NiKaNoRoU_GR said:Any new releases?
School, is it?Chocobo said:No. No time to work for the moment. I wait until next holidays or before if I can.
Create Choosers
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 9, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 Chooser for (Player((Integer A))) at (Point(-15750.00, -15750.00)) facing Default building facing (270.0) degrees
Set Chooser[(Integer A)] = (Last created unit)
Camera - Pan camera for (Player((Integer A))) to (Point(-15750.00, -15750.00)) over 0.00 seconds
Else - Actions
Initialize Start Game Hero Item
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Set HeroItem[1] = Light Knight
Set HeroItem[2] = Paladin
Set HeroItem[3] = Blademaster
Set HeroItem[4] = Swordsman
Set HeroItem[5] = Mountain Giant
Set HeroItem[6] = The Machine
Set HeroItem[7] = Command Tank
Set HeroItem[8] = Death Knight
Set HeroItem[9] = Pulse Revenant
Set HeroItem[10] = Demon Lord
Set HeroItem[11] = Warrior
Set HeroItem[12] = Dark Giant
Set HeroItem[13] = Archer
Set HeroItem[14] = Control Turret
Set HeroItem[15] = Game Warden
Set HeroItem[16] = Rifleman
Set HeroItem[17] = Huntyr
Set HeroItem[18] = Pandaren
Set HeroItem[19] = Sephiroth
Set HeroItem[20] = Artillery Pad
Set HeroItem[21] = Apache
Set HeroItem[22] = Doomed
Set HeroItem[23] = Bone Fletcher
Set HeroItem[24] = Headhunter
Set HeroItem[25] = Priest
Set HeroItem[26] = Crystal Mage
Set HeroItem[27] = Druid
Set HeroItem[28] = Tactical Wraith
Set HeroItem[29] = Digital Tank
Set HeroItem[30] = Faerie Dragon
Set HeroItem[31] = Energy Shaman
Set HeroItem[32] = Magic Fiend
Set HeroItem[33] = Acolyte
Set HeroItem[34] = Death Lich
Set HeroItem[35] = Spirit Walker
Set HeroItem[36] = Ghost
Initialize Start Game Hero Define
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Set HeroType[1] = Light Knight
Set HeroType[2] = Paladin
Set HeroType[3] = Blademaster
Set HeroType[4] = Swordsman
Set HeroType[5] = Mountain Giant
Set HeroType[6] = The Machine
Set HeroType[7] = Command Tank
Set HeroType[8] = Death Knight
Set HeroType[9] = Pulse Revenant
Set HeroType[10] = Demon Lord
Set HeroType[11] = Warrior
Set HeroType[12] = Dark Giant
Set HeroType[13] = Archer
Set HeroType[14] = Control Turret
Set HeroType[15] = Game Warden
Set HeroType[16] = Rifleman
Set HeroType[17] = Huntyr
Set HeroType[18] = Pandaren
Set HeroType[19] = Sephiroth
Set HeroType[20] = Artillery Pad
Set HeroType[21] = Apache
Set HeroType[22] = Doomed
Set HeroType[23] = Bone Fletcher
Set HeroType[24] = Headhunter
Set HeroType[25] = Priest
Set HeroType[26] = Crystal Mage
Set HeroType[27] = Druid
Set HeroType[28] = Tactical Wraith
Set HeroType[29] = Digital Tank
Set HeroType[30] = Faerie Dragon
Set HeroType[31] = Energy Shaman
Set HeroType[32] = Magic Fiend
Set HeroType[33] = Acolyte
Set HeroType[34] = Death Lich
Set HeroType[35] = Spirit Walker
Set HeroType[36] = Ghost
Initialize Start Game Spell Item
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Set SkillItem[1] = Bloodlust
Set SkillItem[2] = Frenzy
Set SkillItem[3] = Inner Fire
Set SkillItem[4] = Sleeping Regen
Set SkillItem[5] = Teleportation Reincarnation
Set SkillItem[6] = Divine Wind
Set SkillItem[7] = Air Boots
Set SkillItem[8] = Time Dimention
Set SkillItem[9] = Absorb Life
Set SkillItem[10] = Defend
Set SkillItem[11] = Magic Shield
Set SkillItem[12] = Critical Strike
Set SkillItem[13] = Evasion
Set SkillItem[14] = Angel Blow
Set SkillItem[15] = Counterblow
Set SkillItem[16] = Evasive Shield
Set SkillItem[17] = Forge's Weapon
Set SkillItem[18] = Shadow Training
Set SkillItem[19] = Maniement
Set SkillItem[20] = Power Life
Set SkillItem[21] = Forge Strike
Set SkillItem[22] = Seek
Set SkillItem[23] = Lantern
Set SkillItem[24] = Flame Strike
Set SkillItem[25] = Bolt of Fire
Set SkillItem[26] = Fire Storm
Set SkillItem[27] = Snowballs
Set SkillItem[28] = Frost Nova
Set SkillItem[29] = Ice Shards
Set SkillItem[30] = Water Wave
Set SkillItem[31] = Thunder Storm
Set SkillItem[32] = Purge
Set SkillItem[33] = Magic Burn
Set SkillItem[34] = Lightning Force
Set SkillItem[35] = Absorb
Set SkillItem[36] = Flying Jump
Set SkillItem[37] = Angel's Strike
Set SkillItem[38] = Venom Strike
Set SkillItem[39] = Lightbolt
Set SkillItem[40] = Stomp
Set SkillItem[41] = Slap
Set SkillItem[42] = Track
Set SkillItem[43] = Roar
Set SkillItem[44] = Lightning Shield
Set SkillItem[45] = Holybolt
Set SkillItem[46] = Healing Chain
Set SkillItem[47] = Healing Ward
Set SkillItem[48] = Full Heal
Set SkillItem[49] = Healing Blast
Set SkillItem[50] = Quick Teleportation
Set SkillItem[51] = Heal
Set SkillItem[52] = Hex Ray
Set SkillItem[53] = Polymorph Ray
Set SkillItem[54] = Time Waste
Set SkillItem[55] = Rejuvenation
Initialize Start Game Spell Define
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Set SpellDefine[1] = Bloodlust
Set SpellDefine[2] = Frenzy
Set SpellDefine[3] = Inner Fire
Set SpellDefine[4] = Sleeping Regen
Set SpellDefine[5] = Teleportation Reincarnation
Set SpellDefine[6] = Divine Wind
Set SpellAirBoots[1] = Air Boots 1
Set SpellAirBoots[2] = Air Boots 2
Set SpellAirBoots[3] = Air Boots 3
Set SpellAirBoots[4] = Air Boots 4
Set SpellAirBoots[5] = Air Boots 5
Set SpellAirBoots[6] = Air Boots 6
Set SpellAirBoots[7] = Air Boots 7
Set SpellAirBoots[8] = Air Boots 8
Set SpellAirBoots[9] = Air Boots 9
Set SpellAirBoots[10] = Air Boots 10
Set SpellAirBoots[11] = Air Boots 11
Set SpellAirBoots[12] = Air Boots 12
Set SpellAirBoots[13] = Air Boots 13
Set SpellAirBoots[14] = Air Boots 14
Set SpellAirBoots[15] = Air Boots 15
Set SpellAirBoots[16] = Air Boots 16
Set SpellAirBoots[17] = Air Boots 17
Set SpellAirBoots[18] = Air Boots 18
Set SpellAirBoots[19] = Air Boots 19
Set SpellAirBoots[20] = Air Boots 20
Set SpellDefine[8] = Time Dimention
Set SpellDefine[9] = Absorb Life
Set SpellDefine[10] = Defend
Set SpellDefine[11] = Magic Shield
Set SpellDefine[12] = Critical Strike
Set SpellDefine[13] = Evasion
Set SpellDefine[14] = Angel Blow
Set SpellDefine[15] = Counterblow
Set SpellDefine[16] = Evasive Shield
Set SpellDefine[17] = Forge's Weapon
Set SpellDefine[18] = Shadow Training
Set SpellDefine[19] = Maniement (Info Button)
Set SpellManiement[1] = Maniement 1
Set SpellManiement[2] = Maniement 2
Set SpellManiement[3] = Maniement 3
Set SpellManiement[4] = Maniement 4
Set SpellManiement[5] = Maniement 5
Set SpellManiement[6] = Maniement 6
Set SpellManiement[7] = Maniement 7
Set SpellManiement[8] = Maniement 8
Set SpellManiement[9] = Maniement 9
Set SpellManiement[10] = Maniement 10
Set SpellManiement[11] = Maniement 11
Set SpellManiement[12] = Maniement 12
Set SpellManiement[13] = Maniement 13
Set SpellManiement[14] = Maniement 14
Set SpellManiement[15] = Maniement 15
Set SpellManiement[16] = Maniement 16
Set SpellManiement[17] = Maniement 17
Set SpellManiement[18] = Maniement 18
Set SpellManiement[19] = Maniement 19
Set SpellManiement[20] = Maniement 20
Set SpellDefine[20] = Power Life
Set SpellDefine[21] = Forge's Strike
Set SpellDefine[22] = Seek
Set SpellDefine[23] = Lantern
Set SpellDefine[24] = Flame Strike
Set SpellDefine[25] = Bolt of Fire
Set SpellDefine[26] = Fire Storm
Set SpellDefine[27] = Snowballs
Set SpellDefine[28] = Frost Nova
Set SpellDefine[29] = Ice Shards
Set SpellDefine[30] = Water Wave
Set SpellDefine[31] = Thunder Storm
Set SpellDefine[32] = Purge
Set SpellDefine[33] = Magic Burn
Set SpellDefine[34] = Lightning Force
Set SpellDefine[35] = Absorb
Set SpellDefine[36] = Flying Jump
Set SpellDefine[37] = Angel's Strike
Set SpellDefine[38] = Venom Strike
Set SpellDefine[39] = Lightbolt
Set SpellDefine[40] = Stomp
Set SpellDefine[41] = Slap
Set SpellDefine[42] = Track
Set SpellDefine[43] = Roar
Set SpellDefine[44] = Lightning Shield
Set SpellDefine[45] = Holybolt
Set SpellDefine[46] = Healing Chain
Set SpellDefine[47] = Healing Ward
Set SpellDefine[48] = Full Heal
Set SpellDefine[49] = Healing Blast
Set SpellDefine[50] = Quick Teleportation
Set SpellDefine[51] = Heal
Set SpellDefine[52] = Hex Ray
Set SpellDefine[53] = Polymorph Ray
Set SpellDefine[54] = Time Waste
Set SpellDefine[55] = Rejuvenation
Chooser Reset
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Reset Items
Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
Item - Remove (Item carried by Chooser[(Player number of (Owner of (Triggering unit)))] in slot (Integer A))
Start Game
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Start Game
Actions
Set DoubleItems = False
Set HeroNumber = 0
Set Loop = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of items carried by (Triggering unit)) Not equal to 6
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: |CFFED1C24Warning :...
Skip remaining actions
Else - Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
For each (Integer B) from ((Integer A) - 1) to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item carried by (Triggering unit) in slot ((Integer B) + 1)))
(Integer A) Not equal to ((Integer B) + 1)
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: |CFFED1C24Warning :...
Skip remaining actions
Else - Actions
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
For each (Integer B) from 1 to 36, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to HeroItem[(Integer B)]
Then - Actions
Set HeroNumber = (HeroNumber + 1)
Set HeroItemTarget = HeroType[(Integer B)]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
HeroNumber Not equal to 1
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: |CFFED1C24Warning :...
Skip remaining actions
Else - Actions
Unit - Create 1 HeroItemTarget for (Owner of (Triggering unit)) at (Point(0.00, 0.00)) facing Default building facing (270.0) degrees
Set Hero[(Player number of (Owner of (Triggering unit)))] = (Last created unit)
For each (Integer B) from 1 to 6, do (Actions)
Loop - Actions
For each (Integer A) from 1 to 55, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer A) Equal to 7
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to SkillItem[7]
Then - Actions
Set Loop = (Loop + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 1
Then - Actions
Set Ability1[(Player number of (Owner of (Triggering unit)))] = SpellAirBoots[1]
Set AbilityNum1[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 2
Then - Actions
Set Ability2[(Player number of (Owner of (Triggering unit)))] = SpellAirBoots[1]
Set AbilityNum2[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 3
Then - Actions
Set Ability3[(Player number of (Owner of (Triggering unit)))] = SpellAirBoots[1]
Set AbilityNum3[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 4
Then - Actions
Set Ability4[(Player number of (Owner of (Triggering unit)))] = SpellAirBoots[1]
Set AbilityNum4[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
Set Ability5[(Player number of (Owner of (Triggering unit)))] = SpellAirBoots[1]
Set AbilityNum5[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Integer A) Equal to 19
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to SkillItem[19]
Then - Actions
Set Loop = (Loop + 1)
Unit - Add Maniement (Info Button) to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 1
Then - Actions
Set Ability1[(Player number of (Owner of (Triggering unit)))] = SpellManiement[1]
Set AbilityNum1[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 2
Then - Actions
Set Ability2[(Player number of (Owner of (Triggering unit)))] = SpellManiement[1]
Set AbilityNum2[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 3
Then - Actions
Set Ability3[(Player number of (Owner of (Triggering unit)))] = SpellManiement[1]
Set AbilityNum3[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 4
Then - Actions
Set Ability4[(Player number of (Owner of (Triggering unit)))] = SpellManiement[1]
Set AbilityNum4[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
Set Ability5[(Player number of (Owner of (Triggering unit)))] = SpellManiement[1]
Set AbilityNum5[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to SkillItem[(Integer A)]
Then - Actions
Set Loop = (Loop + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 1
Then - Actions
Set Ability1[(Player number of (Owner of (Triggering unit)))] = SpellDefine[(Integer A)]
Set AbilityNum1[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 2
Then - Actions
Set Ability2[(Player number of (Owner of (Triggering unit)))] = SpellDefine[(Integer A)]
Set AbilityNum2[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 3
Then - Actions
Set Ability3[(Player number of (Owner of (Triggering unit)))] = SpellDefine[(Integer A)]
Set AbilityNum3[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Loop Equal to 4
Then - Actions
Set Ability4[(Player number of (Owner of (Triggering unit)))] = SpellDefine[(Integer A)]
Set AbilityNum4[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
Set Ability5[(Player number of (Owner of (Triggering unit)))] = SpellDefine[(Integer A)]
Set AbilityNum5[(Player number of (Owner of (Triggering unit)))] = (Integer A)
Else - Actions
Unit - Add Ability1[(Player number of (Owner of (Triggering unit)))] to (Last created unit)
Unit - Add Ability2[(Player number of (Owner of (Triggering unit)))] to (Last created unit)
Unit - Add Ability3[(Player number of (Owner of (Triggering unit)))] to (Last created unit)
Unit - Add Ability4[(Player number of (Owner of (Triggering unit)))] to (Last created unit)
Unit - Add Ability5[(Player number of (Owner of (Triggering unit)))] to (Last created unit)
Hero - Modify unspent skill points of (Last created unit): Set to 5 points
Hero - Learn skill for (Last created unit): Level Up Ability 1
Hero - Learn skill for (Last created unit): Level Up Ability 2
Hero - Learn skill for (Last created unit): Level Up Ability 3
Hero - Learn skill for (Last created unit): Level Up Ability 4
Hero - Learn skill for (Last created unit): Level Up Ability 5
Unit - Remove (Triggering unit) from the game
Initialize Register
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Equal to 0
Then - Actions
Unit - Set the custom value of (Picked unit) to 1
Trigger - Add to Show Damages <gen> the event (Unit - (Picked unit) Takes damage)
Else - Actions
Register Units
Events
Unit - A unit enters (Playable map area)
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Not equal to Chooser
(Custom value of (Triggering unit)) Equal to 0
Actions
Unit - Set the custom value of (Triggering unit) to 1
Trigger - Add to Show Damages <gen> the event (Unit - (Triggering unit) Takes damage)
Show Damages
Events
Conditions
(Damage taken) Not equal to 0.00
Actions
Custom script: local unit udg_source
Custom script: local real udg_DamageFactor
Set loc = (Position of (Triggering unit))
Set DamageDealt = (Damage taken)
Set source = (Damage source)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Damage source)) Equal to Blademaster
Then - Actions
Set DamageDealt = ((Damage taken) x 0.80)
Set DamageFactor = ((Damage taken) x 0.05)
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((Damage taken) - DamageDealt))
Floating Text - Create floating text that reads ((String((Integer(DamageDealt)))) + !) at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
For each (Integer A) from 1 to 5, do (Actions)
Loop - Actions
Wait 0.33 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is alive) Equal to True
Then - Actions
Set loc = (Position of (Triggering unit))
Floating Text - Create floating text that reads ((String((Integer(DamageFactor)))) + !) at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
Else - Actions
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Damage source)) Equal to Rifleman
(Unit-type of (Damage source)) Equal to Archer
Then - Actions
Set RandomInt = (Random real number between 0.00 and 100.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RandomInt Less than 13.00
Then - Actions
Set DamageDealt = ((Damage taken) x 0.65)
Set DamageFactor = ((Damage taken) x 0.05)
Else - Actions
Set DamageDealt = ((Damage taken) x 0.81)
Set DamageFactor = ((Damage taken) x 0.06)
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + ((Damage taken) - DamageDealt))
Floating Text - Create floating text that reads ((String((Integer(DamageDealt)))) + !) at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
For each (Integer A) from 1 to 9, do (Actions)
Loop - Actions
Wait 0.33 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is alive) Equal to True
Then - Actions
Set loc = (Position of (Triggering unit))
Floating Text - Create floating text that reads ((String((Integer(DamageFactor)))) + !) at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
Else - Actions
Skip remaining actions
Else - Actions
Floating Text - Create floating text that reads ((String((Integer(DamageDealt)))) + !) at (Center of (Playable map area)) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
Set source = No unit
Level Up Ability
Events
Unit - A unit Learns a skill
Conditions
Or - Any (Conditions) are true
Conditions
(Learned Hero Skill) Equal to Level Up Ability 1
(Learned Hero Skill) Equal to Level Up Ability 2
(Learned Hero Skill) Equal to Level Up Ability 3
(Learned Hero Skill) Equal to Level Up Ability 4
(Learned Hero Skill) Equal to Level Up Ability 5
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Level Up Ability 1
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum1[(Player number of (Owner of (Triggering unit)))] Equal to 7
Then - Actions
Unit - Remove SpellAirBoots[((Level of Level Up Ability 1 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellAirBoots[(Level of Level Up Ability 1 for (Triggering unit))] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum1[(Player number of (Owner of (Triggering unit)))] Equal to 19
Then - Actions
Unit - Remove SpellManiement[((Level of Level Up Ability 1 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellManiement[(Level of Level Up Ability 1 for (Triggering unit))] to (Triggering unit)
Unit - Increase level of Maniement (Info Button) for (Triggering unit)
Else - Actions
Unit - Increase level of Ability1[AbilityNum1[(Player number of (Owner of (Triggering unit)))]] for (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Level Up Ability 2
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum2[(Player number of (Owner of (Triggering unit)))] Equal to 7
Then - Actions
Unit - Remove SpellAirBoots[((Level of Level Up Ability 2 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellAirBoots[(Level of Level Up Ability 2 for (Triggering unit))] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum2[(Player number of (Owner of (Triggering unit)))] Equal to 19
Then - Actions
Unit - Remove SpellManiement[((Level of Level Up Ability 2 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellManiement[(Level of Level Up Ability 2 for (Triggering unit))] to (Triggering unit)
Unit - Increase level of Maniement (Info Button) for (Triggering unit)
Else - Actions
Unit - Increase level of Ability2[AbilityNum2[(Player number of (Owner of (Triggering unit)))]] for (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Level Up Ability 3
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum3[(Player number of (Owner of (Triggering unit)))] Equal to 7
Then - Actions
Unit - Remove SpellAirBoots[((Level of Level Up Ability 3 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellAirBoots[(Level of Level Up Ability 3 for (Triggering unit))] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum3[(Player number of (Owner of (Triggering unit)))] Equal to 19
Then - Actions
Unit - Remove SpellManiement[((Level of Level Up Ability 3 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellManiement[(Level of Level Up Ability 3 for (Triggering unit))] to (Triggering unit)
Unit - Increase level of Maniement (Info Button) for (Triggering unit)
Else - Actions
Unit - Increase level of Ability3[AbilityNum3[(Player number of (Owner of (Triggering unit)))]] for (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Level Up Ability 4
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum4[(Player number of (Owner of (Triggering unit)))] Equal to 7
Then - Actions
Unit - Remove SpellAirBoots[((Level of Level Up Ability 4 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellAirBoots[(Level of Level Up Ability 4 for (Triggering unit))] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum4[(Player number of (Owner of (Triggering unit)))] Equal to 19
Then - Actions
Unit - Remove SpellManiement[((Level of Level Up Ability 4 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellManiement[(Level of Level Up Ability 4 for (Triggering unit))] to (Triggering unit)
Unit - Increase level of Maniement (Info Button) for (Triggering unit)
Else - Actions
Unit - Increase level of Ability4[AbilityNum4[(Player number of (Owner of (Triggering unit)))]] for (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Level Up Ability 5
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum5[(Player number of (Owner of (Triggering unit)))] Equal to 7
Then - Actions
Unit - Remove SpellAirBoots[((Level of Level Up Ability 5 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellAirBoots[(Level of Level Up Ability 5 for (Triggering unit))] to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
AbilityNum5[(Player number of (Owner of (Triggering unit)))] Equal to 19
Then - Actions
Unit - Remove SpellManiement[((Level of Level Up Ability 5 for (Triggering unit)) - 1)] from (Triggering unit)
Unit - Add SpellManiement[(Level of Level Up Ability 5 for (Triggering unit))] to (Triggering unit)
Unit - Increase level of Maniement (Info Button) for (Triggering unit)
Else - Actions
Unit - Increase level of Ability5[AbilityNum5[(Player number of (Owner of (Triggering unit)))]] for (Triggering unit)
Else - Actions
Unit Death
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in TeleReincarnation) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 30.00 seconds the text: Revival in 30 secon...
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Point(0.00, 0.00)), Show revival graphics
Skip remaining actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is in RebellionGroup) Equal to True
Then - Actions
Unit Group - Remove (Triggering unit) from RebellionGroup
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Killing unit) is A Hero) Equal to True
Then - Actions
Hero - Add (Point-value of (Triggering unit)) experience to (Killing unit), Show level-up graphics
Else - Actions
Wait 6.00 seconds
Unit - Remove (Triggering unit) from the game
Set Spawner Group
Events
Map initialization
Conditions
Actions
Set SpawnerGroup = (Units of type Spawner)
Spawn Creeps Test
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Set position1 = (Position of (Random unit from SpawnerGroup))
Set RandomInt = (Real((Random integer number between 1 and 9)))
Set position2 = (Position of Hero[(Integer(RandomInt))])
Unit - Create 1 Penguin Soldier for Player 12 (Brown) at position1 facing position2
Unit - Order (Last created unit) to Attack-Move To position2
Unit Group - Add (Last created unit) to RebellionGroup
Auto Attack Engine
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in RebellionGroup and do (Actions)
Loop - Actions
Extra - Call ForGroup A Grouped Attack to A Unit (Condition : Target unit is a Hero, mass units available, and split all groups to multiple ones for a massive attack on all heroes)
Nice, but I could not play it beacause of huge lag (Looks like my machine is too old to manage so huge 3D or not inaf virtual memory [256 DDR].) I made Digital Tank with abilities and I began in somekind abbadon village where were benguins ( How to spell it ?) and they attacked me. I got from it so huge lag I could not do anything- game slowed down. Before when choosed my hero it was standable (Means almost OK to play.)
I' m suspecting somekind of bug (Or did these benguins had to attack me so many times ?) ? I got from killing creeps many level ups in few mins, almost ~40.
And if all was ment to be so could you try to reduce lag more for slower PCs ? Maybe there dosn' t need to be all creeps on map when you don' t see them even (I mean maybe somekind of sensible creep spawn system, where only creeps spawn where heroes (Palyers) move at the moment.
From hero choosing it looked good though, but terrain needs alot improvement.
Nice, but I could not play it beacause of huge lag (Looks like my machine is too old to manage so huge 3D or not inaf virtual memory [256 DDR].) I made Digital Tank with abilities and I began in somekind abbadon village where were benguins ( How to spell it ?) and they attacked me. I got from it so huge lag I could not do anything- game slowed down. Before when choosed my hero it was standable (Means almost OK to play.)
I' m suspecting somekind of bug (Or did these benguins had to attack me so many times ?) ? I got from killing creeps many level ups in few mins, almost ~40.
And if all was ment to be so could you try to reduce lag more for slower PCs ? Maybe there dosn' t need to be all creeps on map when you don' t see them even (I mean maybe somekind of sensible creep spawn system, where only creeps spawn where heroes (Palyers) move at the moment.
From hero choosing it looked good though, but terrain needs alot improvement.
Same thing happend to me, it was fine until I chose a hero and then it became so laggy I hard a hard time clicking on the menu.... and my PC isn't THAT terribly old...