- Joined
- Jun 24, 2009
- Messages
- 1,409
Here should be my final result ill post map when im done with tooltips
Elemental Festival 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Channel
Actions
Set ElementalFestivalCaster = (Triggering unit)
Set ElementalFestivalSEString[0] = Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Set ElementalFestivalSEString[1] = Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Set ElementalFestivalDamage[1] = 10.00
Set ElementalFestivalDamage[2] = 20.00
Set ElementalFestivalDamage[3] = 30.00
Set ElementalFestivalDamage[4] = 40.00
Set ElementalFestivalDamage[5] = 50.00
Set ElementalFestivalPoint[0] = (Target point of ability being cast)
Set ElementalFestivalPoint[1] = (Position of ElementalFestivalCaster)
Wait 0.10 seconds
Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
Unit - Add Slow to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Add Crow Form to ElementalFestivalCaster
Animation - Change ElementalFestivalCaster flying height to 300.00 at 800.00
Unit - Remove Crow Form from ElementalFestivalCaster
Unit - Pause ElementalFestivalCaster
Unit - Make ElementalFestivalCaster Invulnerable
Animation - Change ElementalFestivalCaster's animation speed to 300.00% of its original speed
Trigger - Turn on Elemental Festival 2 <gen>
Wait 1.84 seconds
Animation - Change ElementalFestivalCaster's animation speed to 150.00% of its original speed
Set ElementalFestivalDistance = (Distance between ElementalFestivalPoint[0] and ElementalFestivalPoint[1])
Unit - Create 1 Dummy FireballEffect for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[1] facing Default building facing degrees
Set ElementalFestivalDummy[0] = (Last created unit)
Animation - Play ElementalFestivalCaster's spell animation
Trigger - Turn on Elemental Festival 3 <gen>
Wait 0.40 seconds
Trigger - Turn off Elemental Festival 3 <gen>
Unit - Remove ElementalFestivalDummy[0] from the game
Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ElementalFestivalPoint[0] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Special Effect - Destroy (Last created special effect)
Set ElementalFestivalUnitGroup[0] = (Units within 400.00 of ElementalFestivalPoint[0] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[0] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage (Picked unit), dealing (ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] x 2.00) damage of attack type Spells and damage type Normal
Animation - Change ElementalFestivalCaster flying height to 0.00 at 1600.00
Unit - Unpause ElementalFestivalCaster
Unit - Make ElementalFestivalCaster Vulnerable
Animation - Change ElementalFestivalCaster's animation speed to 100.00% of its original speed
For each (Integer A) from 0 to 6, do (Actions)
Loop - Actions
Unit - Remove ElementalFestivalSpecialEffect[(Integer A)] from the game
Custom script: call RemoveLocation(udg_ElementalFestivalPoint[0])
Custom script: call RemoveLocation(udg_ElementalFestivalPoint[1])
Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
Elemental Festival 2
Events
Time - Every 0.23 seconds of game time
Conditions
Actions
Set ElementalFestivalCount = (ElementalFestivalCount + 1)
Set ElementalFestivalPoint[2] = (Random point in (Region centered at ElementalFestivalPoint[0] with size (300.00, 300.00)))
Set ElementalFestivalRandomInt = (Random integer number between 0 and 1)
Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[ElementalFestivalRandomInt]
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElementalFestivalRandomInt Equal to 0
Then - Actions
Special Effect - Create a special effect at ElementalFestivalPoint[2] using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElementalFestivalRandomInt Equal to 1
Then - Actions
Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ElementalFestivalPoint[2] using ElementalFestivalSEString[1]
Special Effect - Destroy (Last created special effect)
Else - Actions
Special Effect - Create a special effect at ElementalFestivalPoint[2] using Units\NightElf\Wisp\WispExplode.mdl
Special Effect - Destroy (Last created special effect)
Set ElementalFestivalUnitGroup[0] = (Units within 150.00 of ElementalFestivalPoint[2] matching ((((Matching unit) belongs to an enemy of (Owner of ElementalFestivalCaster)) Equal to True) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) is A structure) Equal to Fals
Unit Group - Pick every unit in ElementalFestivalUnitGroup[0] and do (Actions)
Loop - Actions
Unit - Create 1 Dummy for (Owner of ElementalFestivalCaster) at ElementalFestivalPoint[2] facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage (Picked unit), dealing ElementalFestivalDamage[(Level of Channel for ElementalFestivalCaster)] damage of attack type Spells and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElementalFestivalCount Equal to 1
Then - Actions
Animation - Play ElementalFestivalCaster's attack,1 animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(ElementalFestivalCount mod 2) Equal to 0
Then - Actions
Animation - Play ElementalFestivalCaster's attack animation
Else - Actions
Animation - Play ElementalFestivalCaster's attack,3 animation
Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
Custom script: call DestroyGroup(udg_ElementalFestivalUnitGroup[0])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ElementalFestivalCount Equal to 8
Then - Actions
Trigger - Turn off (This trigger)
Set ElementalFestivalCount = 0
Else - Actions
Elemental Festival 3
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Set ElementalFestivalPoint[2] = (Position of ElementalFestivalDummy[0])
Set ElementalFestivalPoint[3] = (ElementalFestivalPoint[2] offset by (ElementalFestivalDistance / 20.00) towards (Angle from ElementalFestivalPoint[1] to ElementalFestivalPoint[0]) degrees)
Unit - Move ElementalFestivalDummy[0] instantly to ElementalFestivalPoint[3]
For each (Integer A) from 1 to 20, do (Actions)
Loop - Actions
Animation - Change ElementalFestivalDummy[0] flying height to (400.00 - (30.00 x (Real((Integer A))))) at 800.00
Custom script: call RemoveLocation(udg_ElementalFestivalPoint[2])
Custom script: call RemoveLocation(udg_ElementalFestivalPoint[3])
Elemental Festival 4
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Channel
Actions
For each (Integer A) from 0 to 6, do (Actions)
Loop - Actions
Unit - Create 1 Dummy SpecialEffect for (Owner of (Triggering unit)) at ElementalFestivalPoint[1] facing Default building facing degrees
Set ElementalFestivalSpecialEffect[(Integer A)] = (Last created unit)
Special Effect - Create a special effect at ElementalFestivalPoint[1] using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Special Effect - Destroy (Last created special effect)
![]()
![]()
![]()
Ah then i should fix some stuff to make it MUI..
EDIT: Its impossible to make it MUI in GUI and leakless.. GUI dont have have local variables nor accept variables in custom script array index. if anyone have any idea how to make it leakless and MUI i would love to hear..
Why don't you use effects with more light? For example a big Faerie Dragon missile? Also you could change the color of the others, and combinate more aura model's to get nearly the same effect. And if you modify the resurrect model's visibility a bit (around 70%) it would look better.