- Joined
- Jun 20, 2017
- Messages
- 337
I have an ability that can regenerate a selected target's hit points by 6 per second (You can only regenerate a specific structure within 500 range) if the caster or selected target is destroyed, it breaks the bond.
An upgrade that can increase regeneration rate by 1 per upgrade (4 level) each upgrade changes the model or color of the lightning/special effect.
A dummy unit that can increase regeneration rate by 5 per training (The limit should be 10) when it reaches the maximum, the model or color of the lightning/special effect will change.
A bonus that can increase regeneration rate by 10/9/8 (For example if you build the first unit in the game you will get 10 regeneration rate).
A command where you can see the current regeneration amount.
An upgrade that can increase regeneration rate by 1 per upgrade (4 level) each upgrade changes the model or color of the lightning/special effect.
A dummy unit that can increase regeneration rate by 5 per training (The limit should be 10) when it reaches the maximum, the model or color of the lightning/special effect will change.
A bonus that can increase regeneration rate by 10/9/8 (For example if you build the first unit in the game you will get 10 regeneration rate).
A command where you can see the current regeneration amount.
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Setup Link
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Events
- Time - Elapsed game time is 0.00 seconds
- Conditions
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Actions
- Set VariableSet Real_HPRegCurrent = 6.00
- -------- --------
- Set VariableSet Integer_TotalUpgrade = 4
- Set VariableSet Real_HPRegUpgrade[1] = 1.00
- Set VariableSet Real_HPRegUpgrade[2] = 1.00
- Set VariableSet Real_HPRegUpgrade[3] = 1.00
- Set VariableSet Real_HPRegUpgrade[4] = 1.00
- -------- --------
- Set VariableSet Integer_TotalUpgradeDummy = 10
- Set VariableSet Real_HPRegUpgradeDummy[1] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[2] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[3] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[4] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[5] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[6] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[7] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[8] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[9] = 5.00
- Set VariableSet Real_HPRegUpgradeDummy[10] = 5.00
- -------- --------
- Set VariableSet Real_HPRegBonus[1] = 10.00
- Set VariableSet Real_HPRegBonus[2] = 9.00
- Set VariableSet Real_HPRegBonus[3] = 8.00
- -------- --------
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Player Group - Pick every player in (All players) and do (Actions)
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Loop - Actions
- Set VariableSet PickedPlayer = (Picked player)
- -------- --------
- Player - Limit training of [Dummy] Regeneration to 10 for PickedPlayer
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Loop - Actions
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Events
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Link
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Regeneration [Channel]
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Actions
- Lightning - Destroy LastCreatedLightningEffect
- -------- --------
- Set VariableSet CastingUnit = (Casting unit)
- Set VariableSet TargetUnitOfAbilityBeingCast = (Target unit of ability being cast)
- -------- --------
- Set VariableSet CustomValueOfUnit = (Custom value of CastingUnit)
- Set VariableSet Units_LinkCaster[CustomValueOfUnit] = CastingUnit
- Set VariableSet Units_LinkTarget[CustomValueOfUnit] = TargetUnitOfAbilityBeingCast
- -------- --------
- Set VariableSet CustomValueOfUnit = (Custom value of TargetUnitOfAbilityBeingCast)
- Set VariableSet Units_LinkCaster[CustomValueOfUnit] = CastingUnit
- Set VariableSet Units_LinkTarget[CustomValueOfUnit] = TargetUnitOfAbilityBeingCast
- -------- --------
- Unit Group - Add CastingUnit to UnitGroup_Link
- Unit Group - Add TargetUnitOfAbilityBeingCast to UnitGroup_Link
- -------- --------
- Set VariableSet PositionOfUnit = (Position of CastingUnit)
- Set VariableSet TargetPointOfAbilityBeingCast = (Target point of ability being cast)
- Set VariableSet SetX = (X of TargetPointOfAbilityBeingCast)
- Set VariableSet SetY = (Y of TargetPointOfAbilityBeingCast)
- Lightning - Create a Chain Lightning - Secondary lightning effect from source PositionOfUnit to target TargetPointOfAbilityBeingCast
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Custom script: call RemoveLocation(udg_TargetPointOfAbilityBeingCast)
- Custom script: call RemoveLocation(udg_PositionOfUnit)
- -------- --------
- Trigger - Turn on Link Regeneration <gen>
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Events
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Link Regeneration
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in UnitGroup_Link) Equal to 0
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Then - Actions
- Trigger - Turn off (This trigger)
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Else - Actions
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in UnitGroup_Link and do (Actions)
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Loop - Actions
- Set VariableSet PickedUnit = (Picked unit)
- Set VariableSet CustomValueOfUnit = (Custom value of PickedUnit)
- -------- --------
- Unit - Set Unit: PickedUnit's Real Field: Hit Points Regeneration Rate ('uhpr') to Value: Value
- -------- --------
- Unit Group - Remove PickedUnit from UnitGroup_Link.
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Loop - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Link Upgrades
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Events
- Unit - A unit Finishes research
- Conditions
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Actions
- Set VariableSet ResearchingUnit = (Researching unit)
- Set VariableSet PositionOfUnit = (Position of ResearchingUnit)
- -------- --------
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by (Owner of ResearchingUnit) of type Fountain) and do (Actions)
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Loop - Actions
- Set VariableSet PickedUnit = (Picked unit)
- Set VariableSet CustomValueOfUnit = (Custom value of PickedUnit)
- Set VariableSet PositionOfUnit2 = (Position of PickedUnit)
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Researched tech-type) Equal to Fountain's Technology [Level 1]
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Then - Actions
- Lightning - Destroy LastCreatedLightningEffect
- Lightning - Create a Lightning Attack lightning effect from source PositionOfUnit to target PositionOfUnit2
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Else - Actions
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If - Conditions
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Researched tech-type) Equal to Fountain's Technology [Level 2]
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Then - Actions
- Lightning - Destroy LastCreatedLightningEffect
- Lightning - Create a Drain Life lightning effect from source PositionOfUnit to target PositionOfUnit2
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Else - Actions
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If - Conditions
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Researched tech-type) Equal to Fountain's Technology [Level 3]
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Then - Actions
- Lightning - Destroy LastCreatedLightningEffect
- Lightning - Create a Drain Mana lightning effect from source PositionOfUnit to target PositionOfUnit2
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Else - Actions
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If - Conditions
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Researched tech-type) Equal to Fountain's Technology [Level 4]
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Then - Actions
- Lightning - Destroy LastCreatedLightningEffect
- Lightning - Create a Finger of Death lightning effect from source PositionOfUnit to target PositionOfUnit2
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_PositionOfUnit2)
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Loop - Actions
- -------- --------
- Custom script: call RemoveLocation(udg_PositionOfUnit)
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Events
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Link Upgrades Dummy
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Events
- Unit - A unit Finishes training a unit
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Conditions
- (Unit-type of (Trained unit)) Equal to [Dummy] Regeneration
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Actions
- Set VariableSet TrainedUnit = (Trained unit)
- Set VariableSet PositionOfUnit = (Position of TrainedUnit)
- -------- --------
- Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by (Owner of TrainedUnit) of type Fountain) and do (Actions)
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Loop - Actions
- Set VariableSet PickedUnit = (Picked unit)
- Set VariableSet CustomValueOfUnit = (Custom value of PickedUnit)
- Set VariableSet PositionOfUnit2 = (Position of PickedUnit)
- -------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Integer_TotalUpgradeDummy Equal to 10
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Then - Actions
- Player - Make [Dummy] Regeneration Unavailable for training/construction by (Owner of PickedUnit)
- -------- --------
- Lightning - Destroy LastCreatedLightningEffect
- Lightning - Create a Mana Flare lightning effect from source PositionOfUnit to target PositionOfUnit2
- Set VariableSet LastCreatedLightningEffect = (Last created lightning effect)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_PositionOfUnit2)
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Loop - Actions
- -------- --------
- Custom script: call RemoveLocation(udg_PositionOfUnit)
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Events
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Link Bonus Level
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Events
- Unit - A unit Finishes construction
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Conditions
- (Unit-type of (Constructed structure)) Equal to Fountain
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Actions
- Set VariableSet ConstructedStructure = (Constructed structure)
- Set VariableSet CustomValueOfUnit = (Custom value of ConstructedStructure)
- -------- --------
- -------- Remove rally --------
- Unit - Remove Rally from ConstructedStructure
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Sound - Play gg_snd_Hint
- Set VariableSet LastPlayedSound = (Last played sound)
- Sound - Set volume of LastPlayedSound to 100.00%
- Sound - Destroy LastPlayedSound
- -------- --------
- Game - Display to (All players) the text: ((Strings_PlayersColor[(Player number of (Owner of ConstructedStructure))] + ((Name of (Owner of ConstructedStructure)) + |r)) + ( has created the first Fountain at + (((String(Integers_Hours[1])) + ((String(Integers_Hours[0])) + :)) + (((String(Integers_Min
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Sound - Play gg_snd_Hint
- Set VariableSet LastPlayedSound = (Last played sound)
- Sound - Set volume of LastPlayedSound to 100.00%
- Sound - Destroy LastPlayedSound
- -------- --------
- Game - Display to (All players) the text: ((Strings_PlayersColor[(Player number of (Owner of ConstructedStructure))] + ((Name of (Owner of ConstructedStructure)) + |r)) + ( has created the second Fountain at + (((String(Integers_Hours[1])) + ((String(Integers_Hours[0])) + :)) + (((String(Integers_Mi
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
- Sound - Play gg_snd_Hint
- Set VariableSet LastPlayedSound = (Last played sound)
- Sound - Set volume of LastPlayedSound to 100.00%
- Sound - Destroy LastPlayedSound
- -------- --------
- Game - Display to (All players) the text: ((Strings_PlayersColor[(Player number of (Owner of ConstructedStructure))] + ((Name of (Owner of ConstructedStructure)) + |r)) + ( has created the third Fountain at + (((String(Integers_Hours[1])) + ((String(Integers_Hours[0])) + :)) + (((String(Integers_Min
- Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Link Disconnect
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Events
- Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Dying unit)) Equal to Fountain
- (Unit-type of (Dying unit)) Equal to Wall (9)
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Conditions
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Or - Any (Conditions) are true
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Actions
- Lightning - Destroy LastCreatedLightningEffect
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Events
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Link CMD
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Events
- Player - Player 1 (Red) types a chat message containing -b as An exact match
- Player - Player 1 (Red) types a chat message containing -bonus as An exact match
- Conditions
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Actions
- Set VariableSet TriggeringPlayer = (Triggering player)
- -------- --------
- Set VariableSet PlayerGroup_Message = (Player group(TriggeringPlayer))
- Game - Display to (All players) the text: ((Strings_PlayersColor[(Player number of TriggeringPlayer)] + ((Name of TriggeringPlayer) + |r)) + (current regeneration rate is + (String(Real_HPRegCurrent))))
- Custom script: call DestroyForce(udg_PlayerGroup_Message)
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Events
Attachments
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