Here are the current open topics in this post that i havent solved yet due to doing other things on this map or just lacking general skills for now:
Below are some of the questions i had that got answered and resolved:
1) Making a Tesla coil tower that deals damage to multiple enemies at once in a 600 range, like barrage but barrage doesnt work because the missile art has to be "lightning attack/lizard lightning" and even if i make it work to deal damage to multiple enemies, the barrage missile art is non existent. And it has to be an attack, not a spell due to spell immunity issues this would cause... Goal is to basically make an authentic-looking-like electricity arcs that would resemble a tesla coil.
I had several failed attempts at this one, none of the triggers worked or worked/properly.Even tried using Meat wagons plague ward to spawn for 1s and deal damage but i never got it to spawn, or it did and never dealt damage. I did get it to damage nearby enemies using the following action but got lost at adding lightning animation to that attack and it isnt really ideal.
2)Making a tower deal damage around the area to enemies of the target and playing a special effect. Sadly by overediting i deleted the original question, but i have yet to properly work on this..
Below are some of the questions i had that got answered and resolved:
1: Random builder option for TD
Was using an outdated Jass script to generate a random builder for a TD map, got better info and redid the entire trigger.
On chat command, builds a random builder out of every avaliable in the builder chooser building and adds +10g to the player triggering this.
- RandomCommand
- Events
- Player - Player 1 (Red) types a chat message containing -random as An exact match
- Player - Player 2 (Blue) types a chat message containing -random as An exact match
- Player - Player 3 (Teal) types a chat message containing -random as An exact match
- Player - Player 4 (Purple) types a chat message containing -random as An exact match
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Number of living Governor Chooser units owned by (Triggering player)) Equal to 1
- Then - Actions
- Set VariableSet TempGroup = (Units owned by (Triggering player) of type Governor Chooser)
- Set VariableSet RandomUnit = (Random unit from TempGroup)
- Set VariableSet RandomInteger = (Random integer number between 1 and 16)
- Unit - Order RandomUnit to train/upgrade to a GovernorsNew[RandomInteger]
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Triggering player) Current gold) Equal to 30
- Then - Actions
- Game - Display to (All players) the text: ((Name of (Triggering player)) + has chosen Random!+10|cffffff00g|r )
- Player - Add 10 to (Triggering player).Current gold
- Else - Actions
- Do nothing
- Else - Actions
- Do nothing
2: An ability that increases a certain TD builders ultimate tower damage depending on how many other towers of the same type have been built.
Uncle saved my buttocks again, here are the resulting triggers:
Takes damage away after a tower has been sold:
- Thunder Tower Add
- Events
- Unit - A unit Finishes construction
- Conditions
- (Unit-type of (Constructed structure)) Equal to Energy Pulse Emitter (Thunder)
- Actions
- Set VariableSet Thunder_Tower_PN = (Player number of (Owner of (Constructed structure)))
- Set VariableSet Thunder_Tower_Count[Thunder_Tower_PN] = (Thunder_Tower_Count[Thunder_Tower_PN] + 1)
- -------- --------
- -------- Adjust damage: --------
- Set VariableSet Thunder_Tower_Damage = (10 x Thunder_Tower_Count[Thunder_Tower_PN])
- Set VariableSet Thunder_Tower_Group = (Units owned by (Owner of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Power Plant (Thunder)).)
- Unit Group - Pick every unit in Thunder_Tower_Group and do (Actions)
- Loop - Actions
- Ability - Set Ability: (Unit: (Picked unit)'s Ability with Ability Code: Capacitors Damage Bonus )'s Integer Level Field: Attack Bonus ('Iatt') of Level: 0 to Thunder_Tower_Damage
- Unit - Increase level of Capacitors Damage Bonus for (Picked unit)
- Unit - Decrease level of Capacitors Damage Bonus for (Picked unit)
- Custom script: call DestroyGroup(udg_Thunder_Tower_Group)
Takes away bonus damage after a tower is destroyed/killed
- Thunder Tower Subtract
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- (Ability being cast) Equal to Sell
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Casting unit)) Equal to Energy Pulse Emitter (Thunder)
- Then - Actions
- Set VariableSet Thunder_Tower_PN = (Player number of (Owner of (Triggering unit)))
- Set VariableSet Thunder_Tower_Count[Thunder_Tower_PN] = (Thunder_Tower_Count[Thunder_Tower_PN] - 1)
- -------- --------
- -------- Adjust damage: --------
- Set VariableSet Thunder_Tower_Damage = (10 x Thunder_Tower_Count[Thunder_Tower_PN])
- Set VariableSet Thunder_Tower_Group = (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Power Plant (Thunder)).)
- Unit Group - Pick every unit in Thunder_Tower_Group and do (Actions)
- Loop - Actions
- Ability - Set Ability: (Unit: (Picked unit)'s Ability with Ability Code: Capacitors Damage Bonus )'s Integer Level Field: Attack Bonus ('Iatt') of Level: 0 to Thunder_Tower_Damage
- Unit - Increase level of Capacitors Damage Bonus for (Picked unit)
- Unit - Decrease level of Capacitors Damage Bonus for (Picked unit)
- Custom script: call DestroyGroup(udg_Thunder_Tower_Group)
- Else - Actions
Adds damage to the Ultimate tower based on how many other towers are alive:
- Thunder Tower Subtract
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Triggering unit)) Equal to Energy Pulse Emitter (Thunder)
- Actions
- Set VariableSet Thunder_Tower_PN = (Player number of (Owner of (Triggering unit)))
- Set VariableSet Thunder_Tower_Count[Thunder_Tower_PN] = (Thunder_Tower_Count[Thunder_Tower_PN] - 1)
- -------- --------
- -------- Adjust damage: --------
- Set VariableSet Thunder_Tower_Damage = (10 x Thunder_Tower_Count[Thunder_Tower_PN])
- Set VariableSet Thunder_Tower_Group = (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Power Plant (Thunder)).)
- Unit Group - Pick every unit in Thunder_Tower_Group and do (Actions)
- Loop - Actions
- Ability - Set Ability: (Unit: (Picked unit)'s Ability with Ability Code: Overcharged Capacitors )'s Integer Level Field: Attack Bonus ('Iatt') of Level: 0 to Thunder_Tower_Damage
- Unit - Increase level of Overcharged Capacitors for (Picked unit)
- Unit - Decrease level of Overcharged Capacitors for (Picked unit)
- Custom script: call DestroyGroup(udg_Thunder_Tower_Group)
- Ultimate Thunder Tower Build
- Events
- Unit - A unit Finishes construction
- Conditions
- (Unit-type of (Constructed structure)) Equal to Power Plant (Thunder)
- Actions
- Set VariableSet Thunder_Tower_PN = (Player number of (Owner of (Constructed structure)))
- -------- --------
- -------- Adjust damage: --------
- Set VariableSet Thunder_Tower_Damage = (10 x Thunder_Tower_Count[Thunder_Tower_PN])
- Set VariableSet Thunder_Tower_Group = (Units owned by (Owner of (Constructed structure)) matching ((Unit-type of (Matching unit)) Equal to Power Plant (Thunder)).)
- Unit Group - Pick every unit in Thunder_Tower_Group and do (Actions)
- Loop - Actions
- Ability - Set Ability: (Unit: (Picked unit)'s Ability with Ability Code: Capacitors Damage Bonus )'s Integer Level Field: Attack Bonus ('Iatt') of Level: 0 to Thunder_Tower_Damage
- Unit - Increase level of Capacitors Damage Bonus for (Picked unit)
- Unit - Decrease level of Capacitors Damage Bonus for (Picked unit)
- Custom script: call DestroyGroup(udg_Thunder_Tower_Group)
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