- Joined
- Dec 2, 2016
- Messages
- 733
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Become Mini
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Unit-type of (Triggering unit)) Equal to Dead Human
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Ability being cast) Equal to Become Vampire Minion (Neutral)
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Then - Actions
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Unit Group - Pick every unit in (Units in (Entire map) owned by (Owner of (Triggering unit))) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Equal to Dead Human
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Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Picked unit)) Not equal to Vampire Minion
- (Unit-type of (Picked unit)) Not equal to Dead Human
- (Unit-type of (Picked unit)) Not equal to Vampire Research Center Main
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Then - Actions
- Unit - Change ownership of (Picked unit) to Neutral Hostile and Retain color
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Player((Integer A))) is in Humans) Equal to True
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Then - Actions
- Player Group - Make (Player group((Player((Integer A))))) treat (Player group((Owner of (Last created unit)))) as an Enemy
- Player Group - Make (Player group((Owner of (Last created unit)))) treat (Player group((Player((Integer A))))) as an Enemy
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Else - Actions
- Player Group - Make (Player group((Player((Integer A))))) treat (Player group((Owner of (Last created unit)))) as an Ally with shared vision
- Player Group - Make (Player group((Owner of (Last created unit)))) treat (Player group((Player((Integer A))))) as an Ally with shared vision
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
- Player Group - Add (Owner of (Triggering unit)) to Vampires
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Unit Group - Pick every unit in (Units in (Entire map) owned by (Owner of (Triggering unit))) and do (Actions)
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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
- (Ability being cast) Equal to Observe Humans (Neutral)
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Then - Actions
- Game - Display to (All players) the text: (There are + ((String(HumansCurrentlyPlaying)) + ( humans and + ((String(VampiresCurrentlyPlaying)) + vampires in game, gold mine income is now 2))))
- Else - Actions
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If - Conditions
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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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- tempBoolean Equal to False
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Then - Actions
- Set tempBoolean = True
- Player Group - Remove (Owner of (Triggering unit)) from Humans
- Set HumansCurrentlyPlaying = (HumansCurrentlyPlaying - 1)
- Set VampiresCurrentlyPlaying = (VampiresCurrentlyPlaying + 1)
- Unit - Create 1 Vampire Minion for (Owner of (Triggering unit)) at (Player 11 (Dark Green) start location) facing Default building facing degrees
- Camera - Pan camera as necessary for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 0.10 seconds
- Special Effect - Create a special effect attached to the chest of (Last created unit) using Abilities\Spells\Orc\Purge\PurgeBuffTarget.mdl
- Hero - Set (Last created unit) Hero-level to 3, Show level-up graphics
- Game - Display to (All players) the text: (There are + ((String(HumansCurrentlyPlaying)) + ( humans and + ((String(VampiresCurrentlyPlaying)) + vampires in game, gold mine income is now 2))))
- Wait 2.00 seconds
- Special Effect - Destroy (Last created special effect)
- Set tempBoolean = False
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
Edit: Removed the effect, still happening. Is it the camera movement causing it?
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