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Vampire System 1.2

Vampire system is system created for vampire maps with level of vampirism.
Greater level = lesser day light "immunity"
Lesser level = greater day light "immunity"
You can run to the dark places(buildings, caverns or where you want it) for full immunity from day light. Vampires have some bonuses in night and some worses in day.
Every night at 24:00 you will get level up of vampirism. Use "Half Drink" for change anyone to vampire and for lesser level of vampirism(-1) or "Full Drink" for killing enemy and lesser level of vampirism(-2)

Thx for download and give credits pls.

  • Initializing
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set Vampire_Type[1] = Vampire 1
      • Set Vampire_Type[2] = Vampire 2
      • Set Vampire_Type[3] = Vampire 3
      • Set Vampire_Type[4] = Vampire 4
      • Set Vampire_Type[5] = Vampire 5
      • Set Vampire_Type[6] = Vampire 6
      • Set Vampire_Type[7] = Vampire 7
      • Set Vampire_Type[8] = Vampire 8
      • Set Vampire_Type[9] = Vampire 9
      • Set Vampire_Type[10] = Vampire 10
      • Unit Group - Add all units of (Units in (Playable map area) matching (((Matching unit) is An Ancient) Equal to True)) to VampireGroup
  • Level up ON
    • Events
      • Game - The in-game time of day becomes Equal to 0.00
    • Conditions
    • Actions
      • Trigger - Turn on Level up <gen>
  • Level up
    • Events
      • Time - Every 0.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in VampireGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Leveling_Int Greater than 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Vampire_Type[Leveling_Int]
                • Then - Actions
                  • Unit - Replace (Picked unit) with a Vampire_Type[(Leveling_Int + 1)] using The old unit's relative life and mana
                  • Unit Group - Add (Last replaced unit) to VampireGroup
                  • Set Leveling_Int = (Leveling_Int - 1)
                • Else - Actions
                  • Set Leveling_Int = (Leveling_Int - 1)
            • Else - Actions
              • Unit Group - Pick every unit in HalfVampires and do (Actions)
                • Loop - Actions
                  • Unit - Replace (Picked unit) with a Vampire_Type[(Leveling_Int + 1)] using The new unit's max life and mana
                  • Unit Group - Add (Last replaced unit) to VampireGroup
              • Set Leveling_Int = 9
              • Trigger - Turn off (This trigger)
  • Deactive
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is in VampireGroup) Equal to True
    • Actions
      • Unit - Explode (Triggering unit)
  • Vampire Morning
    • Events
      • Game - The in-game time of day becomes Equal to 6.00
    • Conditions
    • Actions
      • Unit Group - Pick every unit in VampireGroup and do (Actions)
        • Loop - Actions
          • Unit - Remove Night from (Picked unit)
          • Unit - Add Day to (Picked unit)
      • Unit Group - Pick every unit in SafedVampires and do (Actions)
        • Loop - Actions
          • Unit - Remove Night from (Picked unit)
          • Unit - Add Day to (Picked unit)
      • Trigger - Turn on Day Loop <gen>
  • Day Start
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Trigger - Turn on Day Loop <gen>
  • Day Loop
    • Events
      • Time - Every 0.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in VampireGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Leveling_Int Greater than 0
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Picked unit)) Equal to Vampire_Type[Leveling_Int]
                • Then - Actions
                  • Set Minus_HP_Day = (((Real(Leveling_Int)) - 1.00) x 0.50)
                  • Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - Minus_HP_Day)
                  • Set Leveling_Int = (Leveling_Int - 1)
                • Else - Actions
                  • Set Leveling_Int = (Leveling_Int - 1)
            • Else - Actions
              • Set Leveling_Int = 9
              • Trigger - Turn off (This trigger)
  • Vampire Night
    • Events
      • Game - The in-game time of day becomes Equal to 18.00
    • Conditions
    • Actions
      • Unit Group - Pick every unit in VampireGroup and do (Actions)
        • Loop - Actions
          • Unit - Add Night to (Picked unit)
          • Unit - Remove Day from (Picked unit)
      • Unit Group - Pick every unit in SafedVampires and do (Actions)
        • Loop - Actions
          • Unit - Add Night to (Picked unit)
          • Unit - Remove Day from (Picked unit)
      • Trigger - Turn off Day Loop <gen>
  • Safe zones in
    • Events
      • Unit - A unit enters Region 000 <gen>
    • Conditions
      • ((Triggering unit) is in VampireGroup) Equal to True
    • Actions
      • Unit Group - Remove (Triggering unit) from VampireGroup
      • Unit Group - Add (Triggering unit) to SafedVampires
  • [TRIGGER]Safe zones out
    • Events
      • Unit - A unit leaves Region 000 <gen>
    • Conditions
      • ((Triggering unit) is in VampireGroup) Equal to True
    • Actions
      • Unit Group - Add (Triggering unit) to VampireGroup
      • Unit Group - Remove (Triggering unit) from SafedVampires
  • Half Drink
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Half Drink
    • Actions
      • Set Drinker = (Triggering unit)
      • Unit - Set life of Drinker to ((Life of Drinker) + ((Life of (Target unit of ability being cast)) / 4.00))
      • Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) / 2.00)
      • Unit Group - Add (Target unit of ability being cast) to HalfVampires
      • Animation - Play (Target unit of ability being cast)'s death animation
      • Unit - Pause (Target unit of ability being cast)
      • Unit - Make (Target unit of ability being cast) Invulnerable
      • Trigger - Turn on Half Change <gen>
  • Half Change
    • Events
      • Time - Every 0.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Leveling_Int Greater than 0
          • (Unit-type of Drinker) Not equal to Vampire_Type[1]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of Drinker) Equal to Vampire_Type[Leveling_Int]
            • Then - Actions
              • Unit - Replace Drinker with a Vampire_Type[(Leveling_Int - 1)] using The old unit's relative life and mana
              • Unit Group - Add (Last replaced unit) to VampireGroup
              • Set Leveling_Int = (Leveling_Int - 1)
            • Else - Actions
              • Set Leveling_Int = (Leveling_Int - 1)
        • Else - Actions
          • Set Leveling_Int = 10
          • Trigger - Turn off (This trigger)
  • Full Drink
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Full Drink
    • Actions
      • Set Drinker = (Triggering unit)
      • Unit - Set life of Drinker to ((Life of Drinker) + ((Life of (Target unit of ability being cast)) / 2.00))
      • Unit - Kill (Target unit of ability being cast)
      • Trigger - Turn on Full Change <gen>
  • Full Change
    • Events
      • Time - Every 0.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Leveling_Int Greater than 0
          • (Unit-type of Drinker) Not equal to Vampire_Type[1]
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of Drinker) Equal to Vampire_Type[Leveling_Int]
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of Drinker) Equal to Vampire_Type[2]
                • Then - Actions
                  • Unit - Replace Drinker with a Vampire_Type[(Leveling_Int - 1)] using The old unit's relative life and mana
                  • Unit Group - Add (Last replaced unit) to VampireGroup
                • Else - Actions
                  • Unit - Replace Drinker with a Vampire_Type[(Leveling_Int - 2)] using The old unit's relative life and mana
                  • Unit Group - Add (Last replaced unit) to VampireGroup
              • Set Leveling_Int = (Leveling_Int - 1)
            • Else - Actions
              • Set Leveling_Int = (Leveling_Int - 1)
        • Else - Actions
          • Set Leveling_Int = 10
          • Trigger - Turn off (This trigger)
Keywords:
Vampire, System, Vampirism
Contents

Vampire System (Map)

Reviews
18:41, 20th Apr 2010 The_Reborn_Devil: The triggering looks ok now. Status: Approved Rating: Useful

Moderator

M

Moderator

18:41, 20th Apr 2010
The_Reborn_Devil:

The triggering looks ok now.


Status: Approved
Rating: Useful
 
I think I can see quite a few problems which will occur in the use of this but the most standout ones I think are:

Only affects vampire units in the map from the start.
Goes up to Level 10, no further which might be wanted.
your explosion on death might fail if there are 2 or more vampire units in the map as you pick a random one from the group.
you appear to be using many many many vampire units, but I dont see how this is neccercary all it means is alot more work for mapmakers in the object data, it's unlikely they'll want to make 9 variations of the same vampire to use this.

thats all I have atm
 
Level 10
Joined
Jan 19, 2010
Messages
393
Ehm, who made the screenshot? Because I know that you didn't make it. So if you know who did then you should give credits, if I'm not wrong.

Yes i didn't make it and i dont know who maded it(i found it on google)... Its only for now because screen is not working at the moment

health point, when you set the health to - value

Hmm OK... its not very good idea for me with unit attacking them...(i am working on upgrade for my system)
 
Level 14
Joined
Nov 23, 2008
Messages
512
example:
  • For each integer (TempInt) 1 to Leveling_Int do actions:
    • Loop Actions:
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Unit-type of Drinker) Equal to Vampire_Type[Leveling_Int]
      • Then - Actions
        • Unit - Replace Drinker with a Vampire_Type[(Leveling_Int - 1)] using The old unit's relative life and mana
        • Unit Group - Add (Last replaced unit) to VampireGroup
 
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