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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Zephyr Contest #11 - My aura, Your aura

Discussion in 'Contest Archive' started by Pharaoh_, Jul 1, 2014.

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  1. GunSlinger

    GunSlinger

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    NVM. I've studied my triggers and found out that a couple of them can be combined. I think there will only be three left.
     
  2. Zeatherann

    Zeatherann

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    Help, and information should be free. Anyways, I'm considering redesigning my aura, again.

     
  3. IcemanBo

    IcemanBo

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    Only special kind of help is allowed. As stated in rules help for testing is allowed, but when it flows into work sharing it's not allowed anymore.

    So with the definition of allowed help the giving of informations is also restricted. For example when it comes to detailed questions of how to optimize one's code, and so on.
     
  4. Zeatherann

    Zeatherann

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    Help and information are free. I'm not going to do the work for you though.

     
  5. Kingz

    Kingz

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    I won't be participating in this zephyr, something came up in RL.

    Good luck to every contestant.
     
  6. IcemanBo

    IcemanBo

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    Argh, was interested in your entry. Hope Cokemonkey will participate. :d
     
  7. BlueSaint

    BlueSaint

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    I might not be able to continue. Recently I permanently removed some files from my C drive and I might've remove my map in accident. I went through folders where I usually save my maps, but I can't find it anywhere. Which is not a surprise taken how I usually name my projects:
    stupidity
    [​IMG]

    My AI project which I've made for 30 days is the "aasdf.w3x". :(

    I haven't faced any problem with my naming method until now...


    I'll try to look for it more tomorrow... But if I can't find it I've lost 1k lines of code which I'm not gonna rewrite...
     

    Attached Files:

  8. Mythic

    Mythic

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    shoot.. lol dude why'd you name stuff like that?
     
  9. BlueSaint

    BlueSaint

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    I dunno... I'm bad at coming up with a name for my spells. But I'll start renaming those now... It's just a weird habit, I bet we all have those..
     
  10. Bannar

    Bannar

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    Organizing your work and projects should be standard. "adfagsgwtr2ewrwgsdgg" might work with 1.. 2.. 10 projects but when you have over 100, such naming creates a burden.
    Also, it's usefull "skill" when studing - you need to categorize and order ur stuff carefully - you never know what might be usefull on the next nasty exam :p
     
  11. Tank-Commander

    Tank-Commander

    Spell Reviewer

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    It would appear entrants are dropping left right and centre, how many do we even have left?
     
  12. gorillabull

    gorillabull

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    I think i might upload a wip i dunno
     
  13. Zeatherann

    Zeatherann

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    Unless you get a better naming scheme, you'll fail in a lot of things.

     
  14. BlueSaint

    BlueSaint

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    I didn't lose my map due to it, I most likely had it on my desktop which I emptied. But there's a chance it's still lurking on my computer somewhere, with a name including "asd", which is not helpful :(

    I'll fail in everything if I don't stop that habit :D
     
  15. Bannar

    Bannar

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    Like the kitty in ur avatar that fails to stand up? ^)^
     
  16. BlueSaint

    BlueSaint

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    Very accurately said!
     
  17. Kingz

    Kingz

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    Change of plans, back on track.

    Expect a WIP tomorrow.

    Edit:

    WIP delayed due to lack of time sadly. If no WIP by 24th count that as me bailing.
     
    Last edited: Jul 21, 2014
  18. Kyrbi0

    Kyrbi0

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    I'm still in this, working on mine. And by "working on mine" I mean "totally busy & will procrastinate, but will pump it out on the last day because my coding sucks and I barely have to do any work." :D

    Or something like that.
     
  19. GywGod133

    GywGod133

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    My 2nd WIP - Dark Circle

    Triggers

    • DrkC_Setup
      • DrkC Setup
        • Events
          • Map initialization
        • Conditions
        • Actions
          • -------- ======================== --------
          • -------- D A R K C I R C L E --------
          • -------- By GywGod133 --------
          • -------- ======================== --------
          • -------- Config Periodic Time --------
          • -------- NOTE: This function helps to get the exact duration --------
          • Custom script: set udg_DrkC_Loop = 0.03125
          • Trigger - Add to DrkC Loop Main <gen> the event (Time - Every DrkC_Loop seconds of game time)
          • Trigger - Add to DrkC Loop Sub <gen> the event (Time - Every DrkC_Loop seconds of game time)
          • -------- ======================== --------
          • -------- Config Ability --------
          • -------- > Ability ID (Main) --------
          • Set DrkC_Ability = Dark Circle
          • -------- > Ability ID (Armor Reduce) --------
          • Set DrkC_ArmorReduce = DrkC_Armor (Press SHIFT + ENTER)
          • -------- ------------------------------------------------ --------
          • -------- Config Armor Reduce (Ability) --------
          • -------- > Max LvL --------
          • -------- NOTE: This is represent by STACKING NEGATIVE ARMOR in enemy unit --------
          • -------- Just check it in Object Editor --------
          • Set DrkC_ArmorReduce_MaxLvl = 10
          • -------- > Duration --------
          • Set DrkC_ArmorReduce_Duration[1] = 5.00
          • Set DrkC_ArmorReduce_Duration[2] = 5.00
          • Set DrkC_ArmorReduce_Duration[3] = 5.00
          • Set DrkC_ArmorReduce_Duration[4] = 5.00
          • -------- ------------------------------------------------ --------
          • -------- > Damage Per Second Min / Max --------
          • -------- NOTE: Random DPS in Min to Max --------
          • -------- - Min --------
          • Set DrkC_DPSMin[1] = 50.00
          • Set DrkC_DPSMin[2] = 60.00
          • Set DrkC_DPSMin[3] = 70.00
          • Set DrkC_DPSMin[4] = 80.00
          • -------- - Max --------
          • Set DrkC_DPSMax[1] = 80.00
          • Set DrkC_DPSMax[2] = 90.00
          • Set DrkC_DPSMax[3] = 100.00
          • Set DrkC_DPSMax[4] = 110.00
          • -------- ------------------------------------------------ --------
          • -------- > Area of Effect --------
          • Set DrkC_AoE[1] = 300.00
          • Set DrkC_AoE[2] = 300.00
          • Set DrkC_AoE[3] = 300.00
          • Set DrkC_AoE[4] = 300.00
          • -------- ------------------------------------------------ --------
          • -------- > Spell Duration --------
          • Set DrkC_Duration[1] = 15.00
          • Set DrkC_Duration[2] = 15.00
          • Set DrkC_Duration[3] = 15.00
          • Set DrkC_Duration[4] = 15.00
          • -------- ------------------------------------------------ --------
          • -------- > Attack / Damage Type --------
          • Set DrkC_AttackType = Spells
          • Set DrkC_DamageType = Normal
          • -------- ------------------------------------------------ --------
          • -------- > Special Effect --------
          • Set DrkC_SFX = Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
          • -------- ------------------------------------------------ --------
          • -------- > Dummy --------
          • Set DrkC_DummyTypes[1] = DrkC_Circle (Black)
          • -------- Randomed Runes --------
          • Set DrkC_DummyTypes[2] = DrkC_Circle (Red - 1)
          • Set DrkC_DummyTypes[3] = DrkC_Circle (Red - 2)
          • Set DrkC_DummyTypes[4] = DrkC_Circle (Red - 3)
          • Set DrkC_DummyTypes[5] = DrkC_Circle (Red - 4)
          • Set DrkC_RuneCount = 4
          • -------- ------------------------------------------------ --------
          • -------- > Sound --------
          • Set DrkC_Sound = GateEpicBash <gen>
          • -------- ------------------------------------------------ --------
          • -------- > Transparent (Fade) In / Out Speed --------
          • Set DrkC_TransparentIn_Speed = 5.00
          • Set DrkC_TransparentOut_Speed = 5.00
          • -------- ------------------------------------------------ --------
          • -------- > Visibility Modifier Function --------
          • Set DrkC_VM_AoE[1] = 400.00
          • Set DrkC_VM_AoE[2] = 400.00
          • Set DrkC_VM_AoE[3] = 400.00
          • Set DrkC_VM_AoE[4] = 400.00
          • -------- ------------------------------------------------ --------
          • -------- > Dummy Spin Speed --------
          • Set DrkC_Spin_CCircle = 2.00
          • Set DrkC_Spin_CRune = 3.00
          • -------- ------------------------------------------------ --------
          • -------- Tree Chopper --------
          • Set DrkC_TempPoint[1] = (Center of (Playable map area))
          • Unit - Create 1 Peasant for Neutral Passive at DrkC_TempPoint[1] facing Default building facing degrees
          • Set DrkC_TreeChopper = (Last created unit)
          • Custom script: call UnitAddAbilityBJ( 'Aloc', udg_DrkC_TreeChopper )
          • Unit - Make DrkC_TreeChopper Invulnerable
          • Unit - Hide DrkC_TreeChopper
          • Custom script: call RemoveLocation( udg_DrkC_TempPoint[1])
          • -------- ======================== --------
          • -------- Reduce Memory --------
          • Custom script: call DestroyTrigger( GetTriggeringTrigger())
          • -------- ======================== --------
    • DrkC_Start
      • DrkC Start
        • Events
          • Unit - A unit Starts the effect of an ability
        • Conditions
          • (Ability being cast) Equal to DrkC_Ability
        • Actions
          • -------- ======================== --------
          • -------- > Turn On Trigger Loop --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DrkC_Y Equal to 0
            • Then - Actions
              • Trigger - Turn on DrkC Loop Main <gen>
            • Else - Actions
          • -------- ======================== --------
          • -------- Indexing Function --------
          • Set DrkC_Y = (DrkC_Y + 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • DrkC_Y Greater than DrkC_Y_maxSize
            • Then - Actions
              • Set DrkC_Y_Index[DrkC_Y] = DrkC_Y
              • Set DrkC_Y_maxSize = DrkC_Y
            • Else - Actions
          • Set DrkC_XY_TempInt = DrkC_Y_Index[DrkC_Y]
          • -------- ======================== --------
          • -------- Saving Data --------
          • -------- > Caster --------
          • Set DrkC_Caster[DrkC_XY_TempInt] = (Triggering unit)
          • -------- ------------------------------------------------ --------
          • -------- > Player --------
          • Set DrkC_Player[DrkC_XY_TempInt] = (Triggering player)
          • -------- ------------------------------------------------ --------
          • -------- > Current Level of Ability --------
          • Set DrkC_Level[DrkC_XY_TempInt] = (Level of DrkC_Ability for DrkC_Caster[DrkC_XY_TempInt])
          • -------- ------------------------------------------------ --------
          • -------- > Spell Duration Function --------
          • Set DrkC_Duration_Real[DrkC_XY_TempInt] = DrkC_Duration[DrkC_Level[DrkC_XY_TempInt]]
          • -------- ------------------------------------------------ --------
          • -------- > Per Sec Function --------
          • Set DrkC_PerSec[DrkC_XY_TempInt] = 0.00
          • -------- ------------------------------------------------ --------
          • -------- DPS --------
          • Set DrkC_DPS_Real[DrkC_XY_TempInt] = (Random real number between DrkC_DPSMin[DrkC_Level[DrkC_XY_TempInt]] and DrkC_DPSMax[DrkC_Level[DrkC_XY_TempInt]])
          • -------- ------------------------------------------------ --------
          • -------- > Create Dark Circle in Targeted Point --------
          • -------- Create Black Circle --------
          • Set DrkC_TempPoint[1] = (Target point of ability being cast)
          • Unit - Create 1 DrkC_DummyTypes[1] for Neutral Passive at DrkC_TempPoint[1] facing (Random angle) degrees
          • Set DrkC_CCircle[DrkC_XY_TempInt] = (Last created unit)
          • Unit - Add Crow Form to DrkC_CCircle[DrkC_XY_TempInt]
          • Unit - Remove Crow Form from DrkC_CCircle[DrkC_XY_TempInt]
          • -------- Create Randomed Rune --------
          • Set DrkC_TempPoint[2] = (Target point of ability being cast)
          • Unit - Create 1 DrkC_DummyTypes[(Random integer number between 2 and (DrkC_RuneCount + 1))] for Neutral Passive at DrkC_TempPoint[2] facing (Random angle) degrees
          • Set DrkC_CRune[DrkC_XY_TempInt] = (Last created unit)
          • Unit - Add Crow Form to DrkC_CRune[DrkC_XY_TempInt]
          • Unit - Remove Crow Form from DrkC_CRune[DrkC_XY_TempInt]
          • -------- Create Sound --------
          • Set DrkC_TempPoint[3] = (Target point of ability being cast)
          • Sound - Play DrkC_Sound at 100.00% volume, located at DrkC_TempPoint[3] with Z offset 0.00
          • -------- ------------------------------------------------ --------
          • -------- > Transparent Function --------
          • Set DrkC_Boolean_TransparentOut[DrkC_XY_TempInt] = True
          • Set DrkC_Boolean_TransparentIn[DrkC_XY_TempInt] = True
          • Set DrkC_Transparent[DrkC_XY_TempInt] = 100.00
          • Animation - Change DrkC_CCircle[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
          • Animation - Change DrkC_CRune[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
          • -------- ------------------------------------------------ --------
          • -------- > Visibility Modifier --------
          • Set DrkC_TempPoint[4] = (Target point of ability being cast)
          • Visibility - Create an initially Enabled visibility modifier for DrkC_Player[DrkC_XY_TempInt] emitting Visibility from DrkC_TempPoint[4] to a radius of DrkC_VM_AoE[DrkC_Level[DrkC_XY_TempInt]]
          • Set DrkC_VisibilityModifier[DrkC_XY_TempInt] = (Last created visibility modifier)
          • -------- ======================== --------
          • -------- Remove Leak/s --------
          • Custom script: call RemoveLocation( udg_DrkC_TempPoint[1])
          • Custom script: call RemoveLocation( udg_DrkC_TempPoint[2])
          • Custom script: call RemoveLocation( udg_DrkC_TempPoint[3])
          • Custom script: call RemoveLocation( udg_DrkC_TempPoint[4])
          • -------- ======================== --------
    • DrkC_Loop_Main
      • DrkC Loop Main
        • Events
        • Conditions
        • Actions
          • -------- ======================== -------- ======================== --------
          • -------- PLEASE DO NOT MODIFY UNLESS YOU KNOW WHAT YOU ARE DOING!! --------
          • -------- ======================== -------- ======================== --------
          • For each (Integer DrkC_X) from 1 to DrkC_Y, do (Actions)
            • Loop - Actions
              • Set DrkC_XY_TempInt = DrkC_Y_Index[DrkC_X]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • DrkC_Boolean_TransparentOut[DrkC_XY_TempInt] Equal to False
                • Then - Actions
                  • -------- ======================== --------
                  • -------- Destroy those handle --------
                  • Visibility - Destroy DrkC_VisibilityModifier[DrkC_XY_TempInt]
                  • Unit - Remove DrkC_CCircle[DrkC_XY_TempInt] from the game
                  • Unit - Remove DrkC_CRune[DrkC_XY_TempInt] from the game
                  • -------- ======================== --------
                  • -------- RecycleIndex --------
                  • Set DrkC_Duration_Real[DrkC_XY_TempInt] = 0.00
                  • Set DrkC_PerSec[DrkC_XY_TempInt] = 0.00
                  • Set DrkC_CCircle[DrkC_XY_TempInt] = No unit
                  • Set DrkC_CRune[DrkC_XY_TempInt] = No unit
                  • Set DrkC_Y_Index[DrkC_X] = DrkC_Y_Index[DrkC_Y]
                  • Set DrkC_Y_Index[DrkC_Y] = DrkC_XY_TempInt
                  • Set DrkC_X = (DrkC_X - 1)
                  • Set DrkC_Y = (DrkC_Y - 1)
                  • -------- > When the value of Y is 0, you must turn off this Trigger --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DrkC_Y Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                      • Skip remaining actions
                    • Else - Actions
                • Else - Actions
                  • -------- ======================== --------
                  • -------- When the Dark Circle Summoned --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DrkC_Boolean_TransparentIn[DrkC_XY_TempInt] Equal to True
                    • Then - Actions
                      • -------- ======================== --------
                      • -------- Transparent Function --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DrkC_Transparent[DrkC_XY_TempInt] Less than or equal to 0.00
                        • Then - Actions
                          • Set DrkC_Boolean_TransparentIn[DrkC_XY_TempInt] = False
                          • Animation - Change DrkC_CCircle[DrkC_XY_TempInt]'s vertex coloring to (0.00%, 0.00%, 0.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
                        • Else - Actions
                          • Set DrkC_Transparent[DrkC_XY_TempInt] = (DrkC_Transparent[DrkC_XY_TempInt] - DrkC_TransparentIn_Speed)
                          • Animation - Change DrkC_CCircle[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
                          • Animation - Change DrkC_CRune[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
                      • -------- ======================== --------
                    • Else - Actions
                      • -------- ======================== --------
                      • -------- When the SPELL DURATION reach -0.000 --------
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • DrkC_Boolean_TransparentOut[DrkC_XY_TempInt] Equal to True
                          • DrkC_Duration_Real[DrkC_XY_TempInt] Less than or equal to 0.00
                        • Then - Actions
                          • -------- ======================== --------
                          • -------- Transparent Function --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DrkC_Transparent[DrkC_XY_TempInt] Greater than or equal to 100.00
                            • Then - Actions
                              • Set DrkC_Boolean_TransparentOut[DrkC_XY_TempInt] = False
                            • Else - Actions
                              • Set DrkC_Transparent[DrkC_XY_TempInt] = (DrkC_Transparent[DrkC_XY_TempInt] + DrkC_TransparentOut_Speed)
                              • Animation - Change DrkC_CCircle[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
                              • Animation - Change DrkC_CRune[DrkC_XY_TempInt]'s vertex coloring to (100.00%, 100.00%, 100.00%) with DrkC_Transparent[DrkC_XY_TempInt]% transparency
                          • -------- ======================== --------
                        • Else - Actions
                          • -------- ======================== --------
                          • -------- Spell Duration Function --------
                          • Set DrkC_Duration_Real[DrkC_XY_TempInt] = (DrkC_Duration_Real[DrkC_XY_TempInt] - DrkC_Loop)
                          • -------- ======================== --------
                          • -------- Damage Per Sec Function --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • DrkC_PerSec[DrkC_XY_TempInt] Less than or equal to 0.00
                            • Then - Actions
                              • -------- ------------------------------------------------ --------
                              • -------- > Unit Group --------
                              • Set DrkC_UnitGroup[DrkC_XY_TempInt] = (Units within DrkC_AoE[DrkC_Level[DrkC_XY_TempInt]] of (Position of DrkC_CCircle[DrkC_XY_TempInt]))
                              • Unit Group - Pick every unit in DrkC_UnitGroup[DrkC_XY_TempInt] and do (Actions)
                                • Loop - Actions
                                  • Set DrkC_TempUnit[1] = (Picked unit)
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • (DrkC_TempUnit[1] is alive) Equal to True
                                      • (DrkC_TempUnit[1] is Magic Immune) Equal to False
                                      • (DrkC_TempUnit[1] belongs to an enemy of DrkC_Player[DrkC_XY_TempInt]) Equal to True
                                    • Then - Actions
                                      • Set DrkC_TempPoint[1] = (Position of DrkC_TempUnit[1])
                                      • -------- > SFX --------
                                      • Special Effect - Create a special effect at DrkC_TempPoint[1] using DrkC_SFX
                                      • Special Effect - Destroy (Last created special effect)
                                      • -------- > Do Damage --------
                                      • Unit - Cause DrkC_Caster[DrkC_XY_TempInt] to damage DrkC_TempUnit[1], dealing DrkC_DPS_Real[DrkC_XY_TempInt] damage of attack type DrkC_AttackType and damage type DrkC_DamageType
                                      • -------- > Armor Reduce --------
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • (DrkC_TempUnit[1] is in DrkC_ArmorReduce_UnitGroup) Equal to False
                                        • Then - Actions
                                          • -------- ======================== --------
                                          • -------- > Turn On Trigger Loop --------
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • DrkC_Yr Equal to 0
                                            • Then - Actions
                                              • Trigger - Turn on DrkC Loop Sub <gen>
                                            • Else - Actions
                                          • -------- ======================== --------
                                          • -------- Indexing Function --------
                                          • Set DrkC_Yr = (DrkC_Yr + 1)
                                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            • If - Conditions
                                              • DrkC_Yr Greater than DrkC_Yr_maxSize
                                            • Then - Actions
                                              • Set DrkC_Yr_Index[DrkC_Yr] = DrkC_Yr
                                              • Set DrkC_Yr_maxSize = DrkC_Yr
                                            • Else - Actions
                                          • Set DrkC_XYr_TempInt = DrkC_Yr_Index[DrkC_Yr]
                                          • -------- ======================== --------
                                          • -------- Save All Data --------
                                          • -------- > Save Enemy Unit --------
                                          • Set DrkC_rUnit[DrkC_XYr_TempInt] = DrkC_TempUnit[1]
                                          • -------- > Save Armor Reduce Duration --------
                                          • Set DrkC_rDuration_Real[DrkC_XYr_TempInt] = DrkC_ArmorReduce_Duration[DrkC_Level[DrkC_XY_TempInt]]
                                          • -------- ======================== --------
                                          • -------- > Add Armor Reduce in saved unit --------
                                          • Unit - Add DrkC_ArmorReduce to DrkC_rUnit[DrkC_XYr_TempInt]
                                          • -------- > Add the saved unit in Unit Group --------
                                          • Unit Group - Add DrkC_rUnit[DrkC_XYr_TempInt] to DrkC_ArmorReduce_UnitGroup
                                          • -------- ======================== --------
                                        • Else - Actions
                                          • -------- ======================== --------
                                          • -------- When the unit stay in Dark Circle, his armor decreases until the Dark Circle disappear --------
                                          • -------- So, longer stay in Dark Circle, more armor decreases --------
                                          • For each (Integer DrkC_Xr) from 1 to DrkC_Yr, do (Actions)
                                            • Loop - Actions
                                              • Set DrkC_XYr_TempInt = DrkC_Yr_Index[DrkC_Xr]
                                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                • If - Conditions
                                                  • DrkC_rUnit[DrkC_XYr_TempInt] Equal to DrkC_TempUnit[1]
                                                  • (DrkC_rUnit[DrkC_XYr_TempInt] is in DrkC_ArmorReduce_UnitGroup) Equal to True
                                                  • (Level of DrkC_ArmorReduce for DrkC_rUnit[DrkC_XYr_TempInt]) Not equal to DrkC_ArmorReduce_MaxLvl
                                                • Then - Actions
                                                  • Unit - Set level of DrkC_ArmorReduce for DrkC_rUnit[DrkC_XYr_TempInt] to ((Level of DrkC_ArmorReduce for DrkC_rUnit[DrkC_XYr_TempInt]) + 1)
                                                • Else - Actions
                                          • -------- ======================== --------
                                      • -------- ======================== --------
                                      • -------- Remove Leak/s --------
                                      • Custom script: call RemoveLocation( udg_DrkC_TempPoint[1])
                                      • -------- ======================== --------
                                    • Else - Actions
                              • -------- ------------------------------------------------ --------
                              • -------- > Refill --------
                              • Set DrkC_PerSec[DrkC_XY_TempInt] = 1.00
                              • -------- ======================== --------
                              • -------- Remove Leak/s --------
                              • Custom script: call DestroyGroup( udg_DrkC_UnitGroup[ udg_DrkC_XY_TempInt])
                              • -------- ======================== --------
                            • Else - Actions
                              • -------- ------------------------------------------------ --------
                              • -------- > Duration Function --------
                              • Set DrkC_PerSec[DrkC_XY_TempInt] = (DrkC_PerSec[DrkC_XY_TempInt] - DrkC_Loop)
                              • -------- ------------------------------------------------ --------
                  • -------- ======================== --------
                  • -------- Dummy Spin Function --------
                  • -------- > Dont Spin the CCircle in Trans In and Trans Out --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DrkC_Duration_Real[DrkC_XY_TempInt] Greater than 0.00
                      • DrkC_Boolean_TransparentIn[DrkC_XY_TempInt] Equal to False
                    • Then - Actions
                      • -------- Tree Chop A --------
                      • Set DrkC_TempPoint[2] = (Position of DrkC_CCircle[DrkC_XY_TempInt])
                      • Unit - Make DrkC_CCircle[DrkC_XY_TempInt] face ((Facing of DrkC_CCircle[DrkC_XY_TempInt]) + DrkC_Spin_CCircle) over 0.00 seconds
                      • Destructible - Pick every destructible within DrkC_AoE[DrkC_Level[DrkC_XY_TempInt]] of DrkC_TempPoint[2] and do (Actions)
                        • Loop - Actions
                          • Set DrkC_TempDest[1] = (Picked destructible)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (DrkC_TempDest[1] is alive) Equal to True
                              • (DrkC_TempDest[1] is invulnerable) Equal to False
                            • Then - Actions
                              • Unit - Unhide DrkC_TreeChopper
                              • Unit - Order DrkC_TreeChopper to Harvest DrkC_TempDest[1]
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • (Current order of DrkC_TreeChopper) Equal to (Order(harvest))
                                • Then - Actions
                                  • Destructible - Kill DrkC_TempDest[1]
                                • Else - Actions
                              • Unit - Order DrkC_TreeChopper to Stop
                              • Unit - Hide DrkC_TreeChopper
                            • Else - Actions
                      • Custom script: call RemoveLocation( udg_DrkC_TempPoint[2])
                    • Else - Actions
                  • -------- > The CRune spin always until the SPELL DURATION reach -0.000 --------
                  • Unit - Make DrkC_CRune[DrkC_XY_TempInt] face ((Facing of DrkC_CRune[DrkC_XY_TempInt]) - DrkC_Spin_CRune) over 0.00 seconds
                  • -------- ======================== --------
    • DrkC_Loop_Sub
      • DrkC Loop Sub
        • Events
        • Conditions
        • Actions
          • -------- ======================== -------- ======================== --------
          • -------- PLEASE DO NOT MODIFY UNLESS YOU KNOW WHAT YOU ARE DOING!! --------
          • -------- ======================== -------- ======================== --------
          • For each (Integer DrkC_Xr) from 1 to DrkC_Yr, do (Actions)
            • Loop - Actions
              • Set DrkC_XYr_TempInt = DrkC_Yr_Index[DrkC_Xr]
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • DrkC_rDuration_Real[DrkC_XYr_TempInt] Less than or equal to 0.00
                      • (DrkC_rUnit[DrkC_XYr_TempInt] is dead) Equal to True
                • Then - Actions
                  • -------- ======================== --------
                  • -------- Destroy those Handle --------
                  • Unit Group - Remove DrkC_rUnit[DrkC_XYr_TempInt] from DrkC_ArmorReduce_UnitGroup
                  • Unit - Remove DrkC_ArmorReduce from DrkC_rUnit[DrkC_XYr_TempInt]
                  • -------- ======================== --------
                  • -------- RecycleIndex --------
                  • Set DrkC_rDuration_Real[DrkC_XYr_TempInt] = 0.00
                  • Set DrkC_rUnit[DrkC_XYr_TempInt] = No unit
                  • Set DrkC_Yr_Index[DrkC_Xr] = DrkC_Yr_Index[DrkC_Yr]
                  • Set DrkC_Yr_Index[DrkC_Yr] = DrkC_XYr_TempInt
                  • Set DrkC_Xr = (DrkC_Xr - 1)
                  • Set DrkC_Yr = (DrkC_Yr - 1)
                  • -------- > When the value of Yr is 0, you must turn off this Trigger --------
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • DrkC_Yr Equal to 0
                    • Then - Actions
                      • Trigger - Turn off (This trigger)
                      • Skip remaining actions
                    • Else - Actions
                • Else - Actions
                  • -------- ======================== --------
                  • -------- Duration Function --------
                  • Set DrkC_rDuration_Real[DrkC_XYr_TempInt] = (DrkC_rDuration_Real[DrkC_XYr_TempInt] - DrkC_Loop)
                  • -------- ======================== --------


    Changelog

    • Add Negative Armor
    • Add Tree Chopper (Destroy Trees)
    • Fixed Tooltip
     

    Attached Files:

  20. BlueSaint

    BlueSaint

    Joined:
    Jun 18, 2012
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    Oh, so now GUIers do 0.03125 loop too? Wasn't a thing in my GUI days :O
     
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