NAoW Features

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DM Cross

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This thread is for the members of Thehelper.net to drop a few ideas for map features. Now, what is a feature?

The Avatar is a feature, for one. When you obtain the 6 Avatar items, your hero is transformed into the Demigod, with very powerful skills and stats. Now, naturally, it's going to be fairly hard to get these items. As of now, all you have to do is buy them from the Traveling Merchant, but they each cost 500 gold. 500 gold x 6 items = 3000 gold. I doubt most players get 3k gold to throw around! :p

The Traveling Merchant is also a new feature. He's an item-selling character that teleports around the map. Right now, all he sells is the 6 Avatar items, because I haven't gotten a chance to do a lot of item work. That, however, will change! :)

Another POSSIBLE feature is that the two corner mines may become Satyr Camps. Each Satyr Camp will send waves of their army into the two nearby mines, giving the map a much higher danger factor, and a slight TD feel. You can vote on this feature here.

So, do you have any Feature ideas? If so, please tell me! :D NAoW needs your ideas to make it great!
 
Did you acually make the traveling mechant teleport around the map or just put multible traveling mechants becasue if you did make it teleport around I would love to know how you did that because I could use that in my game for my mechant.
 
Yes, he actually teleports. And of course I'll show ya how! :) First thing you need is regions, 1 for each stop. Then, these 5 triggers:

CreateMerchant
Events
Map initialization
Conditions
Actions
Unit - Create 1 Traveling Merchant for Neutral Passive at (Center of Merchant1 <gen>) facing Default building facing degrees

MerchantMove1
Events
Unit - A unit enters Merchant1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Wait 450.00 seconds
Unit - Move (Triggering unit) instantly to (Center of Merchant2 <gen>)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl

MerchantMove2
Events
Unit - A unit enters Merchant2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Wait 450.00 seconds
Unit - Move (Triggering unit) instantly to (Center of Merchant3 <gen>)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl

MerchantMove3
Events
Unit - A unit enters Merchant3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Wait 450.00 seconds
Unit - Move (Triggering unit) instantly to (Center of Merchant4 <gen>)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl

MerchantMove4
Events
Unit - A unit enters Merchant4 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Neutral Passive
Actions
Wait 450.00 seconds
Unit - Move (Triggering unit) instantly to (Center of Merchant1 <gen>)
Special Effect - Create a special effect attached to the origin of (Triggering unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl


Ta da! The first trigger will create the Merchant at region1. Then, the other triggers detect when he enters, waits so people can buy from him, and then teleports him again to the next region. The special effect is just so it's not like he appears out of thin air.

Hope that helps you.
 
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