Ghost Lake RPG

Saiza

New Member
Reaction score
10
Yeah!
It always feels like the day before christmas when I wait for a new RPG that is coming out... :p +rep for making good map
 

Sooda

Diversity enchants
Reaction score
318
Oh hi ! It' s me again, Sooda :rolleyes: Good to hear you are going well (Sry for my english, it sucks I know it too.). School takes so much time I know it myself, even I got troubles with it and speare time (Trying to get my school things ok, but it dosn' t go so well... ) You and your bro (Of course others too) have done so huge work thank you for that. Don' t get depressed and stay happy (Atleast try :) ) Good luck with your almost finished map what looks so promising.
By the way your music choise fits to rpg game good, it is so... um... relaxing :p
 

Chocobo

White-Flower
Reaction score
409
I stopped using WE until next holidays (1 month and 1 week left until it).

I do not have a so fast computer (1,8 Ghz without Double-Heart, so it is like a 1,050 Ghz one), it takes around 6~7 min to load my map in WE, so its why (I have only 9h per week in my computer, if I start working, I can't get off the computer for more than 4h, so understand?).
 

Chocobo

White-Flower
Reaction score
409
The Version 2.91 has been released!
The Download Link is : http://www.freewebs.com/worldeditorhelper/Ghost Lake RPG v2.91.w3x
The Mirror Link is : http://www.freewebs.com/worldeditorhelper

There were already 75.3 Mb Uploaded from the site on the last month (From the 17th September to 1st October), which is equal to 30 hits on the map.
A total of 365.2 Mb has been Uploaded during all the months (From 2nd September) the map has stand on the site, equal to 147 downloads.


Added to the map :
  • Fixed some bugs with abilities.
  • Changed the ability Seek to Far Sight Id. Seek retains its old name.
  • Added a Super Creep at the spawn point, where you can kill it indefinitely.
  • Fixed some abilities errors.
  • Fixed some leaks in some triggers.
  • Added a multi-instanceable multiboard.
  • The new multiboard handles stats, and give points automaticly.
  • Whenever you kill a unit, you gain an experiance point, depending of the dying unit's level.
  • Some triggers weren't working at start, fixed it.
  • The demo map is currently working only Rebellion Mode.
  • Fixed some game crashes issue.
  • Fixed some spelling errors.
  • Missile abilities may kill the caster now.
  • Spawner Unit (Invisible and Unselectable) is now retained in the real-time, they are the spawning point of creeps (156 Creeps Spawners).
  • Decreased a bit the loading time via merging some .slk files.


Current Map Status :
  • Map Name : Ghost Lake RPG v2.91
  • Expansion Required : Yes
  • Map Type : Custom
  • Playable Map Size : 256x256
  • Map Size Description : Epic
  • Tileset : Northrend
  • Total Units : 166
  • Items : 0 (Max : 256)
  • Doodads (Trees/Destructibles) : 5869 (Max : 6144)
  • Doodads (Others) : 1777 (Max : 8192)
  • Rects : 0
  • Cameras : 0
  • Triggers : 63
  • Variables : 56
  • Sounds : 2
  • Custom Objects (Total) : 22 Standard, 474 Custom
  • Custom Units : 0 Standard, 95 Custom
  • Custom Items : 0 Standard, 91 Custom
  • Custom Destructibles : 6 Standard, 2 Custom
  • Custom Doodads : 16 Standard, 6 Custom
  • Custom Abilities : 0 Standard, 198 Custom
  • Custom Buffs/Effects : 0 Standard, 82 Custom
  • Custom Upgrades : 0 Standard, 0 Custom


An overview of some Engine's Triggers :

Code:
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

Code:
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

Code:
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

Code:
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

Code:
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

Code:
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))

Code:
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

Code:
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

Code:
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)

Code:
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

Code:
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

Code:
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

Code:
Set Spawner Group
    Events
        Map initialization
    Conditions
    Actions
        Set SpawnerGroup = (Units of type   Spawner)

Code:
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

Code:
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)
 

Sooda

Diversity enchants
Reaction score
318
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.
 

NiKaNoRoU_GR

New Member
Reaction score
115
say,
let's bump.
Since Chocobo won't be working on this for now, just see the posts!!!
when she gets back to it, will be great!!!
 

Chocobo

White-Flower
Reaction score
409
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.

Terrain needs a lot, I know. I am currently looking for a good terrainer that can remake that 256x256 map before 23 december. After, I am going to work a lot in.

Since I was handling 4 projects at same time, I am now only working a bit on Ghost Lake RPG. I am going to do some debug tests and make all abilities working fine and MUI.


I should be able to release today a new version. There will be the anti-penguin function because penguins were overriding the game and the computer.
 

Cal1991

New Member
Reaction score
7
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...
 

Chocobo

White-Flower
Reaction score
409
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...

Its because I didn't fix the mega mass creep bug. I forget to remove them. Almost 1500 creeps along the map is IMPOSIBLE for a computer. (mines crashed after 3 minutes, so..)

And :p

The map is almost dead, I need a terrainer and a quest maker that can make a million of quests :D (no 50 are enough XDDD).
I did all the game engine and the spawning system, and so does for the rebellion system mode, but game modes aren't ready yet.
 

Sooda

Diversity enchants
Reaction score
318
You know so much about JASS, GUI, World Editor and you just are going to give up on Ghoust Lake RPG :eek: ! If you have done so much already then make a bit more and it is finished. I would even enjoy escorting a chicken form one map side to another. Ask from 2-P she can make awsome things with terrain palette. Nice atleast my PC didn' t crashed just slowed down. You don' t need to have 1500 units on map at start, do you ? Reduce it to 100 and it' s OK :D . I' m batteling with my own map right now it sure is hard work what mappers do but result could be nice and you even maybe get fan club or something :D You know 99 % of (O)RPGs out there are pure crap. You got the know how how to make a map what could be one of best ones.
 
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