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Triggers
Critical Move.w3x
Variables
CriticalMove
startmove
setup
rev
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
unmoveunit
unit
No
startmove
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Critical Move
Then - Actions
Set Variable Set unmoveunit = (Target unit of ability being cast)
Wait 0.20 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
unmoveunit Equal to (Dying unit)
Then - Actions
Skip remaining actions
Else - Actions
Unit - Move (Casting unit) instantly to (Position of unmoveunit)
Unit - Pause (Casting unit)
Unit - Make (Casting unit) Invulnerable
Animation - Play (Casting unit) 's Attack Slam animation
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Unit - Cause (Casting unit) to damage unmoveunit , dealing 80.00 damage of attack type Pierce and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
unmoveunit Equal to (Dying unit)
Then - Actions
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Skip remaining actions
Else - Actions
Wait 1.13 seconds
Animation - Play (Casting unit) 's Attack Slam animation
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Unit - Cause (Casting unit) to damage unmoveunit , dealing 80.00 damage of attack type Pierce and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
unmoveunit Equal to (Dying unit)
Then - Actions
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Skip remaining actions
Else - Actions
Wait 1.13 seconds
Animation - Play (Casting unit) 's Attack Slam animation
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Unit - Cause (Casting unit) to damage unmoveunit , dealing 80.00 damage of attack type Pierce and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
unmoveunit Equal to (Dying unit)
Then - Actions
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Skip remaining actions
Else - Actions
Wait 1.13 seconds
Animation - Play (Casting unit) 's Attack Slam animation
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Unit - Cause (Casting unit) to damage unmoveunit , dealing 80.00 damage of attack type Pierce and damage type Normal
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
unmoveunit Equal to (Dying unit)
Then - Actions
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Skip remaining actions
Else - Actions
Wait 1.13 seconds
Animation - Play (Casting unit) 's Attack Slam animation
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Unit - Cause (Casting unit) to damage unmoveunit , dealing 80.00 damage of attack type Pierce and damage type Normal
Unit - Unpause (Casting unit)
Unit - Make (Casting unit) Vulnerable
Animation - Play (Casting unit) 's stand animation
Else - Actions
setup
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Hero - Set (Random unit from (Units owned by Player 1 (Red).)) Hero-level to 50 , Hide level-up graphics
rev
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Hero - Instantly revive (Dying unit) at (Position of (Dying unit)) , Show revival graphics
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