Arena An Angel Arena Revolution - The War of Souls

Is this a good idea?


  • Total voters
    10

HeX.16

Isn't Trollin You Right Now
Reaction score
131
SIMPLE

Trigger:
  • Transparancy
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Transparency (Vampire Lord)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 3
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 95.00% transparency
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 2
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 88.00% transparency
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 1
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 83.00% transparency
        • Else - Actions
COMPLEX(Sorta)
Trigger:
  • Desolate
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Desolate (Hijiku)
    • Actions
      • Set UnitVarCaster3 = (Triggering unit)
      • Set UnitVarPicked = (Target unit of ability being cast)
      • Unit - Add FlyHeight (Hijiku) to UnitVarCaster3
      • Unit - Remove FlyHeight (Hijiku) from UnitVarCaster3
      • Unit - Add Attach (Hijiku) to UnitVarCaster3
      • Unit - Make UnitVarCaster3 Invulnerable
      • Unit - Pause UnitVarCaster3
      • Animation - Play UnitVarCaster3's stand, ready animation
      • For each (Integer A) from 1 to (5 x (Level of Desolate (Hijiku) for UnitVarCaster3)), do (Actions)
        • Loop - Actions
          • Wait 0.27 game-time seconds
          • Animation - Play UnitVarCaster3's slam animation
          • Unit - Set life of UnitVarCaster3 to ((Life of UnitVarCaster3) + (15.00 x (Real((Level of Desolate (Hijiku) for UnitVarCaster3)))))
          • Animation - Change UnitVarCaster3 flying height to 50.00 at 0.00
          • Set TempLoc15 = (Position of UnitVarPicked)
          • Set TempLoc7 = (Random point in (Region centered at TempLoc15 with size (80.00, 80.00)))
          • Unit - Move UnitVarCaster3 instantly to TempLoc7, facing TempLoc15
          • Special Effect - Create a special effect attached to the chest of UnitVarCaster3 using Abilities\Weapons\MurgulMagicMissile\MurgulMagicMissile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Make UnitVarCaster3 face UnitVarPicked over 0.00 seconds
          • Special Effect - Create a special effect attached to the chest of UnitVarPicked using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
          • Animation - Play UnitVarCaster3's attack animation
          • Unit - Cause UnitVarCaster3 to damage UnitVarPicked, dealing 50.00 damage of attack type Spells and damage type Normal
          • Custom script: call RemoveLocation(udg_TempLoc7)
          • Custom script: call RemoveLocation(udg_TempLoc15)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Life of UnitVarPicked) Less than 25.00
            • Then - Actions
              • Animation - Change UnitVarCaster3 flying height to 0.00 at 50.00
              • Special Effect - Create a special effect attached to the origin of UnitVarPicked using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause UnitVarCaster3 to damage UnitVarPicked, dealing 500.00 damage of attack type Spells and damage type Normal
              • Unit - Unpause UnitVarCaster3
              • Unit - Make UnitVarCaster3 Vulnerable
              • Unit - Remove Attach (Hijiku) from UnitVarCaster3
              • Animation - Reset UnitVarCaster3's animation
              • Custom script: call RemoveLocation(udg_TempLoc7)
              • Custom script: call RemoveLocation(udg_TempLoc15)
              • Custom script: set udg_UnitVarPicked = null
              • Custom script: set udg_UnitVarCaster3 = null
              • Skip remaining actions
            • Else - Actions
      • Animation - Change UnitVarCaster3 flying height to 0.00 at 50.00
      • Unit - Unpause UnitVarCaster3
      • Unit - Make UnitVarCaster3 Vulnerable
      • Unit - Remove Attach (Hijiku) from UnitVarCaster3
      • Animation - Reset UnitVarCaster3's animation
      • Custom script: call RemoveLocation(udg_TempLoc7)
      • Custom script: call RemoveLocation(udg_TempLoc15)
      • Custom script: set udg_UnitVarPicked = null
      • Custom script: set udg_UnitVarCaster3 = null
 

Durandal

New Member
Reaction score
11
Then I would say most will be complex, to the best of my knowledge, considering most involve complex triggers for object engine actions(like boulders that bounce off of units and walls, etc etc).
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Ok cool. Will look for your map. Also edited the above post to make it...readable.
 

Durandal

New Member
Reaction score
11
Ok cool. Will look for your map. Also edited the above post to make it...readable.

When it's ready for beta test, Renudaru will send me the map with all the work she's done(and I'll give her bucket loads of rep, or at least as much as I'm allowed to :p) I'll update Zeratul with the Dark Templar sounds from SC, then proceed to make the items, and do creep balance.

The I'll protect the map, and submit it for betatesting!
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Let us take a look at the poll.
Is this a good idea?

3 say "yes"
4 say "meh"
and 3 say "your an idiot"
Seems like negative out weigh positive...
 

Renendaru

(Evol)ution is nothing without love.
Reaction score
309
By completed I meant their spells... As in triggers.
 

Durandal

New Member
Reaction score
11
I know ;) But I meant Cthulu didn't need triggered spells

Let us take a look at the poll.
Is this a good idea?

3 say "yes"
4 say "meh"
and 3 say "your an idiot"
Seems like negative out weigh positive...

We've already established I'm an idiot
 

Durandal

New Member
Reaction score
11
Okay, new problem

How do I extract sounds from Starcraft?

EDIT: Solved my own problem
 

Chaos_Knight

New Member
Reaction score
39
SIMPLE

Trigger:
  • Transparancy
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Transparency (Vampire Lord)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 3
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 95.00% transparency
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 2
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 88.00% transparency
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Learned skill level) Equal to 1
        • Then - Actions
          • Animation - Change (Learning Hero)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 83.00% transparency
        • Else - Actions
COMPLEX(Sorta)
Trigger:
  • Desolate
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Desolate (Hijiku)
    • Actions
      • Set UnitVarCaster3 = (Triggering unit)
      • Set UnitVarPicked = (Target unit of ability being cast)
      • Unit - Add FlyHeight (Hijiku) to UnitVarCaster3
      • Unit - Remove FlyHeight (Hijiku) from UnitVarCaster3
      • Unit - Add Attach (Hijiku) to UnitVarCaster3
      • Unit - Make UnitVarCaster3 Invulnerable
      • Unit - Pause UnitVarCaster3
      • Animation - Play UnitVarCaster3's stand, ready animation
      • For each (Integer A) from 1 to (5 x (Level of Desolate (Hijiku) for UnitVarCaster3)), do (Actions)
        • Loop - Actions
          • Wait 0.27 game-time seconds
          • Animation - Play UnitVarCaster3's slam animation
          • Unit - Set life of UnitVarCaster3 to ((Life of UnitVarCaster3) + (15.00 x (Real((Level of Desolate (Hijiku) for UnitVarCaster3)))))
          • Animation - Change UnitVarCaster3 flying height to 50.00 at 0.00
          • Set TempLoc15 = (Position of UnitVarPicked)
          • Set TempLoc7 = (Random point in (Region centered at TempLoc15 with size (80.00, 80.00)))
          • Unit - Move UnitVarCaster3 instantly to TempLoc7, facing TempLoc15
          • Special Effect - Create a special effect attached to the chest of UnitVarCaster3 using Abilities\Weapons\MurgulMagicMissile\MurgulMagicMissile.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Make UnitVarCaster3 face UnitVarPicked over 0.00 seconds
          • Special Effect - Create a special effect attached to the chest of UnitVarPicked using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
          • Special Effect - Destroy (Last created special effect)
          • Animation - Play UnitVarCaster3's attack animation
          • Unit - Cause UnitVarCaster3 to damage UnitVarPicked, dealing 50.00 damage of attack type Spells and damage type Normal
          • Custom script: call RemoveLocation(udg_TempLoc7)
          • Custom script: call RemoveLocation(udg_TempLoc15)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Life of UnitVarPicked) Less than 25.00
            • Then - Actions
              • Animation - Change UnitVarCaster3 flying height to 0.00 at 50.00
              • Special Effect - Create a special effect attached to the origin of UnitVarPicked using Abilities\Spells\Undead\Possession\PossessionMissile.mdl
              • Special Effect - Destroy (Last created special effect)
              • Unit - Cause UnitVarCaster3 to damage UnitVarPicked, dealing 500.00 damage of attack type Spells and damage type Normal
              • Unit - Unpause UnitVarCaster3
              • Unit - Make UnitVarCaster3 Vulnerable
              • Unit - Remove Attach (Hijiku) from UnitVarCaster3
              • Animation - Reset UnitVarCaster3's animation
              • Custom script: call RemoveLocation(udg_TempLoc7)
              • Custom script: call RemoveLocation(udg_TempLoc15)
              • Custom script: set udg_UnitVarPicked = null
              • Custom script: set udg_UnitVarCaster3 = null
              • Skip remaining actions
            • Else - Actions
      • Animation - Change UnitVarCaster3 flying height to 0.00 at 50.00
      • Unit - Unpause UnitVarCaster3
      • Unit - Make UnitVarCaster3 Vulnerable
      • Unit - Remove Attach (Hijiku) from UnitVarCaster3
      • Animation - Reset UnitVarCaster3's animation
      • Custom script: call RemoveLocation(udg_TempLoc7)
      • Custom script: call RemoveLocation(udg_TempLoc15)
      • Custom script: set udg_UnitVarPicked = null
      • Custom script: set udg_UnitVarCaster3 = null


> COMPLEX(Sorta)

You dont have to twice null.
 
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