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Sechzig and Frozen Soul 1.1

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
My 1st spell and original
credit by me: kruzerg

use my credit if u used on your map :)

SPECIAL THANKS TO SAUS

BEFORE we starting let us know 1st about origin name of my spell
Sechzig its from German language which means '60' (Sixty)
why 60? the idea of this skill means 60 seconds or 1 minute
Now you learn new word from Germany , wish you luck for the days xD


Sechzig - MUI

Description
Sechzig - Passive
Every 60 seconds stop time within caster 800 AoE for 3 seconds making affected units uncapable to do anything. Enemy Heroes unaffected. Deals 80 damage per second.

Frozen Soul - Passive
Every 8 seconds freeze nearby random enemies within 800 AoE deal 300 damage and slow.


  • Sechzig
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to |cffff8800Claszureme Clock|r
      • (Unit-type of (Hero manipulating item)) Equal to Faceless King
    • Actions
      • Unit Group - Add (Hero manipulating item) to FACELESSHEROES
      • Trigger - Turn on Sechzig auto <gen>
  • Sechzig auto
    • Events
      • Time - Every 60.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in FACELESSHEROES and do (Actions)
        • Loop - Actions
          • Set FACELESSHERO = (Picked unit)
          • Set FACELESSPOINT = (Position of FACELESSHERO)
          • Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
          • Special Effect - Create a special effect attached to the overhead of FACELESSHERO using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
            • Loop - Actions
              • Unit - Create 1 Dummy (Sechzig) for (Owner of FACELESSHERO) at FACELESSPOINT facing Default building facing degrees
              • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
              • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Picked unit) has buff Sechzig (Pause)) Equal to True
                • Then - Actions
                  • Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
                    • Loop - Actions
                      • Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
                      • Animation - Change (Picked unit)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.00% transparency
                • Else - Actions
                  • Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
                  • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Custom script: call RemoveLocation(udg_FACELESSPOINT)
      • Custom script: call DestroyGroup(udg_FACELESSGROUP)
  • Sechzig off
    • Events
      • Unit - A unit Loses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to |cffff8800Claszureme Clock|r
      • (Unit-type of (Hero manipulating item)) Equal to Faceless King
    • Actions
      • Unit Group - Remove (Triggering unit) from FACELESSHEROES



Keywords:
freeze frozen time stop spell pack
Contents

Spell Sechzig and Frozen Soul (Map)

Reviews
12:06, 28th Aug 2015 IcemanBo: http://www.hiveworkshop.com/forums/spells-569/sechzig-frozen-soul-1-1-a-269076/#post2722730
Level 6
Joined
Aug 5, 2015
Messages
202
Triggers

TRIGGERS

Sechzig Ability

  • Sechzig
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Sechzig
    • Actions
      • Set FACELESSHERO = (Learning Hero)
      • Set FACELESSPOINT = (Position of FACELESSHERO)
      • Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
      • Trigger - Turn on Sechzig auto <gen>
  • Sechzig auto
    • Events
      • Time - Every 10.00 seconds of game time
    • Conditions
    • Actions
      • Set FACELESSPOINT = (Position of FACELESSHERO)
      • Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
      • Special Effect - Create a special effect attached to the overhead of FACELESSHERO using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
      • Special Effect - Destroy (Last created special effect)
      • Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Dummy (Sechzig) for (Owner of FACELESSHERO) at FACELESSPOINT facing Default building facing degrees
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Picked unit) has buff Sechzig (Pause)) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
            • Loop - Actions
              • Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
              • Animation - Change (Picked unit)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.00% transparency
        • Else - Actions
          • Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
          • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
      • Custom script: call RemoveLocation(udg_FACELESSPOINT)
      • Custom script: call DestroyGroup(udg_FACELESSGROUP)
Frozen Soul Ability

  • Frost Nova Auto
    • Events
      • Unit - A unit Learns a skill
    • Conditions
      • (Learned Hero Skill) Equal to Frozen Soul
    • Actions
      • Set FROZENHERO = (Learning Hero)
      • Set FROZENPOINT = (Position of FROZENHERO)
      • Set FROZENGROUP = (Units within 800.00 of FROZENPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FROZENHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A structure) Equal to False))))
      • Trigger - Turn on Frost Nova Auto on <gen>
  • Frost Nova Auto on
    • Events
      • Time - Every 8.00 seconds of game time
    • Conditions
    • Actions
      • Set FROZENPOINT = (Position of FROZENHERO)
      • Set FROZENGROUP = (Units within 800.00 of FROZENPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FROZENHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A structure) Equal to False))))
      • Set FROZENRANDOM = (Random unit from FROZENGROUP)
      • Unit - Create 1 Dummy (Frost Nova) for (Owner of FROZENHERO) at FROZENPOINT facing Default building facing degrees
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to Undead Lich - Frost Nova FROZENRANDOM
      • Unit Group - Remove all units from FROZENGROUP
      • Custom script: call RemoveLocation(udg_FROZENPOINT)
      • Custom script: call DestroyGroup(udg_FROZENGROUP)
 
Last edited:
Level 6
Joined
Aug 5, 2015
Messages
202
its leak?
__________________________________________________
i still dont understand what dynamic indexing function in my spell, after i add dynamic stuff its like dont have function, no difference
see my trigger become screwed
 
Last edited by a moderator:
Level 37
Joined
Jul 22, 2015
Messages
3,485
its leak?
__________________________________________________
i still dont understand what dynamic indexing function in my spell, after i add dynamic stuff its like dont have function, no difference
see my trigger become screwed

  • Stop Time
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Stop time
    • Actions
      • Set ZIGINDEX = (ZIGINDEX + 1)
      • Set ZIGCAST[ZIGINDEX] = (Triggering unit)
      • Set ZIGTARGET[ZIGINDEX] = (Target unit of ability being cast)
      • Set ZIGCOUNTER[ZIGINDEX] = 0.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ZIGINDEX Equal to 1
        • Then - Actions
          • Trigger - Turn on Stop time MUI <gen>
        • Else - Actions
  • Stop time MUI
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer ZIGINT) from 1 to ZIGINDEX, do (Actions)
        • Loop - Actions
          • Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ZIGCOUNTER[ZIGINT] Greater than or equal to 10.00
            • Then - Actions
              • Animation - Change ZIGTARGET[ZIGINT]'s animation speed to 100.00% of its original speed
              • Animation - Change ZIGTARGET[ZIGINT]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Set ZIGCAST[ZIGINT] = ZIGCAST[ZIGINDEX]
              • Set ZIGTARGET[ZIGINT] = ZIGTARGET[ZIGINDEX]
              • Set ZIGCOUNTER[ZIGINT] = ZIGCOUNTER[ZIGINDEX]
              • Set ZIGINDEX = (ZIGINDEX - 1)
              • Set ZIGINT = (ZIGINT - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ZIGINDEX Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                  • Trigger - Turn off Stop Time <gen>
                • Else - Actions
            • Else - Actions
additional trigger for MUI

  • Stop Time
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Stop time
    • Actions
      • Set ZIGINDEX = (ZIGINDEX + 1)
      • Set ZIGCAST[ZIGINDEX] = (Triggering unit)
      • Set ZIGTARGET[ZIGINDEX] = (Target unit of ability being cast)
      • Set ZIGCOUNTER[ZIGINDEX] = 0.00
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ZIGINDEX Equal to 1
        • Then - Actions
          • Trigger - Turn on Stop time MUI <gen>
        • Else - Actions
  • Stop time MUI
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer ZIGINT) from 1 to ZIGINDEX, do (Actions)
        • Loop - Actions
          • Unit - Cause ZIGCAST[ZIGINT] to damage ZIGTARGET[ZIGINT], dealing 8.00 damage of attack type Spells and damage type Normal
          • Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ZIGCOUNTER[ZIGINT] Greater than or equal to 3.00
            • Then - Actions
              • Animation - Change ZIGTARGET[ZIGINT]'s animation speed to 100.00% of its original speed
              • Animation - Change ZIGTARGET[ZIGINT]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Set ZIGCAST[ZIGINT] = ZIGCAST[ZIGINDEX]
              • Set ZIGTARGET[ZIGINT] = ZIGTARGET[ZIGINDEX]
              • Set ZIGCOUNTER[ZIGINT] = ZIGCOUNTER[ZIGINDEX]
              • Set ZIGINDEX = (ZIGINDEX - 1)
              • Set ZIGINT = (ZIGINT - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ZIGINDEX Equal to 0
                • Then - Actions
                  • Trigger - Turn off (This trigger)
                • Else - Actions
            • Else - Actions

You should actually read the tutorial and not just copy paste the example triggers.
 
Level 37
Joined
Jul 22, 2015
Messages
3,485
i still dont quite understand it :'D
_____________________________________________
____________________________________________/
Updated Triggers

First off, the counter is what allows you to use "wait" time. You set the max counter to whenever you want the spell to stop or do certain things.

  • Events
    • Time - Every 0.10 seconds of game time
  • Actions
    • Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • ZIGCOUNTER[ZIGINT] Greater than or equal to 3.00
      • Then - Actions
        • Your Actions
In this example from your Stop time MUI trigger, you're adding 0.10 to your Counter every 0.10 seconds. Directly after, you have a condition that makes it so that the following actions do not run until your Counter is greater than or equal to 3. Simple math will tell you that it will take 3 seconds for Counter to equal 3. In conclusion, your actions won't run until after 3 seconds have passed. Get it? :)
 
  • Which trigger is up to date? In description or in your first post?
    Anyway, remove the triggers from your first post, and only update the ones in description.
    Also put them please into
    tags, because they stretch the site.
    [*]Don't hardcode when not needed. Create a config trigger and make as much configurable as possible.
    [*]Variable names should look like this: PREFIX_DescriptiveName, for example: SFS_Group, SFS_Caster, ...
    [*]The every x seconds event should start when item picked up, not randomly.
    [*]Periodic triggers should only run when needed, not always.
 
Last edited:
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