[Resource][GUI][MUI]Bombardeio Nuclear.
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[Resource][GUI][MUI]Bombardeio Nuclear.
Eae manolos o//
Como vagabundo que sou, fiz mais uma spell, essa não é famosa (pra falar a verdade eu acabei de inventar D:) mas nem por isso deixa de ser especial *-*
Essa spell só tem um level, caso você queria modifica-la, sinta-se à vontade...
Level 1 - Invoca 4 caças que atiram onde passam e quando se encontram liberam uma bomba nuclear, cada tiro causa 50 de damage, e a bomba causa 500 damage.
Triggers
Cast
OBS: Os modelos usados NÃO foram feitos por mim.
OBS: Não coloquei as triggers com prints pois são muito grandes, iria dar umas 20 prints D:
Link -> http://www.epicwar.com/maps/184712/
Como vagabundo que sou, fiz mais uma spell, essa não é famosa (pra falar a verdade eu acabei de inventar D:) mas nem por isso deixa de ser especial *-*
Essa spell só tem um level, caso você queria modifica-la, sinta-se à vontade...
Level 1 - Invoca 4 caças que atiram onde passam e quando se encontram liberam uma bomba nuclear, cada tiro causa 50 de damage, e a bomba causa 500 damage.
Triggers
Cast
- Spoiler:
- Código:
Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bombardeio Nuclear
Actions
Set BA_Index = (BA_Index + 1)
Set BA_Count = (BA_Count + 1)
Set BA_Effect[BA_Index] = True
Set BA_Caster[BA_Index] = (Triggering unit)
Set BA_Points[1] = (Target point of ability being cast)
Set BA_TargetPoint[BA_Index] = (Target point of ability being cast)
Set BA_AviaoJaFoi1[BA_Index] = False
Set BA_AviaoJaFoi2[BA_Index] = False
Set BA_AviaoJaFoi3[BA_Index] = False
Set BA_AviaoJaFoi4[BA_Index] = False
Set BA_AvioesJaChegaram[BA_Index] = 0
Set BA_MissilJaCriado[BA_Index] = False
Set BA_EfeitoJaUsado[BA_Index] = False
Set BA_AlturaDoMissil[BA_Index] = 600.00
-------- Dummy Cima Direita ------------------------------------------------------------------------------ --------
Set BA_Angulo[BA_Index] = 45.00
Set BA_Points[2] = (BA_Points[1] offset by 2000.00 towards BA_Angulo[BA_Index] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_Points[2]) Equal to True
Then - Actions
Unit - Create 1 Aviao for (Owner of BA_Caster[BA_Index]) at BA_Points[2] facing BA_Points[1]
Set BA_DummyCimaDireita[BA_Index] = (Last created unit)
Else - Actions
Custom script: call RemoveLocation(udg_BA_Points[2])
-------- Dummy Cima Esquerda ---------------------------------------------------------------------------- --------
Set BA_Angulo[BA_Index] = 135.00
Set BA_Points[2] = (BA_Points[1] offset by 2000.00 towards BA_Angulo[BA_Index] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_Points[2]) Equal to True
Then - Actions
Unit - Create 1 Aviao for (Owner of BA_Caster[BA_Index]) at BA_Points[2] facing BA_Points[1]
Set BA_DummyCimaEsquerda[BA_Index] = (Last created unit)
Else - Actions
Custom script: call RemoveLocation(udg_BA_Points[2])
-------- Dummy Baixo Esquerda ---------------------------------------------------------------------------- --------
Set BA_Angulo[BA_Index] = 225.00
Set BA_Points[2] = (BA_Points[1] offset by 2000.00 towards BA_Angulo[BA_Index] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_Points[2]) Equal to True
Then - Actions
Unit - Create 1 Aviao for (Owner of BA_Caster[BA_Index]) at BA_Points[2] facing BA_Points[1]
Set BA_DummyBaixoEsquerda[BA_Index] = (Last created unit)
Else - Actions
Custom script: call RemoveLocation(udg_BA_Points[2])
-------- Dummy Baixo Direita ---------------------------------------------------------------------------- --------
Set BA_Angulo[BA_Index] = 315.00
Set BA_Points[2] = (BA_Points[1] offset by 2000.00 towards BA_Angulo[BA_Index] degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_Points[2]) Equal to True
Then - Actions
Unit - Create 1 Aviao for (Owner of BA_Caster[BA_Index]) at BA_Points[2] facing BA_Points[1]
Set BA_DummyBaixoDireita[BA_Index] = (Last created unit)
Else - Actions
Custom script: call RemoveLocation(udg_BA_Points[2])
Custom script: call RemoveLocation(udg_BA_Points[1])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Move is on) Equal to False
Then - Actions
Trigger - Turn on Move
Else - Actions
- Spoiler:
- Código:
Move
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
For each (Integer BA_Loop) from 1 to BA_Index, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_Effect[BA_Loop] Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AvioesJaChegaram[BA_Loop] Less than 4
Then - Actions
-------- - --------
Set BA_PointBaixoDireita[BA_Loop] = (Position of BA_DummyBaixoDireita[BA_Loop])
Set BA_PointOffset[BA_Loop] = (BA_PointBaixoDireita[BA_Loop] offset by 40.00 towards (Facing of BA_DummyBaixoDireita[BA_Loop]) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AviaoJaFoi1[BA_Loop] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_PointOffset[BA_Loop]) Equal to True
Then - Actions
Else - Actions
Unit - Hide BA_DummyBaixoDireita[BA_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between BA_PointBaixoDireita[BA_Loop] and BA_TargetPoint[BA_Loop]) Less than 2100.00
Then - Actions
Unit - Move BA_DummyBaixoDireita[BA_Loop] instantly to BA_PointOffset[BA_Loop]
Else - Actions
Unit - Remove BA_DummyBaixoDireita[BA_Loop] from the game
Set BA_AviaoJaFoi1[BA_Loop] = True
Set BA_AvioesJaChegaram[BA_Loop] = (BA_AvioesJaChegaram[BA_Loop] + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between BA_PointBaixoDireita[BA_Loop] and BA_TargetPoint[BA_Loop]) Less than 50.00
BA_MissilJaCriado[BA_Loop] Equal to False
Then - Actions
Unit - Create 1 Missil for (Owner of BA_Caster[BA_Loop]) at BA_TargetPoint[BA_Loop] facing Default building facing degrees
Set BA_Missil[BA_Loop] = (Last created unit)
Set BA_MissilJaCriado[BA_Loop] = True
Else - Actions
Animation - Change BA_Missil[BA_Loop] flying height to BA_AlturaDoMissil[BA_Loop] at 0.00
Set BA_AlturaDoMissil[BA_Loop] = (BA_AlturaDoMissil[BA_Loop] - 7.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AlturaDoMissil[BA_Loop] Less than or equal to 40.00
Then - Actions
Unit - Remove BA_Missil[BA_Loop] from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_TargetPoint[BA_Loop]) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_EfeitoJaUsado[BA_Loop] Equal to False
Then - Actions
Set BA_EfeitoJaUsado[BA_Loop] = True
Unit - Create 1 Explosao for (Owner of BA_Caster[BA_Loop]) at BA_TargetPoint[BA_Loop] facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 500.00 of BA_TargetPoint[BA_Loop]) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of BA_Caster[BA_Loop]) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Unit - Cause BA_Caster[BA_Loop] to damage (Picked unit), dealing 500.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
Else - Actions
Else - Actions
-------- - --------
-------- - --------
Unit - Create 1 Disparo for (Owner of BA_Caster[BA_Loop]) at BA_PointBaixoDireita[BA_Loop] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Set BA_PointDisparo[BA_Loop] = (Position of (Last created unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 100.00 of BA_PointDisparo[BA_Loop]) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of BA_Caster[BA_Loop]) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Unit - Cause BA_Caster[BA_Loop] to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Custom script: call RemoveLocation(udg_BA_PointDisparo[udg_BA_Loop])
-------- - --------
-------- - --------
Custom script: call RemoveLocation(udg_BA_PointOffset[udg_BA_Loop])
Custom script: call RemoveLocation(udg_BA_PointBaixoDireita[udg_BA_Loop])
-------- - --------
Set BA_PointBaixoEsquerda[BA_Loop] = (Position of BA_DummyBaixoEsquerda[BA_Loop])
Set BA_PointOffset[BA_Loop] = (BA_PointBaixoEsquerda[BA_Loop] offset by 40.00 towards (Facing of BA_DummyBaixoEsquerda[BA_Loop]) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AviaoJaFoi2[BA_Loop] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_PointOffset[BA_Loop]) Equal to True
Then - Actions
Else - Actions
Unit - Hide BA_DummyBaixoEsquerda[BA_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between BA_PointBaixoEsquerda[BA_Loop] and BA_TargetPoint[BA_Loop]) Less than 2100.00
Then - Actions
Unit - Move BA_DummyBaixoEsquerda[BA_Loop] instantly to BA_PointOffset[BA_Loop]
Else - Actions
Unit - Remove BA_DummyBaixoEsquerda[BA_Loop] from the game
Set BA_AviaoJaFoi2[BA_Loop] = True
Set BA_AvioesJaChegaram[BA_Loop] = (BA_AvioesJaChegaram[BA_Loop] + 1)
Else - Actions
-------- - --------
-------- - --------
Unit - Create 1 Disparo for (Owner of BA_Caster[BA_Loop]) at BA_PointBaixoEsquerda[BA_Loop] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Set BA_PointDisparo[BA_Loop] = (Position of (Last created unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 100.00 of BA_PointDisparo[BA_Loop]) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of BA_Caster[BA_Loop]) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Unit - Cause BA_Caster[BA_Loop] to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Custom script: call RemoveLocation(udg_BA_PointDisparo[udg_BA_Loop])
-------- - --------
-------- - --------
Custom script: call RemoveLocation(udg_BA_PointOffset[udg_BA_Loop])
Custom script: call RemoveLocation(udg_BA_PointBaixoEsquerda[udg_BA_Loop])
-------- - --------
Set BA_PointCimaDireita[BA_Loop] = (Position of BA_DummyCimaDireita[BA_Loop])
Set BA_PointOffset[BA_Loop] = (BA_PointCimaDireita[BA_Loop] offset by 40.00 towards (Facing of BA_DummyCimaDireita[BA_Loop]) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AviaoJaFoi3[BA_Loop] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_PointOffset[BA_Loop]) Equal to True
Then - Actions
Else - Actions
Unit - Hide BA_DummyCimaDireita[BA_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between BA_PointCimaDireita[BA_Loop] and BA_TargetPoint[BA_Loop]) Less than 2100.00
Then - Actions
Unit - Move BA_DummyCimaDireita[BA_Loop] instantly to BA_PointOffset[BA_Loop]
Else - Actions
Unit - Remove BA_DummyCimaDireita[BA_Loop] from the game
Set BA_AviaoJaFoi3[BA_Loop] = True
Set BA_AvioesJaChegaram[BA_Loop] = (BA_AvioesJaChegaram[BA_Loop] + 1)
Else - Actions
-------- - --------
-------- - --------
Unit - Create 1 Disparo for (Owner of BA_Caster[BA_Loop]) at BA_PointCimaDireita[BA_Loop] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Set BA_PointDisparo[BA_Loop] = (Position of (Last created unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 100.00 of BA_PointDisparo[BA_Loop]) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of BA_Caster[BA_Loop]) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Unit - Cause BA_Caster[BA_Loop] to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Custom script: call RemoveLocation(udg_BA_PointDisparo[udg_BA_Loop])
-------- - --------
-------- - --------
Custom script: call RemoveLocation(udg_BA_PointOffset[udg_BA_Loop])
Custom script: call RemoveLocation(udg_BA_PointCimaDireita[udg_BA_Loop])
-------- - --------
Set BA_PointCimaEsquerda[BA_Loop] = (Position of BA_DummyCimaEsquerda[BA_Loop])
Set BA_PointOffset[BA_Loop] = (BA_PointCimaEsquerda[BA_Loop] offset by 40.00 towards (Facing of BA_DummyCimaEsquerda[BA_Loop]) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_AviaoJaFoi4[BA_Loop] Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Playable map area) contains BA_PointOffset[BA_Loop]) Equal to True
Then - Actions
Else - Actions
Unit - Hide BA_DummyCimaEsquerda[BA_Loop]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between BA_PointCimaEsquerda[BA_Loop] and BA_TargetPoint[BA_Loop]) Less than 2100.00
Then - Actions
Unit - Move BA_DummyCimaEsquerda[BA_Loop] instantly to BA_PointOffset[BA_Loop]
Else - Actions
Unit - Remove BA_DummyCimaEsquerda[BA_Loop] from the game
Set BA_AviaoJaFoi4[BA_Loop] = True
Set BA_AvioesJaChegaram[BA_Loop] = (BA_AvioesJaChegaram[BA_Loop] + 1)
Else - Actions
-------- - --------
-------- - --------
Unit - Create 1 Disparo for (Owner of BA_Caster[BA_Loop]) at BA_PointCimaEsquerda[BA_Loop] facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Set BA_PointDisparo[BA_Loop] = (Position of (Last created unit))
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within 100.00 of BA_PointDisparo[BA_Loop]) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of BA_Caster[BA_Loop]) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Unit - Cause BA_Caster[BA_Loop] to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Custom script: call RemoveLocation(udg_BA_PointDisparo[udg_BA_Loop])
-------- - --------
-------- - --------
Custom script: call RemoveLocation(udg_BA_PointOffset[udg_BA_Loop])
Custom script: call RemoveLocation(udg_BA_PointCimaEsquerda[udg_BA_Loop])
Else - Actions
Unit - Remove BA_Missil[BA_Loop] from the game
Set BA_Missil[BA_Loop] = No unit
Custom script: call RemoveLocation(udg_BA_TargetPoint[udg_BA_Loop])
Set BA_Count = (BA_Count - 1)
Set BA_Effect[BA_Loop] = False
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
BA_Count Equal to 0
Then - Actions
Set BA_Index = 0
Trigger - Turn off (This trigger)
Else - Actions
- Spoiler:
- Código:
Remover Dummy
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Disparo
Actions
Unit - Remove (Triggering unit) from the game
OBS: Os modelos usados NÃO foram feitos por mim.
OBS: Não coloquei as triggers com prints pois são muito grandes, iria dar umas 20 prints D:
Link -> http://www.epicwar.com/maps/184712/
Última edição por VicToR ;D em 2011-09-13, 18:42, editado 10 vez(es)
VicToR- Número de Posts : 2002
Data de inscrição : 19/12/2010
Reputação : 243 Pontos : 27820
Re: [Resource][GUI][MUI]Bombardeio Nuclear.
Da pra posta a trigger ae, meu war3 ta desatualizado, se tentar abrir vai da merda aqui D:
lcc- Número de Posts : 933
Data de inscrição : 13/07/2010
Reputação : 104 Pontos : 27314
Re: [Resource][GUI][MUI]Bombardeio Nuclear.
lcc escreveu:Da pra posta a trigger ae, meu war3 ta desatualizado, se tentar abrir vai da merda aqui D:
Ok, vou tentar.
EDIT -----------------
Pronto, foi o que deu pra fazer D:
VicToR- Número de Posts : 2002
Data de inscrição : 19/12/2010
Reputação : 243 Pontos : 27820
Re: [Resource][GUI][MUI]Bombardeio Nuclear.
Na trigger Cast ,vc pode usar um loop para criar o point offset a cada angulo (45,135,etc) verifica de ele ta na playable area e criar o dummy, ae vc só precissa de 1 if pra saber qual variavel de dummy "setar"
ñ li tudo ainda mais acho q só isso q pode ser melhorado , ta bem feito
ñ li tudo ainda mais acho q só isso q pode ser melhorado , ta bem feito
lcc- Número de Posts : 933
Data de inscrição : 13/07/2010
Reputação : 104 Pontos : 27314
Re: [Resource][GUI][MUI]Bombardeio Nuclear.
lcc escreveu:Na trigger Cast ,vc pode usar um loop para criar o point offset a cada angulo (45,135,etc) verifica de ele ta na playable area e criar o dummy, ae vc só precissa de 1 if pra saber qual variavel de dummy "setar"
ñ li tudo ainda mais acho q só isso q pode ser melhorado , ta bem feito
To ligado nisso, eu fiz ''separado'' pra ficar melhor pra entender depois, se eu quizesse fazer alguma altereção.
VicToR- Número de Posts : 2002
Data de inscrição : 19/12/2010
Reputação : 243 Pontos : 27820
Re: [Resource][GUI][MUI]Bombardeio Nuclear.
Sinceramente , não sei de onde vc tira essas suas ideias doidas victor '-'
Ficou SHOW!
Por isso que tu tem meu respeito!
Ficou SHOW!
Por isso que tu tem meu respeito!
mgzaun- Número de Posts : 138
Data de inscrição : 11/05/2011
Reputação : 4 Pontos : 24920
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