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 | (#) Tema: Venta De Spells Vie Mayo 22, 2015 2:38 pm | |
| Bueno eh estado muy aburrido y queria aportar algo pero no se me ocurre nada bueno asi que pense en vender spells por  Pueden pedir cualquier spell que lo hare lo mas pronto posible despues que lo reciban si esta todo bien me dan el  y ire editando el post poniendo cada uno de los spells los spells seran realizados con Gui Si son cosas dificiles mejor quiero retos  - "Spell" 1 Caerse de los cielos:
Bueno Paillan me pidio algo bastante complejo :$ te hise el primer sistema de el que hablaste como te puedes dar cuenta de la hora de mi mensaje veras que lo hise en la madrugada no lo probe mucho antes de publicarlo asi que si encuentras algun bug dime o si quieres que le cambie algo avisame es solo el primer sistema en el cual te puedes montar en un "dragon" lo hise con la arquera y el hipogrifo xq es mas facil me complique un poquito haciendolo jeje esta con todo lo que querias si te atacan por las alas es casi tiene una alta probabilidad de que te tumben si vas muy rapido te caeras tienes la habilidad pasiva de equilibrio la cual disminuye la posibilidad de caerse la velocidad la puedes aumentar a un maximo de 500 y reducirla a un minimo de 250 la probabilidad es igual a 5% + el 2% de la velocidad de la unidad y la habilidad pasiva equilibrio reduce 7% de probabilidad por nivel la unidad no puede ser tirada del "dragon" cuando esta parada (stop) el porsentaje de caerse al ser atacado cuando se mueve es alto se le aumentan 10% y si la unidad es atacada por las alas aumenta un 15% Dejare una foto aunque no hay mucho que mostrar xq no es algo con efectos visuales  - Detonadores:
[gui] Leaderboart Events Time - Elapsed game time is 0.01 seconds Conditions Actions Leaderboard - Create a leaderboard for Player Group - Player 1 (Red) titled Cuidao te caes :V Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Porcentaje De caer and value 0 [/gui]
[gui]Montar pajarraco feo Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Montar Pajarraco feo Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Unit-type of (Target unit of ability being cast)) Equal to Hippogryph Then - Actions Set Interger[1] = (Interger[1] + 1) Set Interger[2] = (Interger[2] + 1) Set Boolean[Interger[2]] = True Set PuntoReusable = (Position of (Target unit of ability being cast)) Unit - Create 1 Hippogryph Rider for (Owner of (Triggering unit)) at PuntoReusable facing (Facing of (Target unit of ability being cast)) degrees Trigger - Add to Caerse al ser atacado the event (Unit - (Last created unit) Takes damage) Set Pajarraco[Interger[2]] = (Last created unit) Selection - Select (Last created unit) Unit - Remove (Target unit of ability being cast) from the game Unit - Remove (Triggering unit) from the game Else - Actions Game - Display to (Player group((Owner of (Triggering unit)))) the text: ... [/gui]
[gui]Caerse al ser atacado Events Conditions Actions For each (Integer Interger2[3]) from 1 to Interger2[2], do (Actions) Loop - Actions Set PorcentajeDeCaer = (Random real number between 0.01 and 100.00) Set PorcentajeAlSerAtacado = 15 Set PuntoReusable = (Position of (Triggering unit)) Set PuntoReusable2 = (Position of (Damage source)) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Or - Any (Conditions) are true Conditions And - All (Conditions) are true Conditions (Angle from PuntoReusable2 to PuntoReusable) Less than ((Facing of (Triggering unit)) + 120.00) (Angle from PuntoReusable2 to PuntoReusable) Greater than ((Facing of (Triggering unit)) + 60.00) And - All (Conditions) are true Conditions (Angle from PuntoReusable2 to PuntoReusable) Greater than ((Facing of (Triggering unit)) - 120.00) (Angle from PuntoReusable2 to PuntoReusable) Less than ((Facing of (Triggering unit)) - 60.00) Then - Actions Set PorcentajeAlSerAtacado = 20 Else - Actions Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions PorcentajeDeCaer Less than or equal to (((Real(PorcentajeAlSerAtacado)) + ((Current movement speed of PajarracoEnVuelo[Interger2[3]]) x 0.02)) - (7.00 x (Real((Level of Reduccion de caida for PajarracoEnVuelo[Interger2[3]]))))) PuedeCaer[Interger2[3]] Equal to True Then - Actions Set PuntoReusable = (Position of PajarracoEnVuelo[Interger2[3]]) Set PuntoReusable2 = (PuntoReusable offset by (Random real number between 500.00 and 1250.00) towards (Random real number between 0.00 and 360.00) degrees) Unit - Create 1 Archer for (Owner of PajarracoEnVuelo[Interger2[3]]) at PuntoReusable facing (Facing of PajarracoEnVuelo[Interger2[3]]) degrees Animation - Play (Last created unit)'s death animation Selection - Select (Last created unit) Unit - Create 1 Hippogryph for (Owner of PajarracoEnVuelo[Interger2[3]]) at PuntoReusable facing (Facing of PajarracoEnVuelo[Interger2[3]]) degrees Unit - Order (Last created unit) to Move To PuntoReusable2 Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Unit - Remove PajarracoEnVuelo[Interger2[3]] from the game Set PajarracoEnVuelo[Interger[3]] = No unit Set Bolean2[Interger2[3]] = False Set Interger2[1] = (Interger2[1] - 1) Set PorcentajeDeCaer = 100.00 Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 0 If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger2[1] Equal to 0 Then - Actions Set Interger2[2] = 0 Trigger - Turn off Porcentaje de caer Else - Actions Else - Actions [/gui]
[gui]Corre como zorra Events Unit - A unit Starts the effect of an ability Conditions ((Ability being cast) Equal to Corre zorra ) or ((Ability being cast) Equal to Reducir velocidad ) Actions For each (Integer Interger[3]) from 1 to Interger[2], do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Boolean[Interger[3]] Equal to True Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Corre zorra Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Current movement speed of (Triggering unit)) Less than or equal to 500.00 Then - Actions Set VelocidadDeMovimiento[Interger[3]] = (VelocidadDeMovimiento[Interger[3]] + 10.00) Unit - Set (Triggering unit) movement speed to ((Default movement speed of (Triggering unit)) + VelocidadDeMovimiento[Interger[3]]) Else - Actions Game - Display to (Player group((Owner of (Triggering unit)))) the text: ... Else - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Ability being cast) Equal to Reducir velocidad Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Current movement speed of (Triggering unit)) Greater than or equal to 250.00 Then - Actions Set VelocidadDeMovimiento[Interger[3]] = (VelocidadDeMovimiento[Interger[3]] - 10.00) Unit - Set (Triggering unit) movement speed to ((Default movement speed of (Triggering unit)) + VelocidadDeMovimiento[Interger[3]]) Else - Actions Game - Display to (Player group((Owner of (Triggering unit)))) the text: ... Else - Actions Else - Actions [/gui]
[gui]Prender al moverse Events Unit - A unit Is issued an order targeting an object Unit - A unit Is issued an order targeting a point Conditions (Unit-type of (Triggering unit)) Equal to Hippogryph Rider ((Triggering unit) is in Pajarracos) Equal to False Actions Unit Group - Add (Triggering unit) to Pajarracos Set Interger2[1] = (Interger2[1] + 1) Set Interger2[2] = (Interger2[2] + 1) Set Bolean2[Interger2[2]] = True Set PuedeCaer[Interger2[2]] = True Set PajarracoEnVuelo[Interger2[2]] = (Triggering unit) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger2[1] Equal to 1 Then - Actions Trigger - Turn on Porcentaje de caer Else - Actions [/gui]
[gui]detenerse Events Unit - A unit Is issued an order with no target Conditions ((Triggering unit) is in Pajarracos) Equal to True (Issued order) Equal to (Order(stop)) Actions For each (Integer Interger2[3]) from 1 to Interger2[2], do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions PajarracoEnVuelo[Interger2[3]] Equal to (Triggering unit) Then - Actions Set PuedeCaer[Interger2[3]] = False Unit Group - Remove (Triggering unit) from Pajarracos Set Interger2[1] = (Interger2[1] - 1) Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 0 If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger2[1] Equal to 0 Then - Actions Set Interger2[2] = 0 Trigger - Turn off Porcentaje de caer Else - Actions Else - Actions [/gui]
[gui]Muere un pajarraco Events Unit - A unit Dies Conditions (Unit-type of (Triggering unit)) Equal to Hippogryph Rider Actions For each (Integer Interger[3]) from 1 to Interger[2], do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions (Triggering unit) Equal to Pajarraco[Interger[3]] Then - Actions Set Pajarraco[Interger[3]] = No unit Set Interger[Interger[1]] = (Interger[1] - 1) Set Boolean[Interger[3]] = False If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger[1] Equal to 0 Then - Actions Set Interger[Interger[2]] = 0 Else - Actions Else - Actions [/gui]
[gui]Porcentaje de caer Events Time - Every 0.50 seconds of game time Conditions Actions For each (Integer Interger2[3]) from 1 to Interger2[2], do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Bolean2[Interger2[3]] Equal to True Then - Actions Leaderboard - Change the value for (Owner of PajarracoEnVuelo[Interger2[3]]) in (Last created leaderboard) to (Integer(((5.00 + ((Current movement speed of PajarracoEnVuelo[Interger2[3]]) x 0.02)) - (5.00 x (Real((Level of Reduccion de caida for PajarracoEnVuelo[Interger[3]]))))))) Set PorcentajeDeCaer = (Random real number between 0.01 and 100.00) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions PorcentajeDeCaer Less than or equal to ((5.00 + ((Current movement speed of PajarracoEnVuelo[Interger2[3]]) x 0.02)) - (7.00 x (Real((Level of Reduccion de caida for PajarracoEnVuelo[Interger2[3]]))))) PuedeCaer[Interger2[3]] Equal to True Then - Actions Set PuntoReusable = (Position of PajarracoEnVuelo[Interger2[3]]) Set PuntoReusable2 = (PuntoReusable offset by (Random real number between 500.00 and 1250.00) towards (Random real number between 0.00 and 360.00) degrees) Unit - Create 1 Archer for (Owner of PajarracoEnVuelo[Interger2[3]]) at PuntoReusable facing (Facing of PajarracoEnVuelo[Interger2[3]]) degrees Animation - Play (Last created unit)'s death animation Selection - Select (Last created unit) Unit - Create 1 Hippogryph for (Owner of PajarracoEnVuelo[Interger2[3]]) at PuntoReusable facing (Facing of PajarracoEnVuelo[Interger2[3]]) degrees Unit - Order (Last created unit) to Move To PuntoReusable2 Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Unit - Remove PajarracoEnVuelo[Interger2[3]] from the game Set PajarracoEnVuelo[Interger[3]] = No unit Set Bolean2[Interger2[3]] = False Set Interger2[1] = (Interger2[1] - 1) Set PorcentajeDeCaer = 100.00 Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 0 If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger2[1] Equal to 0 Then - Actions Set Interger2[2] = 0 Trigger - Turn off (This trigger) Else - Actions Else - Actions Else - Actions [/gui]
- Spell 2 Flecha del Poder :
Como lo que me pidio GhxBronie ya lo habia echo solo le pase el este Link y quedo solucionado 
- Spell 3 Bakuryu Special:
Bueno aqui esta la peticion de abadon456 un spell parecido al special de Bakuryu the mole del juego Bloody Roar La cosa va así al seleccionar un objetivo este queda inmóvil mientas se efectúa la habilidad la cual el héroe se divide en 5 y llega de todas direcciones hacia el objetivo seleccionado al traspasarlo causa daño basándose en el nivel de la vida y en el porcentaje de vida perdida del objetivo Daño Por nivel Nivel 1:100 de daño + 25% de la vida perdida  Nivel 2:125 de daño + 25% de la vida perdida  Nivel 3:150 de daño + 25% de la vida perdida  Nivel 4:175 de daño + 25% de la vida perdida  Nivel 5:200 de daño + 25% de la vida perdida - Detonadores:
[gui] Bakuryu Special 1 Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Special Bakuryu Actions Set Interger[1] = (Interger[1] + 1) Set Interger[2] = (Interger[2] + 1) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger[Interger[1]] Equal to 1 Then - Actions Trigger - Turn on Bakuryu Special 2 Else - Actions Set Boolean[Interger[2]] = True Set Final[Interger[2]] = True Set Caster[Interger[2]] = (Triggering unit) Set Distancia[Interger[2]] = 750.00 Set Target[Interger[2]] = (Target unit of ability being cast) Set PuntoReusable = (Position of (Target unit of ability being cast)) Unit - Pause Target[Interger[2]] Unit - Pause Caster[Interger[2]] Unit - Hide (Triggering unit) Unit - Make (Triggering unit) Invulnerable Unit - Move (Triggering unit) instantly to PuntoReusable Set PuntoReusable2 = (PuntoReusable offset by 450.00 towards 72.00 degrees) Unit - Create 1 Efecto op for (Owner of (Triggering unit)) at PuntoReusable2 facing PuntoReusable Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency Set EfectoOP1[Interger[2]] = (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Move (Last created unit) instantly to PuntoReusable2 Unit - Order (Last created unit) to Move To PuntoReusable Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable2 = (PuntoReusable offset by 450.00 towards 144.00 degrees) Unit - Create 1 Efecto op for (Owner of (Triggering unit)) at PuntoReusable2 facing PuntoReusable Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency Set EfectoOP2[Interger[2]] = (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Move (Last created unit) instantly to PuntoReusable2 Unit - Order (Last created unit) to Move To PuntoReusable Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable2 = (PuntoReusable offset by 450.00 towards 216.00 degrees) Unit - Create 1 Efecto op for (Owner of (Triggering unit)) at PuntoReusable2 facing PuntoReusable Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency Set EfectoOP3[Interger[2]] = (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Move (Last created unit) instantly to PuntoReusable2 Unit - Order (Last created unit) to Move To PuntoReusable Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable2 = (PuntoReusable offset by 450.00 towards 288.00 degrees) Unit - Create 1 Efecto op for (Owner of (Triggering unit)) at PuntoReusable2 facing PuntoReusable Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency Set EfectoOP4[Interger[2]] = (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Move (Last created unit) instantly to PuntoReusable2 Unit - Order (Last created unit) to Move To PuntoReusable Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable2 = (PuntoReusable offset by 450.00 towards 360.00 degrees) Unit - Create 1 Efecto op for (Owner of (Triggering unit)) at PuntoReusable2 facing PuntoReusable Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency Set EfectoOP5[Interger[2]] = (Last created unit) Unit - Turn collision for (Last created unit) Off Unit - Move (Last created unit) instantly to PuntoReusable2 Unit - Order (Last created unit) to Move To PuntoReusable Custom script: call RemoveLocation(udg_PuntoReusable2) Custom script: call RemoveLocation(udg_PuntoReusable) [/gui]
[gui]Bakuryu Special 2 Events Time - Every 0.04 seconds of game time Conditions Actions For each (Integer Interger[3]) from 1 to Interger[2], do (Actions) Loop - Actions Set Distancia[Interger[3]] = (Distancia[Interger[3]] - 20.00) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Boolean[Interger[3]] Equal to True Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Distancia[Interger[3]] Less than or equal to 0.00 Then - Actions Unit - Unpause Caster[Interger[3]] Unit - Unpause Target[Interger[3]] Unit - Unhide Caster[Interger[3]] Unit - Make Caster[Interger[3]] Vulnerable Selection - Select Caster[Interger[3]] for (Owner of Caster[Interger[3]]) Special Effect - Create a special effect attached to the origin of Target[Interger[3]] using Abilities\Weapons\DemolisherFireMissile\DemolisherFireMissile.mdl Special Effect - Destroy (Last created special effect) Unit - Cause Caster[Interger[3]] to damage Target[Interger[3]], dealing ((75.00 + (25.00 x (Real((Level of Special Bakuryu for Caster[Interger[3]]))))) + (((Max life of Target[Interger[3]]) - (Life of Target[Interger[3]])) x 0.25)) damage of attack type Spells and damage type Normal Unit - Remove EfectoOP1[Interger[3]] from the game Unit - Remove EfectoOP2[Interger[3]] from the game Unit - Remove EfectoOP3[Interger[3]] from the game Unit - Remove EfectoOP4[Interger[3]] from the game Unit - Remove EfectoOP5[Interger[3]] from the game Set Boolean[Interger[3]] = False Set Caster[Interger[3]] = No unit Set EfectoOP1[Interger[3]] = No unit Set EfectoOP2[Interger[3]] = No unit Set EfectoOP3[Interger[3]] = No unit Set EfectoOP4[Interger[3]] = No unit Set EfectoOP5[Interger[3]] = No unit Set Target[Interger[3]] = No unit Set Interger[1] = (Interger[1] - 1) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Interger[1] Equal to 0 Then - Actions Set Interger[2] = 0 Trigger - Turn off (This trigger) Else - Actions Else - Actions Set PuntoReusable = (Position of EfectoOP1[Interger[3]]) Special Effect - Create a special effect at PuntoReusable using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_PuntoReusable) Set PuntoReusable = (Position of EfectoOP2[Interger[3]]) Special Effect - Create a special effect at PuntoReusable using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_PuntoReusable) Set PuntoReusable = (Position of EfectoOP3[Interger[3]]) Special Effect - Create a special effect at PuntoReusable using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_PuntoReusable) Set PuntoReusable = (Position of EfectoOP4[Interger[3]]) Special Effect - Create a special effect at PuntoReusable using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_PuntoReusable) Set PuntoReusable = (Position of EfectoOP5[Interger[3]]) Special Effect - Create a special effect at PuntoReusable using Abilities\Weapons\RedDragonBreath\RedDragonMissile.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_PuntoReusable) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Distancia[Interger[3]] Less than or equal to 300.00 Then - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions Final[Interger[3]] Equal to True Then - Actions Special Effect - Create a special effect attached to the origin of Target[Interger[3]] using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl Special Effect - Destroy (Last created special effect) Set Final[Interger[3]] = False Set PuntoReusable = (Position of EfectoOP1[Interger[3]]) Set PuntoReusable2 = (PuntoReusable offset by 350.00 towards (Facing of EfectoOP1[Interger[3]]) degrees) Unit - Move EfectoOP1[Interger[3]] instantly to PuntoReusable2 Special Effect - Create a special effect attached to the chest of EfectoOP1[Interger[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Special Effect - Destroy (Last created special effect) Animation - Change EfectoOP1[Interger[3]]'s animation speed to 200.00% of its original speed Animation - Play EfectoOP1[Interger[3]]'s attack animation Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable = (Position of EfectoOP2[Interger[3]]) Set PuntoReusable2 = (PuntoReusable offset by 350.00 towards (Facing of EfectoOP2[Interger[3]]) degrees) Unit - Move EfectoOP2[Interger[3]] instantly to PuntoReusable2 Special Effect - Create a special effect attached to the chest of EfectoOP2[Interger[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Special Effect - Destroy (Last created special effect) Animation - Change EfectoOP2[Interger[3]]'s animation speed to 200.00% of its original speed Animation - Play EfectoOP2[Interger[3]]'s attack animation Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable = (Position of EfectoOP3[Interger[3]]) Set PuntoReusable2 = (PuntoReusable offset by 350.00 towards (Facing of EfectoOP3[Interger[3]]) degrees) Unit - Move EfectoOP3[Interger[3]] instantly to PuntoReusable2 Special Effect - Create a special effect attached to the chest of EfectoOP3[Interger[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Special Effect - Destroy (Last created special effect) Animation - Change EfectoOP3[Interger[3]]'s animation speed to 200.00% of its original speed Animation - Play EfectoOP3[Interger[3]]'s attack animation Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable = (Position of EfectoOP4[Interger[3]]) Set PuntoReusable2 = (PuntoReusable offset by 350.00 towards (Facing of EfectoOP4[Interger[3]]) degrees) Unit - Move EfectoOP4[Interger[3]] instantly to PuntoReusable2 Special Effect - Create a special effect attached to the chest of EfectoOP4[Interger[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Special Effect - Destroy (Last created special effect) Animation - Change EfectoOP4[Interger[3]]'s animation speed to 200.00% of its original speed Animation - Play EfectoOP4[Interger[3]]'s attack animation Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Set PuntoReusable = (Position of EfectoOP5[Interger[3]]) Set PuntoReusable2 = (PuntoReusable offset by 350.00 towards (Facing of EfectoOP5[Interger[3]]) degrees) Unit - Move EfectoOP5[Interger[3]] instantly to PuntoReusable2 Special Effect - Create a special effect attached to the chest of EfectoOP5[Interger[3]] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl Special Effect - Destroy (Last created special effect) Animation - Change EfectoOP5[Interger[3]]'s animation speed to 200.00% of its original speed Animation - Play EfectoOP5[Interger[3]]'s attack animation Custom script: call RemoveLocation(udg_PuntoReusable) Custom script: call RemoveLocation(udg_PuntoReusable2) Else - Actions Else - Actions Else - Actions [/gui]
Imagenes
        
Última edición por _STRONG_ el Miér Jun 03, 2015 4:45 am, editado 9 veces |
|  | | Héroe

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Reputación : 160 Monedas de oro : 1069 Monedas de Platino : 0 
Inventario :  
 | (#) Tema: Re: Venta De Spells Vie Mayo 22, 2015 5:39 pm | |
| Necesito el siguiente sistema: Puedes andar en dragones y controlar la velocidad, necesito un sistema donde si andas muy rápido el jinete puede caerse (% aumenta mientras más rápido andas) pero también una pasiva de mejora de equilibrio que te permite andar más rápido sin tanto riesgo de caer. En el mismo plan, el dragón depende donde sea ataco reaccionara distinto, siendo puntos débiles las alas y la parte inferior. Si lo golpean allí puede llegar a caer. Nuevamente, pasiva de mejora, esta vez un item de armadura. Luego un sistema de ataques a distancia con fuerza de lanzamiento, arco, gravedad y viento. Los misiles son afectados por esas 4 variables para todos los spells y ataques de misil. Un sistema que reemplaza lo ataques básico por cargas. Cuando mandas a una unidad a hacer un ataque básico, se lanza atacando en lugar de ir caminando y golpear. Así todos los ataques meele serán en linea. Si te lo preguntas, las alas pueden ser unidades aparte del dragón si es más fácil así. Diviértete  Haz click a una de las imagenes y entra a un trip |
|  | | Aprendiz

Barra de Salud : 
Mensajes : 21
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Inventario :  
 | (#) Tema: Re: Venta De Spells Vie Mayo 22, 2015 10:17 pm | |
| - paillan escribió:
- Necesito el siguiente sistema:
Puedes andar en dragones y controlar la velocidad, necesito un sistema donde si andas muy rápido el jinete puede caerse (% aumenta mientras más rápido andas) pero también una pasiva de mejora de equilibrio que te permite andar más rápido sin tanto riesgo de caer.
En el mismo plan, el dragón depende donde sea ataco reaccionara distinto, siendo puntos débiles las alas y la parte inferior. Si lo golpean allí puede llegar a caer. Nuevamente, pasiva de mejora, esta vez un item de armadura.
Luego un sistema de ataques a distancia con fuerza de lanzamiento, arco, gravedad y viento. Los misiles son afectados por esas 4 variables para todos los spells y ataques de misil.
Un sistema que reemplaza lo ataques básico por cargas. Cuando mandas a una unidad a hacer un ataque básico, se lanza atacando en lugar de ir caminando y golpear. Así todos los ataques meele serán en linea.
Si te lo preguntas, las alas pueden ser unidades aparte del dragón si es más fácil así.
Diviértete Kehehehehe vas a tener que cobrarle en dolares $_$   - FN escribió:
- Si miras durante mucho tiempo un abismo ,el abismo puede asomarse en tu interior
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 | (#) Tema: Re: Venta De Spells Vie Mayo 22, 2015 11:35 pm | |
| ese paillan esta en drogas  Desarrollador de Software Contactar |
|  | | Peón

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 | (#) Tema: Re: Venta De Spells Mar Mayo 26, 2015 1:14 am | |
| jajaja digo spells y me pides 3 sistemas distintos vere que puedo hacer :$ |
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Barra de Salud : 
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 | (#) Tema: Re: Venta De Spells Mar Jun 02, 2015 12:10 pm | |
| - GhxBronie escribió:
- Um...si es que continuas con tu Tema. Me podias hacer un Sistema de Misiles que al impactar con un enemigo o destructible (árboles) se destruya y dañe al objetivo impactado.
Saludos  Claro compa! Mas tarde o mañana lo termino  |
|  | | Caballero

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 | (#) Tema: Re: Venta De Spells Mar Jun 02, 2015 7:26 pm | |
| Yo quisiera un Spell donde pueda una unidad o heroe dividirse en circulo y atacar hacia adelante, al obletivo al que encerraron.(si has jugado Bloody Roar, el especial de Bakuryu, el Topo).  [img]  [/img] |
|  | | Peón

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 | (#) Tema: Re: Venta De Spells Mar Jun 02, 2015 8:41 pm | |
| - abadon456 escribió:
- Yo quisiera un Spell donde pueda una unidad o heroe dividirse en circulo y atacar hacia adelante, al obletivo al que encerraron.(si has jugado Bloody Roar, el especial de Bakuryu, el Topo).
Quien no ah jugado bloody roar no merece la vida :v mañana lo termino compadre  |
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 | (#) Tema: Re: Venta De Spells  | |
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