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Old 03-13-2009, 11:16 PM   #661
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Ah, Ok, this means I can't help you :P

However my mind is empty on new ability ideas, I'd need only the 3rd spell of my support spellcaster. To give you an idea, these are the abilities for the 2 spellcasters:

Charming Lady: main spellcaster

1) Captivating Touch (disables target attack for 5 seconds)
2) Fascination Ward (practically a ward that uses taunt)
3) Fear Charm (A little-powered-down version of Sleep)

Enchantress: support spellcaster

1) Life Brew (AoE heal, depending on allied units in the area)
2) Lucky Dispel (a Dispel based on the luck of the user)
3) ?A Power up spell? (so that she becomes a counterpart of the Priest?)

Open on suggestions.
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Old 03-13-2009, 11:22 PM   #662
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@Michael Peppers
Yeah, I'll find a new model for the Hydromancer, because now that you mention it - it does look kinda bad. I'll use the Murloc Flesh eater model or something

I'm really liking the sound of the "F" factor! Loving the names - "Pretty Gurl" + "Charming Lady"!

I'm afraid I can't think of a Power-up spell...

Last edited by bobbuttons : 03-13-2009 at 11:27 PM.
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Old 03-13-2009, 11:35 PM   #663
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Quote:
Originally Posted by bobbuttons
@Michael Peppers
Yeah, I'll find a new model for the Hydromancer, because now that you mention it - it does look kinda bad. I'll use the Murloc Flesh eater model or something

I'm really liking the sound of the "F" factor! Loving the names - "Pretty Gurl" + "Charming Lady"!

I'm afraid I can't think of a Power-up spell...

Thanks. Don't worry, I've got 18 days to have the 2 last spell ideas that I need to complete the race in mind.

However, new edit to the Goblin Merchant model: (yes, the shade disappeared...)
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Old 03-13-2009, 11:53 PM   #664
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18 days
Crud, I gotta get on the ball...
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Old 03-13-2009, 11:58 PM   #665
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What? It's eighteen days, already?

By the way, Kyrbi0, I am declaring war. Not as general developers, but as writers. I'll be tracking your hind legs when you submit that submission of yours. Why? Because, you're the only other person who I know on this site that will write in the Stories/Writing Forums.

Either way, we're friends, aren't we?
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Old 03-13-2009, 11:58 PM   #666
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Quote:
Originally Posted by Kyrbi0
Crud, I gotta get on the ball...

Man, if you don't submit, I'm gonna crash all this site. I mean, I really wanna see your skills, you're one of the men to beat, afterall...

Oh, and that post means you have no advices for the last spell I need? Or something to say about the others?
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Old 03-13-2009, 11:59 PM   #667
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For some reason, the newer version crashes my world editor. Can't think why though :(
Do you know what the problem might be?
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Old 03-14-2009, 12:10 AM   #668
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Quote:
Originally Posted by bobbuttons
For some reason, the newer version crashes my world editor. Can't think why though :(
Do you know what the problem might be?

Forgot to test in-game and to remove GeoSet Animation... just fixed.

If you want me to remove also the opening doors animations, you have only to ask.
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File Type: mdx Merchantmod2.mdx (119.1 KB, 8 views)
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Old 03-14-2009, 12:20 AM   #669
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@Michael Peppers
The model works absolutely perfectly!
And I'll keep the doors opening animation because it looks like the wind is blowing through them, which is a nice effect, and works well with the rest of the race.
Yet again, thanks for your time and effort! MUCH appreciated :D
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Old 03-14-2009, 12:42 AM   #670
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Anyone know how to stop a unit from using Bear Form (or it's modified version) if it's too close to a mine? I'm trying to keep players from getting so close to a mine and unpacking their Command Tents (though, honestly, unpacking that close doesn't save them from the Blizzard melee AI).
Also, how should I go about these defeat conditions?
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Old 03-14-2009, 12:46 AM   #671
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Quote:
Originally Posted by Sunwarrior25
Anyone know how to stop a unit from using Bear Form (or it's modified version) if it's too close to a mine? I'm trying to keep players from getting so close to a mine and unpacking their Command Tents (though, honestly, unpacking that close doesn't save them from the Blizzard melee AI).
Also, how should I go about these defeat conditions?

For the first, you can use regions and then make that unit be moved away from the region if it enters it.

I'll update the post for some defeat examples soon.

Ok, these are triggers coming from my project and a bit modified to be more Melee-ish.

EDIT: My Victory/Defeat triggers, as I've seen, were quite silly and too much long. I've got a better one now.

Trigger:
Victory Defeat
Collapse Events
Unit - A unit dies
Collapse Conditions
((Owner of (Dying unit)) slot status) Equal to In Game
((Units owned by (Owner of (Dying unit)) matching ((Matching Unit) is a building) Equal to True)) is empty) Equal to True
Collapse Actions
Game - Defeat (Owner of (Dying unit)) with the message: Defeat!
Game - Display to (All players controlled by an User player) the text: ((Name of (Owner of (Dying unit))) + has lost.)
Collapse Player Group - Pick Every Player in (All Players matching (((Matching player) Slot status) Equal to In Game)) and do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are true) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Number of players in (All players Matching ((((Matching player) is an enemy of (Picked player)) Equal to True) and (((Matching Player) slot status) Equal to In Game)))) Equal to 0
Collapse Then - Actions
Game - Victory (Picked player) (Show dialogs, Show scores)
Collapse Else - Actions
Do Nothing
Test it, then I'll use it if it works :P

It also seems that using this trigger instead of the other one makes my project smaller of 2kBs!
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Last edited by Michael Peppers : 03-14-2009 at 01:25 AM.
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Old 03-14-2009, 12:48 AM   #672
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Wich one?

@all other (especially @Peppers and Dusk)
is there a limit for dummy-units and what counts as a dummy unit?

It's in the Trigger Editor.

Trigger:
Example
Events
Conditions
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Lightning - Change color of <lightning> to (<R> <G> <B>) with <A> alpha
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Old 03-14-2009, 12:52 AM   #673
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Edit: Bah humbug, I decided to make the trigger anyway.
Stop Unpacking:
Stop Unpacking
Collapse Events
Unit - A unit Begins casting an ability
Collapse Conditions
(Ability being cast) Equal to Unpack
Collapse Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Number of units in (Units within 600.00 of (Position of (Casting unit)) matching ((Unit-type of (Matching unit)) Equal to Gold Mine))) Greater than 0
Collapse Then - Actions
Game - Display to (All players matching ((Matching player) Equal to (Owner of (Casting unit)))) the text: Cannot unpack so close to a gold mine.
Unit - Order (Casting unit) to Stop
Else - Actions
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Last edited by cosmicat : 03-14-2009 at 01:02 AM.
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Old 03-14-2009, 01:14 AM   #674
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@Peppers: I guess I could do that. I'll just remember to add additional checks to see if a packed tent (which is a horse, therefore fleshy) and/or worker is still alive. And to see if the player has the resources for another hall. (it's somehow easy to get too much lumber ).

@cosmicat: Tried that already. Didn't work. It seems a unit Stops in order to unpack (and since I used Bear Form as a base for Pack/Unpack, I don't get the "place unit here" preview ghost). I'd use Root, but that requires that the tent has alternate animations (which I'm too lazy to try to put into each of the other tents :p).
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Old 03-14-2009, 01:22 AM   #675
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Quote:
Originally Posted by Sunwarrior25
@Peppers: I guess I could do that. I'll just remember to add additional checks to see if a packed tent (which is a horse, therefore fleshy) and/or worker is still alive. And to see if the player has the resources for another hall. (it's somehow easy to get too much lumber ).

I added the Victory/Defeat trigger to the other post. Give it a check!

EDIT: Tweaked with a safer condition (just in case)
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