It's a follow up map to lily's sunken(not made by me)
Lily's Sunken Part2 V0.3 Properties:
- 2v2 Team Based TD
- Entire new map
- Multiple towers with upgrades(example: slow tower, siege tower, fire tower,etc.)
- Each team gets gold for each mob it kills
- Both teams will have 30 lives
- Has 45 levels at the moment like in Sunken TD by Lily.w3x
- Treasure bonus in the beginning
[Bugz]
- Player 3 and 4 not enabled yet
- Still working on spawning circles[Major Bug, look below for explenation], when bug is fixed i can implement player 3 and 4
- Working on advanced buildings(still overpowered but fun)
the spawning circle bug:
there are 2 monster spawns: player12(brown) & player11(dark green)
when first lvl monsters are killed their "food used" should become "0"(zero) or "less then 1", this triggers a bonus at the end of the level and makes it continue to the next.
but due to a trigger problem in the triggerfile "sledeci level" in the trigger folder "Neprijatelj", the next lvl won't start.
if you think you can help me, then pls pm/email me!
~Skylamark
here are is the code of "Sledeci level":
Lily's Sunken Part2 V0.3 Properties:
- 2v2 Team Based TD
- Entire new map
- Multiple towers with upgrades(example: slow tower, siege tower, fire tower,etc.)
- Each team gets gold for each mob it kills
- Both teams will have 30 lives
- Has 45 levels at the moment like in Sunken TD by Lily.w3x
- Treasure bonus in the beginning
[Bugz]
- Player 3 and 4 not enabled yet
- Still working on spawning circles[Major Bug, look below for explenation], when bug is fixed i can implement player 3 and 4
- Working on advanced buildings(still overpowered but fun)
the spawning circle bug:
there are 2 monster spawns: player12(brown) & player11(dark green)
when first lvl monsters are killed their "food used" should become "0"(zero) or "less then 1", this triggers a bonus at the end of the level and makes it continue to the next.
but due to a trigger problem in the triggerfile "sledeci level" in the trigger folder "Neprijatelj", the next lvl won't start.
if you think you can help me, then pls pm/email me!
~Skylamark
here are is the code of "Sledeci level":
Trigger:
- Events
- Player - Player 12 (Brown)'s Food used becomes Less than 1.00
- Player - Player 11 (Dark Green)'s Food used becomes Less than 1.00
- Conditions
- Zivoti Greater than 0
- And - All (Conditions) are true
- Conditions
- (Player 12 (Brown) Food used) Equal to 0
- (Player 11 (Dark Green) Food used) Equal to 0
- Conditions
- Actions
- If (LevelNo Equal to 45) then do (Trigger - Run Pobeda <gen> (ignoring conditions)) else do (Do nothing)
- If (LevelNo Equal to 45) then do (Skip remaining actions) else do (Do nothing)
- Set Bonus = (LevelNo x 55)
- If (LevelNo Equal to ((LevelNo / 10) x 10)) then do (Player Group - Pick every player in (All players) and do (Player - Add Bonus to (Picked player) Current gold)) else do (Do nothing)
- If (LevelNo Equal to ((LevelNo / 10) x 10)) then do (Game - Display to (All players) for 6.00 seconds the text: -------------------...) else do (Do nothing)
- If (LevelNo Equal to ((LevelNo / 10) x 10)) then do (Game - Display to (All players) for 6.00 seconds the text: (You earned a |cffffffccbonus|r: + ((String(Bonus)) + gold coins!))) else do (Do nothing)
- If (LevelNo Equal to ((LevelNo / 10) x 10)) then do (Game - Display to (All players) for 6.00 seconds the text: -------------------...) else do (Do nothing)
- Set LevelNo = (LevelNo + 1)
- Set LevelReal = (LevelReal + 1.00)
- Player Group - Pick every player in (All players) and do (Player - Add (LevelNo x 60) to (Picked player) Current gold)
- Countdown Timer - Start Tajmer as a One-shot timer that will expire in 10.00 seconds
- Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(LevelNo))) + in: )
- Wait 10.00 seconds
- Countdown Timer - Destroy (Last created timer window)
- Game - Display to (All players) for 10.00 seconds the text: (Level + ((String(LevelNo)) + ( : + EnemyName[LevelNo])))
- Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to LevelNo
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- LevelNo Equal to 17
- Then - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Loop - Actions
- Trigger - Run Pl1L17Spawn <gen> (checking conditions)
- Trigger - Run Pl2L17Spawn <gen> (checking conditions)
- Trigger - Run Pl3L17Spawn <gen> (checking conditions)
- Trigger - Run Pl4L17Spawn <gen> (checking conditions)
- Wait 0.10 seconds
- Loop - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- LevelNo Equal to 32
- Then - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Loop - Actions
- Trigger - Run Pl1L32Spawn <gen> (checking conditions)
- Trigger - Run Pl2L32Spawn <gen> (checking conditions)
- Trigger - Run Pl3L32Spawn <gen> (checking conditions)
- Trigger - Run Pl4L32Spawn <gen> (checking conditions)
- Wait 0.10 seconds
- Loop - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- LevelNo Equal to 40
- Then - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Loop - Actions
- Trigger - Run Pl1L40Spawn <gen> (checking conditions)
- Trigger - Run Pl2L40Spawn <gen> (checking conditions)
- Trigger - Run Pl3L40Spawn <gen> (checking conditions)
- Trigger - Run Pl4L40Spawn <gen> (checking conditions)
- Wait 0.10 seconds
- Loop - Actions
- For each (Integer A) from 1 to 30, do (Actions)
- Else - Actions
- For each (Integer A) from 1 to 60, do (Actions)
- Loop - Actions
- Trigger - Run Pl1Spawn <gen> (checking conditions)
- Trigger - Run Pl2Spawn <gen> (checking conditions)
- Trigger - Run Pl3Spawn <gen> (checking conditions)
- Trigger - Run Pl4Spawn <gen> (checking conditions)
- Wait 0.10 seconds
- Loop - Actions
- For each (Integer A) from 1 to 60, do (Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions