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Triggers
Aura of the Defender.w3x
Variables
Which u dont need!
Map Inni
Level Up
Units Spawn
Show Commands
Spell
Aura of the Defender
Kartenspezifischen eigenen Skript-Code unten eingeben. Dieser Text wird in das Karten-Skript nach der Deklaration der Variablen und vor jeglichem Auslöser-Code eingefügt.
Name
Type
is_array
initial_value
_Aura_Real
real
No
_Dont_Need_Interger
integer
Yes
_Dont_Need_Playergroup
force
Yes
_Dont_Need_Units
unit
Yes
Map Inni
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Set Variable Set _Dont_Need_Units[1] = Defender 0000 <gen>
Floating Text - Create floating text that reads Enter to spawn attacking units. at (Position of Circle of Power 0005 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Player Group - Add Player 2 (Blue) to _Dont_Need_Playergroup[1]
Player Group - Add Player 3 (Teal) to _Dont_Need_Playergroup[1]
Player Group - Add Player 4 (Purple) to _Dont_Need_Playergroup[1]
Player Group - Add Player 5 (Yellow) to _Dont_Need_Playergroup[1]
Level Up
Events
Player - (Owner of Defender 0000 <gen>) types a chat message containing -level up (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Hero - Set _Dont_Need_Units[1] Hero-level to 10 , Show level-up graphics
Units Spawn
Events
Unit - A unit enters Mob_Spawn_Circle <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Entering unit) belongs to an enemy of Player 2 (Blue).) Equal to True
Then - Actions
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Set Variable Set _Dont_Need_Interger[1] = (Random integer number between 1 and 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
_Dont_Need_Interger[1] Equal to 1
Then - Actions
Unit - Create 1 Footman for (Random player from _Dont_Need_Playergroup[1]) at (Center of Spawn_Top <gen>) facing (Position of Defender 0000 <gen>)
Unit - Order (Last created unit) to Attack . _Dont_Need_Units[1]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
_Dont_Need_Interger[1] Equal to 2
Then - Actions
Unit - Create 1 Footman for (Random player from _Dont_Need_Playergroup[1]) at (Center of Spawn_Bottom <gen>) facing (Position of Defender 0000 <gen>)
Unit - Order (Last created unit) to Attack . _Dont_Need_Units[1]
Else - Actions
Else - Actions
Trigger - Turn off (This trigger)
Floating Text - Hide (Last created floating text) for (All players)
Wait until (((Number of living Footman units owned by Player 2 (Blue)) Equal to 0) and (((Number of living Footman units owned by Player 3 (Teal)) Equal to 0) and (((Number of living Footman units owned by Player 4 (Purple)) Equal to 0) and ((Number of living Footman units owned by Player 5 (Yellow)) Equal to 0)))) , checking every 0.10 seconds
Floating Text - Show (Last created floating text) for (All players)
Trigger - Turn on (This trigger)
Show Commands
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Commands:-level up (to set your hero to lvl 10)
Aura of the Defender
Events
Unit - A unit Is attacked
Conditions
Actions
-------- ------------------------------- --------
-------- Okay, lets begin! --------
-------- By the way: Its easy to customize! --------
-------- ------------------------------- --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Aura of the Defender) Equal to True
(Level of Aura of the Defender for (Attacked unit)) Equal to 1
Then - Actions
-------- Do not Change! --------
-------- We set the percent chance (0~100(0%~100%)) --------
-------- Start a special effect for the optic. --------
-------- You can change it too! --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Special Effect - Destroy (Last created special effect)
-------- Start a special effect for the optic. --------
-------- You can change it too! --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Special Effect - Destroy (Last created special effect)
-------- Start a special effect for the optic. --------
-------- You can change it too! --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Attacked unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Special Effect - Destroy (Last created special effect)
-------- Start a special effect for the optic. --------
-------- You can change it too! --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Special Effect - Destroy (Last created special effect)
-------- Start a special effect for the optic. --------
-------- You can change it too! --------
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Attacked unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Special Effect - Destroy (Last created special effect)
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