Spellpack Waterbourne!

Vestras

Retired
Reaction score
249
Import difficulty: nearly none.
GUI/JASS: GUI
MUI: Yes, one of them, as far as I know. (The spell called "Sea Movement")
MPI: All of them should be MPI.

Massive Wave Tooltip:
Type: Active.
Buff: None.
Cooldown: 20s.

Creates waves random points in a area of 400, which creates small explosions of water, dealing tiny/small/medium/huge/incredible amounts of damage to enemies in a range of 400 from the caster.

Sea Movement Tooltip:
Type: Beam.
Buff: None.
Cooldown: 8s.

The Waterbourne shoots a ball of water from the targeted place, hides himself in water, and moves, invisible, to the targeted place. When he reach the targeted place, he unhides himself, dealing damage around the targeted place.

Waveskin tooltip:
Type: Active.
Buff: None.
Cooldown: 30s.

When low on health, the Waterbourne has a trick: Waterskin. the Waterbourne turns himself into water, hiding for 5/7,5/10/12,5/150 seconds and healing.

Tsunami tooltip:

Type: Active.
Buff: None.
Cooldown: 90s.

The Waterbourne channels through 30 seconds, and thereafter, all the Waterbourne's wrath is unleashed into a deadly explosion of water, which paralyses all hit opponents.

Screenies:
WC3ScrnShot_011808_105758_03copy-1.jpg

A pic of Massive Wave.

WC3ScrnShot_012008_161713_02copy.jpg

A pic of Sea Movement.

WC3ScrnShot_012108_152147_01copy.jpg

A pic of Waveskin (looks much better ingame)

WC3ScrnShot_012108_152226_03copy.jpg

WC3ScrnShot_012108_152223_02copy.jpg

2 pics of Tsunami (looks much better ingame)

How to implement: (GUI)
JASS:
Copy the triggers and paste them into your map. Also remember the abilities.


Codes: (GUI)

Massive Wave:
Code:
Massive Wave Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Massive Wave 
    Actions
        Set MW_PlayerNumber = (Player number of (Owner of (Triggering unit)))
        Set MW_Caster[MW_PlayerNumber] = (Casting unit)
        Set MW_CasterLoc[MW_PlayerNumber] = (Position of MW_Caster[MW_PlayerNumber])
        Set MW_Region[MW_PlayerNumber] = (Region centered at MW_CasterLoc[MW_PlayerNumber] with size (400.00, 400.00))
        Set MW_Units[MW_PlayerNumber] = (Units within 400.00 of MW_CasterLoc[MW_PlayerNumber] matching (((Owner of (Matching unit)) is an enemy of (Owner of MW_Caster[MW_PlayerNumber])) Equal to True))
        If ((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]) Equal to 1) then do (Set MW_Damage = ((Real((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]))) x 2.00)) else do (Do nothing)
        If ((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]) Equal to 2) then do (Set MW_Damage = ((Real((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]))) x 3.00)) else do (Do nothing)
        If ((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]) Equal to 3) then do (Set MW_Damage = ((Real((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]))) x 4.00)) else do (Do nothing)
        If ((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]) Equal to 4) then do (Set MW_Damage = ((Real((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]))) x 5.00)) else do (Do nothing)
        If ((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]) Equal to 5) then do (Set MW_Damage = ((Real((Level of Massive Wave  for MW_Caster[MW_PlayerNumber]))) x 6.00)) else do (Do nothing)
        Countdown Timer - Start MW_Timer[MW_PlayerNumber] as a Repeating timer that will expire in 0.30 seconds
        Unit - Pause MW_Caster[MW_PlayerNumber]
        Wait 3.00 seconds
        Countdown Timer - Pause MW_Timer[MW_PlayerNumber]
        Unit - Unpause MW_Caster[MW_PlayerNumber]
        Custom script:   call DestroyGroup(udg_MW_Units[udg_MW_PlayerNumber])
        Custom script:   call RemoveRect(udg_MW_Region[udg_MW_PlayerNumber])
        Custom script:   call RemoveLocation(udg_MW_CasterLoc[udg_MW_PlayerNumber])
        Custom script:   set udg_MW_Damage = 0

Code:
Massive Wave Periodic
    Events
        Time - MW_Timer[1] expires
        Time - MW_Timer[2] expires
        Time - MW_Timer[3] expires
        Time - MW_Timer[4] expires
        Time - MW_Timer[5] expires
        Time - MW_Timer[6] expires
        Time - MW_Timer[7] expires
        Time - MW_Timer[8] expires
        Time - MW_Timer[9] expires
        Time - MW_Timer[10] expires
        Time - MW_Timer[11] expires
        Time - MW_Timer[12] expires
    Conditions
    Actions
        Set MW_RandomPoint1 = (Random point in MW_Region[(Integer A)])
        Set MW_RandomPoint2 = (Random point in MW_Region[(Integer A)])
        For each (Integer A) from 0 to 12, do (Actions)
            Loop - Actions
                Custom script:   exitwhen GetExpiredTimer() == udg_MW_Timer[GetForLoopIndexA()]
        Unit Group - Pick every unit in MW_Units[(Integer A)] and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Other\Drain\ManaDrainCaster.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Cause MW_Caster[(Integer A)] to damage (Picked unit), dealing MW_Damage damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the origin of MW_Caster[(Integer A)] using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Set life of MW_Caster[(Integer A)] to ((Life of MW_Caster[(Integer A)]) + 5.00)
                Special Effect - Create a special effect attached to the origin of MW_Caster[(Integer A)] using Abilities\Spells\Undead\FrostArmor\FrostArmorTarget.mdl
                Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at MW_RandomPoint1 using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit Group - Pick every unit in MW_Units[(Integer A)] and do (Actions)
            Loop - Actions
                Unit - Cause MW_Caster[(Integer A)] to damage (Picked unit), dealing MW_Damage damage of attack type Spells and damage type Normal
        Special Effect - Create a special effect at MW_RandomPoint2 using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit Group - Pick every unit in MW_Units[(Integer A)] and do (Actions)
            Loop - Actions
                Unit - Cause MW_Caster[(Integer A)] to damage (Picked unit), dealing MW_Damage damage of attack type Spells and damage type Normal

Waveskin:
Code:
Waveskin
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Waveskin 
    Actions
        Set WS_PlayerNumber = (Player number of (Owner of (Triggering unit)))
        Set WS_Caster[WS_PlayerNumber] = (Casting unit)
        Set WS_CasterLoc[WS_PlayerNumber] = (Position of WS_Caster[WS_PlayerNumber])
        Set WS_Units[WS_PlayerNumber] = (Units within 325.00 of (Position of WS_Caster[WS_PlayerNumber]) matching (((Owner of (Matching unit)) is an enemy of (Owner of WS_Caster[WS_PlayerNumber])) Equal to True))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Waveskin  for WS_Caster[WS_PlayerNumber]) Equal to 1
            Then - Actions
                Set WS_Seconds[WS_PlayerNumber] = 5
                Set WS_Life[WS_PlayerNumber] = 30.00
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Level of Waveskin  for WS_Caster[WS_PlayerNumber]) Equal to 2
                    Then - Actions
                        Set WS_Seconds[WS_PlayerNumber] = 7
                        Set WS_Life[WS_PlayerNumber] = 50.00
                    Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Level of Waveskin  for WS_Caster[WS_PlayerNumber]) Equal to 3
                            Then - Actions
                                Set WS_Seconds[WS_PlayerNumber] = 10
                                Set WS_Life[WS_PlayerNumber] = 75.00
                            Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    If - Conditions
                                        (Level of Waveskin  for WS_Caster[WS_PlayerNumber]) Equal to 4
                                    Then - Actions
                                        Set WS_Seconds[WS_PlayerNumber] = 12
                                        Set WS_Life[WS_PlayerNumber] = 100.00
                                    Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                            If - Conditions
                                                (Level of Waveskin  for WS_Caster[WS_PlayerNumber]) Equal to 5
                                            Then - Actions
                                                Set WS_Seconds[WS_PlayerNumber] = 15
                                                Set WS_Life[WS_PlayerNumber] = 125.00
                                            Else - Actions
                                                Do nothing
        Unit - Hide WS_Caster[WS_PlayerNumber]
        Unit - Pause WS_Caster[WS_PlayerNumber]
        Special Effect - Create a special effect at WS_CasterLoc[WS_PlayerNumber] using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Set life of WS_Caster[WS_PlayerNumber] to ((Life of WS_Caster[WS_PlayerNumber]) + WS_Life[WS_PlayerNumber])
        Custom script:   call RemoveLocation(udg_WS_CasterLoc[udg_WS_PlayerNumber])
        Wait (Real(WS_Seconds[WS_PlayerNumber])) seconds
        Unit - Unhide WS_Caster[WS_PlayerNumber]
        Set WS_CasterLoc[WS_PlayerNumber] = (Position of WS_Caster[WS_PlayerNumber])
        Special Effect - Create a special effect at MW_CasterLoc[WS_PlayerNumber] using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Unpause WS_Caster[WS_PlayerNumber]
        Selection - Select WS_Caster[WS_PlayerNumber] for (Owner of WS_Caster[WS_PlayerNumber])
        Unit Group - Pick every unit in WS_Units[WS_PlayerNumber] and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)
                Unit - Cause WS_Caster[WS_PlayerNumber] to damage (Picked unit), dealing WS_Life[WS_PlayerNumber] damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Unpause (Picked unit)
        Custom script:   call DestroyGroup(udg_WS_Units[udg_WS_PlayerNumber])
        Custom script:   set udg_WS_Seconds[udg_WS_PlayerNumber] = 0
        Custom script:   set udg_WS_Life[udg_WS_PlayerNumber] = 0
        Custom script:   call RemoveLocation(udg_WS_CasterLoc[udg_WS_PlayerNumber])

Sea Movement:
Code:
Sea Movement
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Sea Movement 
    Actions
        Set SM_PlayerNumber = (Player number of (Owner of (Triggering unit)))
        Set SM_Caster[SM_PlayerNumber] = (Casting unit)
        Set SM_CasterLoc[SM_PlayerNumber] = (Position of SM_Caster[SM_PlayerNumber])
        Set SM_TargetPoint[SM_PlayerNumber] = (Target point of ability being cast)
        Set SM_Units[SM_PlayerNumber] = (Units within 200.00 of SM_TargetPoint[SM_PlayerNumber] matching (((Owner of (Matching unit)) is an enemy of (Owner of SM_Caster[SM_PlayerNumber])) Equal to True))
        If ((Level of Sea Movement  for SM_Caster[SM_PlayerNumber]) Equal to 1) then do (Set SM_Damage[SM_PlayerNumber] = 25.00) else do (Do nothing)
        If ((Level of Sea Movement  for SM_Caster[SM_PlayerNumber]) Equal to 2) then do (Set SM_Damage[SM_PlayerNumber] = 50.00) else do (Do nothing)
        If ((Level of Sea Movement  for SM_Caster[SM_PlayerNumber]) Equal to 3) then do (Set SM_Damage[SM_PlayerNumber] = 75.00) else do (Do nothing)
        If ((Level of Sea Movement  for SM_Caster[SM_PlayerNumber]) Equal to 4) then do (Set SM_Damage[SM_PlayerNumber] = 100.00) else do (Do nothing)
        If ((Level of Sea Movement  for SM_Caster[SM_PlayerNumber]) Equal to 5) then do (Set SM_Damage[SM_PlayerNumber] = 125.00) else do (Do nothing)
        Unit - Hide SM_Caster[SM_PlayerNumber]
        Unit - Pause SM_Caster[SM_PlayerNumber]
        Special Effect - Create a special effect attached to the origin of SM_Caster[SM_PlayerNumber] using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Move SM_Caster[SM_PlayerNumber] instantly to SM_TargetPoint[SM_PlayerNumber]
        Unit - Unhide SM_Caster[SM_PlayerNumber]
        Special Effect - Create a special effect attached to the origin of SM_Caster[SM_PlayerNumber] using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Unpause SM_Caster[SM_PlayerNumber]
        Selection - Select SM_Caster[SM_PlayerNumber] for (Owner of SM_Caster[SM_PlayerNumber])
        Unit Group - Pick every unit in SM_Units[SM_PlayerNumber] and do (Actions)
            Loop - Actions
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Cause SM_Caster[SM_PlayerNumber] to damage (Picked unit), dealing SM_Damage[SM_PlayerNumber] damage of attack type Spells and damage type Normal
        Custom script:   call DestroyGroup(udg_SM_Units[udg_SM_PlayerNumber])
        Custom script:   call RemoveLocation(udg_SM_CasterLoc[udg_SM_PlayerNumber])
        Custom script:   call RemoveLocation(udg_SM_TargetPoint[udg_SM_PlayerNumber])
        Custom script:   set udg_SM_Caster[udg_SM_PlayerNumber] = null
        Custom script:   set udg_SM_PlayerNumber = 0

Tsunami:
Code:
Tsunami Cast
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Tsunami 
    Actions
        Set T_PlayerNumber = (Player number of (Owner of (Triggering unit)))
        Set T_Caster[T_PlayerNumber] = (Casting unit)
        Set T_CasterLoc[T_PlayerNumber] = (Position of T_Caster[T_PlayerNumber])
        Set T_Region[T_PlayerNumber] = (Region centered at T_CasterLoc[T_PlayerNumber] with size (1200.00, 1200.00))
        Set T_Units[T_PlayerNumber] = (Units within 1200.00 of T_CasterLoc[T_PlayerNumber] matching (((Owner of (Matching unit)) is an enemy of (Owner of T_Caster[T_PlayerNumber])) Equal to True))
        If ((Level of Tsunami  for T_Caster[T_PlayerNumber]) Equal to 1) then do (Set T_Damage[T_PlayerNumber] = 75.00) else do (Do nothing)
        If ((Level of Tsunami  for T_Caster[T_PlayerNumber]) Equal to 2) then do (Set T_Damage[T_PlayerNumber] = 150.00) else do (Do nothing)
        If ((Level of Tsunami  for T_Caster[T_PlayerNumber]) Equal to 3) then do (Set T_Damage[T_PlayerNumber] = 225.00) else do (Do nothing)
        Countdown Timer - Start T_Timer[T_PlayerNumber] as a Repeating timer that will expire in 0.50 seconds
        Unit - Pause T_Caster[T_PlayerNumber]
        Unit - Make T_Caster[T_PlayerNumber] Invulnerable
        Wait 40.00 seconds
        Countdown Timer - Pause T_Timer[T_PlayerNumber]
        Countdown Timer - Pause T_Seconds[T_PlayerNumber]
        Countdown Timer - Start T_TimerRun[T_PlayerNumber] as a Repeating timer that will expire in 0.30 seconds
        Wait 5.00 seconds
        Countdown Timer - Pause T_TimerRun[T_PlayerNumber]
        Unit - Unpause T_Caster[T_PlayerNumber]
        Unit - Make T_Caster[T_PlayerNumber] Vulnerable
        Custom script:   call DestroyGroup(udg_T_Units[udg_T_PlayerNumber])
        Custom script:   set udg_T_Damage[udg_T_PlayerNumber] = 0
        Custom script:   call RemoveRect(udg_T_Region[udg_T_PlayerNumber])
        Custom script:   call RemoveLocation(udg_T_CasterLoc[udg_T_PlayerNumber])
        Custom script:   set udg_T_PlayerNumber = 0

Code:
Tsunami Channel Periodic
    Events
        Time - T_Timer[1] expires
        Time - T_Timer[2] expires
        Time - T_Timer[3] expires
        Time - T_Timer[4] expires
        Time - T_Timer[5] expires
        Time - T_Timer[6] expires
        Time - T_Timer[7] expires
        Time - T_Timer[8] expires
        Time - T_Timer[9] expires
        Time - T_Timer[10] expires
        Time - T_Timer[11] expires
        Time - T_Timer[12] expires
    Conditions
    Actions
        Countdown Timer - Start T_Seconds[T_PlayerNumber] as a Repeating timer that will expire in (Random real number between 0.10 and 1.00) seconds
        Animation - Play T_Caster[T_PlayerNumber]'s birth animation

Code:
Tsunami Random Waves
    Events
        Time - T_Seconds[1] expires
        Time - T_Seconds[2] expires
        Time - T_Seconds[3] expires
        Time - T_Seconds[4] expires
        Time - T_Seconds[5] expires
        Time - T_Seconds[6] expires
        Time - T_Seconds[7] expires
        Time - T_Seconds[8] expires
        Time - T_Seconds[9] expires
        Time - T_Seconds[10] expires
        Time - T_Seconds[11] expires
        Time - T_Seconds[12] expires
    Conditions
    Actions
        Set T_RandomSecondsRandomPoint[T_PlayerNumber] = (Random point in T_Region[T_PlayerNumber])
        Special Effect - Create a special effect at T_RandomSecondsRandomPoint[T_PlayerNumber] using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Special Effect - Destroy (Last created special effect)
        Unit - Cause T_Caster[T_PlayerNumber] to damage circular area after 0.00 seconds of radius 150.00 at T_RandomSecondsRandomPoint[T_PlayerNumber], dealing T_Damage[T_PlayerNumber] damage of attack type Spells and damage type Normal
        Custom script:   call RemoveLocation(udg_T_RandomSecondsRandomPoint[udg_T_PlayerNumber])

Code:
Tsunami Explode
    Events
        Time - T_TimerRun[1] expires
        Time - T_TimerRun[2] expires
        Time - T_TimerRun[3] expires
        Time - T_TimerRun[4] expires
        Time - T_TimerRun[5] expires
        Time - T_TimerRun[6] expires
        Time - T_TimerRun[7] expires
        Time - T_TimerRun[8] expires
        Time - T_TimerRun[9] expires
        Time - T_TimerRun[10] expires
        Time - T_TimerRun[11] expires
        Time - T_TimerRun[12] expires
    Conditions
    Actions
        For each (Integer A) from 0 to 12, do (Actions)
            Loop - Actions
                Custom script:   exitwhen GetExpiredTimer() == udg_T_TimerRun[GetForLoopIndexA()]
        Set T_RandomPoint1 = (Random point in T_Region[(Integer A)])
        Set T_RandomPoint2 = (Random point in T_Region[(Integer A)])
        Unit Group - Pick every unit in T_Units[(Integer A)] and do (Actions)
            Loop - Actions
                Unit - Pause (Picked unit)
                Unit - Cause T_Caster[(Integer A)] to damage (Picked unit), dealing T_Damage[(Integer A)] damage of attack type Spells and damage type Normal
                Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
                Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at T_RandomPoint1 using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Unit - Cause T_Caster[(Integer A)] to damage circular area after 0.00 seconds of radius 150.00 at T_RandomPoint1, dealing T_Damage[(Integer A)] damage of attack type Spells and damage type Normal
        Unit - Move T_Caster[(Integer A)] instantly to T_RandomPoint1
        Special Effect - Destroy (Last created special effect)
        Special Effect - Create a special effect at T_RandomPoint2 using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
        Unit - Cause T_Caster[(Integer A)] to damage circular area after 0.00 seconds of radius 150.00 at T_RandomPoint2, dealing T_Damage[(Integer A)] damage of attack type Spells and damage type Normal
        Unit - Move T_Caster[(Integer A)] instantly to T_RandomPoint2
        Special Effect - Destroy (Last created special effect)
        Custom script:   call RemoveLocation(udg_T_RandomPoint1)
        Custom script:   call RemoveLocation(udg_T_RandomPoint2)

Okay guys, it tells me to shorten the thread, so I post the GUI codes in the next post.

Enjoy.
 

Hatebreeder

So many apples
Reaction score
381
:S Oh noes...
This Jass is converted GUI. If you want Jassers to read this, please, please, please, Summ up your Code and use locals...
Also rename the Trigger Names, this Trig_Func354543435425 Bla bla realy hurts my Eyes :S
 

w00t22

CSS L4D DoD? Steam ID = w00t22
Reaction score
43
Don't convert to jass if your not going to edit it. its just so ugly and bad compared to a person doing jass from start.
 

Vestras

Retired
Reaction score
249
:S Oh noes...
This Jass is converted GUI. If you want Jassers to read this, please, please, please, Summ up your Code and use locals...
Also rename the Trigger Names, this Trig_Func354543435425 Bla bla realy hurts my Eyes :S

I am no JASSer, I would just be nice to you JASSers and convert it.. I can't use locals..

EDIT: Okay, I deleted the Jass stuff and I reuploaded the map. Now, comments xD
 

Sim

Forum Administrator
Staff member
Reaction score
534
Provide a description and screenshot for every spell please.
 

Quauhtli

I have the right to remain silent.
Reaction score
62
>When low on health, the Waterbourne has a trick: Waterskin. the Waterbourne turns himself into water, hiding for 5/7,5/10/12,5/150 seconds and healing. <

150 seconds?
 

Quauhtli

I have the right to remain silent.
Reaction score
62
Just a few questions.
Are we able to [easily] change the values of various things?

E.G. Instead of 30 seconds 5 seconds for Tsunami
Instead of 3 levels of abilities 4 or 5 levels
Massive Wave aoe range
Total range for Sea Movement

You should make Comment Texts in between various triggers to make it easier for people that are trying to change things and so get it in their own map.

(Actually (probably) all of the above things I can personally do myself but it would still be helpful if people would know what to change before they mess up their download ;))

Apparently it was just one question :p
 

Vestras

Retired
Reaction score
249
Just a few questions.
Are we able to [easily] change the values of various things?

E.G. Instead of 30 seconds 5 seconds for Tsunami
Instead of 3 levels of abilities 4 or 5 levels
Massive Wave aoe range
Total range for Sea Movement

You should make Comment Texts in between various triggers to make it easier for people that are trying to change things and so get it in their own map.

(Actually (probably) all of the above things I can personally do myself but it would still be helpful if people would know what to change before they mess up their download ;))

Apparently it was just one question :p

Of course you can edit, very easy! It takes very little knowledge about GUI to edit it..
 
Reaction score
456
>Are we able to [easily] change the values of various things?
It's impossible to make the values easily changeable when writing codes in GUI.

Code:
        Set MW_RandomPoint1 = (Random point in MW_Region[(Integer A)])
        Set MW_RandomPoint2 = (Random point in MW_Region[(Integer A)])
That's from the Massive Wave trigger (I suppose). It's always Region[0] in that case, as it's not inside a loop.
 

Vestras

Retired
Reaction score
249
>Are we able to [easily] change the values of various things?
It's impossible to make the values easily changeable when writing codes in GUI.

Code:
        Set MW_RandomPoint1 = (Random point in MW_Region[(Integer A)])
        Set MW_RandomPoint2 = (Random point in MW_Region[(Integer A)])
That's from the Massive Wave trigger (I suppose). It's always Region[0] in that case, as it's not inside a loop.

When Tom Jones tought me how to do MPI triggers, he did that.
 

Tom Jones

N/A
Reaction score
437
Loops created trough GUI doesn't reset the globals it use:
Code:
Actions
    For each (Integer A) from 1 to 10, do (Actions)
        Loop - Actions
    Unit - Create (Integer A) Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
That should create 10 footmens.
 

Vestras

Retired
Reaction score
249
Loops created trough GUI doesn't reset the globals it use:
Code:
Actions
    For each (Integer A) from 1 to 10, do (Actions)
        Loop - Actions
    Unit - Create (Integer A) Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
That should create 10 footmens.

And you mean with that?
 
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  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage

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