Hey I'm revamping the NvS. Again. I've been working on this particular project for a little while and I have actually made quite a bit of progress since I started but haven't had the time necessary to dedicate to finish it as I'd like to, but I'm working on it.
Hell, idk why I'm even posting this, Ima probably be flamed again. At any rate I'll post beta versions and changelog here as I edit. The "beta" versions that I'll release will be protected (of course) but I will provide a resource with pictures and information on triggers and units used. In a sense, providing capacity for learning without the usual risk. Expect the beta version to be fairly polished.
If you've played the original NvS you know that, while fun, was
horribly made with definite room for improvement (which many editors, unsuccessfully, have tried) and I'm working on a complete overhaul of the original NvS.
Please place any ideas, suggestions, or comments here.BETA RELEASEVersion 3.1a beta is released. Should be attached to post.
Or
Click Here to download BETA!Known Issues-Anti-rush timer just disables/enables Rage Jump
-Ninja Shuriken tooltip color is fucked.
-Shuriken/Throw Knife is weak.
-Samurai can just jump/Ninja can blink to tree areas (should this even be fixed? really?)
PLEASE LEAVE FEEDBACK![CHANGELOG]
Multiboard:
-Set colums 5 rows 10 # ...done!
-Set up Icons, Names, Kills, Lives, and Bounty # ...done!
-Set up individual variables. May be able to use previous ones. # ...done?
-Set name coloring # ...done! (note: set actual naming - names for user are actually colored)
-Create self-regulating triggers for multiboard management # ...done!
Leavers:
-Set up transition on multiboard # ...done! (note: leaver players will display on multiboard that they have left.)
-Resource allocation? # No - there's enough shit on there and it's hard enough to have self-regulating code for what's already there.
Gameplay:
-Build Income trigger # ..done!
-Create universal currency; make shops vision hidden to opposite teams # ..done!
-Balace prices #No transition needed[?]
-Adjust health & damage of all units # currently unnecessary.
-Add XP tome to ninjas $ ..done!
-Add Shuriken to ninjas # ability added, needs tweaking..
-Build anti-rush zones # in progress
-Create victory timers # ...done!
-Modify talisman triggers; make more effective, fix typos
-Create a "safe zone" for talismans, need to develop and experiment on "talisman-rescue" procedures # note: "sealing" procedures? (gradual)
-Revamp ninja substution
-Create passive ability spellbooks; hide to leave icon room #unnecessary, have layout workaround
-Rearrange ability keys # ..done!
-Modify and Sync hotkeys
-Add item combations
-Add killstreak triggers, bonuses, and sounds.
-Guard caps and balances
-Revamp charge # removed, replacing with "Rage Jump" - DONE
Balances:
-Nerf arrow and shuriken. May make them single target. May replace with a singal-target AoE ARC spell. ("Throw Knife") # Done. Needs tweaking.
-Remove useless camo. Replace with a better ability. # ..done!
-Nerf Charge, give a chance to fail to teleport or something else to increase risk. # In progress. Removed Charge and adding a range AoE jump ability. - DONE.
Aesthetic:
-Fix up ugly terrain
-Make river "flow" cleanly
-Add some ability SFX
-Make multiboard user-friendly (in progress, see first section) #..done?
-Modify beginning cutscene. Make more uniqely, lively, and actually interesting. # ...done!
-May add tutorial. Doubt it, though. # No.
-Need to add "story" for talismans and samurai # note: dead god?
-TOOLTIPS. # working on it D:
Quests:
-Set up, make them look nice # ..done!

-Get rid of the ones that were made by a fucking illiterate candian # ..done! Thank god that eyesore is gone.
[SCREENSHOTS]
Preview of cutscene
Preview of a decent fucking multiboard
Much better quest interface[OTHER]
[old]
THIS SHIT IS DRIVING ME INSANE:
I've been trying to create a trigger for a "slam" effect. Height is increased, he slides towards target, and when he reaches it he goes down, finishing the "slam" animation, with a special effect of warstomp and damage dealt from him.
these are the triggers:
~~~
Rage Leap
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to RageJump [Reveal]
Actions
Set Slidee[(Player number of Player 1 (Red))] = (Triggering unit)
Set Pointed_Location[(Player number of Player 1 (Red))] = (Target point of ability being cast)
Set Position_Spell[(Player number of Player 1 (Red))] = (Facing of Slidee[(Player number of Player 1 (Red))])
Region - Center RageRed <gen> on Pointed_Location[(Player number of Player 1 (Red))]
Unit - Create 1 Footman for Player 1 (Red) at Pointed_Location[(Player number of Player 1 (Red))] facing Default building facing degrees // note: this was to test if the variable "Pointed_Location" was properly set. It wasn't, it goes to default (mid of PMA)
Unit - Add Crow Form to (Triggering unit)
Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 30.00 at 10.00
Animation - Play Slidee[(Player number of Player 1 (Red))]'s slam animation
Animation - Change (Triggering unit)'s animation speed to 30.00% of its original speed
Unit - Pause (Triggering unit)
Unit - Make (Triggering unit) Invulnerable
Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] Off
Special Effect - Create a special effect attached to the weapon of Slidee[(Player number of Player 1 (Red))] using Abilities\Weapons\PhoenixMissile\Phoenix_Missile.mdl
Set SPECEFFECTS[(Player number of (Owner of (Triggering unit)))] = (Last created special effect)
Trigger - Turn on SlideRage <gen>
Trigger - Turn on SlideRage Copy <gen>
~~~
SlideRage
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to ((Current flying height of (Triggering unit)) - 1.00) at ((Current flying height of (Triggering unit)) - 1.00)
Unit - Move Slidee[(Player number of Player 1 (Red))] instantly to ((Position of Slidee[(Player number of Player 1 (Red))]) offset by 12.00 towards Position_Spell[(Player number of Player 1 (Red))] degrees)
~~~
SlideRage Copy
Events
Time - Every 0.03 seconds of game time
Conditions
(RageRed <gen> contains Slidee[(Player number of Player 1 (Red))]) Equal to True
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off SlideRage <gen>
Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 150.00% of its original speed
Animation - Change Slidee[(Player number of Player 1 (Red))] flying height to 0.00 at 0.00
Unit - Cause Slidee[(Player number of Player 1 (Red))] to damage circular area after 0.00 seconds of radius 200.00 at Pointed_Location[(Player number of (Owner of (Triggering unit)))], dealing 100.00 damage of attack type Hero and damage type Normal
Special Effect - Create a special effect at Pointed_Location[(Player number of Player 1 (Red))] using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Special Effect - Destroy SPECEFFECTS[(Player number of Player 1 (Red))]
Unit - Unpause Slidee[(Player number of Player 1 (Red))]
Unit - Make Slidee[(Player number of Player 1 (Red))] Vulnerable
Unit - Turn collision for Slidee[(Player number of Player 1 (Red))] On
Unit - Remove Crow Form from Slidee[(Player number of Player 1 (Red))]
Animation - Change Slidee[(Player number of Player 1 (Red))]'s animation speed to 100.00% of its original speed
~~~~
I need an ability that:
-Can be used with "(Target point of ability being cast)" variable
-[b]Can target ground[/b] (preferably with an AoE display)
-Doesn't teleport the target (blink's teleport is hard coded -.-)
[b]OR:[/b]
-Another way to define the location of the point that the ability is being cast at. Note: "Issued Order" - can it refer to the ability cast?