Spell Rise of the Ents

waaaks!

Zinctified
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256
nice spell, but the nicest among the screenies is the grass, how did u do that?

maybe shrubs that has larger scaling....+rep if i can?
 

Sim

Forum Administrator
Staff member
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534
Code:
Rise of Ents
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set Hero = (Units within 500.00 of (Position of (Triggering unit)) matching (((Level of Rise of Ents  for (Matching unit)) Greater than 0) and ((Number of living Treant units owned by (Owner of (Matching unit))) Less than or equal to 6)))
        Unit Group - Pick every unit in Hero and do (Actions)
            Loop - Actions
                Set Int = (Level of Rise of Ents  for (Picked unit))
                Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
                Unit - Create Int Treant for (Owner of (Picked unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Custom script:   call DestroyGroup(udg_Hero)

There are 3 point leaks in this trigger. Fix that.

Also, you should mention in the spell that the maximum number of treants one can have is 6. I almost thought it was a bug. ;)
 

Sim

Forum Administrator
Staff member
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534
Don't worry, as long as they're in the Spells awaiting approval thread you don't need to bump the spells ;)
 

Tinki3

Special Member
Reaction score
418
For this spell to reach the stage of approval, it will need to change from being a leaky trigger as such:
Code:
Rise of Ents
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set Hero = (Units within 500.00 of (Position of (Triggering unit)) matching (((Level of Rise of Ents  for (Matching unit)) Greater than 0) and ((Number of living Treant units owned by (Owner of (Matching unit))) Less than or equal to 6)))
        Unit Group - Pick every unit in Hero and do (Actions)
            Loop - Actions
                Set Int = (Level of Rise of Ents  for (Picked unit))
                Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Charm\CharmTarget.mdl
                Unit - Create Int Treant for (Owner of (Picked unit)) at (Position of (Triggering unit)) facing Default building facing degrees
        Custom script:   call DestroyGroup(udg_Hero)
To a leakless one:
Code:
Rise of Ents
    Events
        Unit - A unit Dies
    Conditions
    Actions
        Set ROE_Point = (Position of (Triggering unit))
        Set ROE_Group = (Units within 500.00 of ROE_Point matching (((Level of Rise of Ents  for (Matching unit)) Greater than 0) and ((Number of living Treant units owned by (Owner of (Matching unit))) Less than or equal to 5)))
        Unit Group - Pick every unit in ROE_Group and do (Actions)
            Loop - Actions
                Set ROE_Int = (Level of Rise of Ents  for (Picked unit))
                Special Effect - Create a special effect at ROE_Point using Abilities\Spells\Other\Charm\CharmTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Create ROE_Int Treant for (Owner of (Picked unit)) at ROE_Point facing Default building facing degrees
        Custom script:   call RemoveLocation(udg_ROE_Point)
        Custom script:   call DestroyGroup(udg_ROE_Group)
Also, I noticed that you wanted to limit the number of Treants allowed to be on the map at one time, to 6.
But I got 7.

Here's why:
The condition, "((Number of living Treant units owned by (Owner of (Matching unit))) Less than or equal to 6)))" works just fine,
but you were using it "wrong" in a sense.

What I'm saying, is that, when a unit dies, and the Number of living Treants owned by the hero with the ability is equal to 6, what will happen, is that, the trigger will say to itself, "yup, the number of treants owned by that player is equal to 6, so I'll create one more".

And next time a unit dies, that condition would then only really start to kick in, as the # of living Treants owned by that player is 7.
See what I mean? So if you change the 6 to a 5, you'll get what you wanted - a limitation of 6 living treants on the map, at one time.

Nice spell btw, good concept.
 

Oninuva

You can change this now in User CP.
Reaction score
221
Ah.. I havn't visited TH for so long. Well, updated on first post. Does this get.. un-graveyarded and approved?

OMG, IM BACK? I hope.
 

Oninuva

You can change this now in User CP.
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Hey you think it's possible if you can delete all the posts by me before this and after the first post? I am trying to take away some of the pages of this thread. Also can you change title to;

[Spell] Rise of the Ents

That would be great, thanks.
 

Fluffball

Well-Known Member
Reaction score
35
You call kill one of your treants and get 3 back :D

Nice spell, simple, but effective... nice eyecandy too, not over done.

good job
 

Romek

Super Moderator
Reaction score
964
Wow.. Ancient thread. :D
Post the code.
 
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