for 15.00 seconds the text: You can only summon...
                  • Custom script: call DestroyForce(udg_PGroup)
                  • Unit - Order (Triggering unit) to Stop.
                  • Wait 0.00 seconds
                  • Animation - Reset (Triggering unit)'s animation
Re-uploaded the map with the gym stuff added in.
 

Attachments

Last edited:
the last version of the map!

- can capture up to 8 monsters
- after 6 monster capture, the extra 2 go to a hidden spot or storage or something else
- you talk with an npc in the "monster center" to change the monsters in your party
- you can make an interface if you want in the left the 6 monsters in the right the 2 monsters
Example of interface:
(m1)
(m2) (empty 1)
(m3) -->
(m4) <--
(empty 5) (empty 2)
(empty 6)


- you need to stay with at least 1 monster in the party
- if it is possible, 3 monster slots (need to test, if the save load can handle)
 

Attachments

Alright, so I think I fixed most if not all of the bugs with the PC.

Here's some examples of triggers I had to change to make it work:

So if there are less than 6 Monsters in Player_Region then move the monster there, otherwise, move it to the Player_RegionPC.
  • Healing and Reviving
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Heal Monsters
    • Actions
      • Set VariableSet PNRES = (Player number of (Owner of (Hero manipulating item)))
      • -------- --------
      • Set VariableSet TempPoint = (Position of (Hero manipulating item))
      • Special Effect - Create a special effect at TempPoint using Abilities\Spells\NightElf\MoonWell\MoonWellCasterArt.mdl
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set VariableSet Delayed_Duration = 2.00
      • Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
      • -------- --------
      • Set VariableSet MonsterOutsideBall[PNRES] = 0
      • Unit Group - Pick every unit in Player_MonsterGroup[PNRES] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in (Units in Player_Region[PNRES])) Less than 6
            • Then - Actions
              • Set VariableSet TempPoint = (Random point in Player_Region[PNRES])
            • Else - Actions
              • Set VariableSet TempPoint = (Random point in Player_RegionPC[PNRES])
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is dead) Equal to True
            • Then - Actions
              • Hero - Instantly revive (Picked unit) at TempPoint, Hide revival graphics
              • Unit - Set life of (Picked unit) to 100.00%
              • Unit - Set mana of (Picked unit) to 100.00%
            • Else - Actions
              • Unit - Set life of (Picked unit) to 100.00%
              • Unit - Set mana of (Picked unit) to 100.00%
              • Unit - Move (Picked unit) instantly to TempPoint
          • Custom script: call RemoveLocation(udg_TempPoint)
And for any trigger that teleports your monsters, I added a new condition "(Player_RegionPC[PNTP] contains (Picked unit)) Equal to False" so it doesn't move the units that are in Player_RegionPC to Player_Region.
  • Center Pokes In 2
    • Events
      • Unit - A unit enters CenterIn Copy <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Entering unit)) Equal to Tamer
          • (Unit-type of (Entering unit)) Equal to Tamer Female
      • (Owner of (Entering unit)) Not equal to Neutral Hostile
    • Actions
      • Set VariableSet TempPoint = (Center of CenterInside Copy <gen>)
      • Unit - Move (Entering unit) instantly to TempPoint
      • Camera - Pan camera for (Owner of (Triggering unit)) to TempPoint over 0.00 seconds
      • Custom script: call RemoveLocation(udg_TempPoint)
      • -------- --------
      • Set VariableSet PNTP = (Player number of (Owner of (Entering unit)))
      • Unit Group - Pick every unit in Player_MonsterGroup[PNTP] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player_Region[PNTP] contains (Picked unit)) Equal to False
              • (Player_RegionPC[PNTP] contains (Picked unit)) Equal to False
              • ((Picked unit) is alive) Equal to True
            • Then - Actions
              • Set VariableSet TempPoint = (Position of (Picked unit))
              • Special Effect - Create a special effect at TempPoint using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
              • Custom script: call RemoveLocation(udg_TempPoint)
              • Set VariableSet Delayed_Duration = 2.00
              • Trigger - Run Delayed Destroy Effect <gen> (ignoring conditions)
              • -------- --------
              • Set VariableSet TempPoint = (Random point in Player_Region[PNTP])
              • Unit - Move (Picked unit) instantly to TempPoint
              • Custom script: call RemoveLocation(udg_TempPoint)
            • Else - Actions
      • Set VariableSet MonsterOutsideBall[PNTP] = 0
Also, I sent you a message in your Inbox. We should talk through there instead of in this thread.
 

Attachments

Last edited:
Status
Not open for further replies.
Back
Top