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Triggers
MedusaGazeSpell.w3m
Variables
Medusa Gaze
-----readme-----
-----copy trigger below -----
Medusa Gaze
-----changelog---
------ideas------
Do NOT copy this
Melee Initialization
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 except Custom Script Item. Custom Script Item will merge into map script after globals variables declaration with the list order in trigger view.
Name
Type
is_array
initial_value
You will need copy Medusa Gaze custom ability to your map. ID will probably change, so you will have to tweak it in Medusa Gaze trigger. Then give Medusa gaze to one of your heroes and may the stoning begin!
Because this is based on Charm ability that (if I understand it correctly) change owner and pause/unpause unit, wait before those actions is necessary. Without wait, it would give unit to casting player and unpause it.
Medusa Gaze
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Gaze of Medusa
Actions
Animation - Change (Target unit of ability being cast) 's animation speed to 0.00 % of its original speed
Animation - Change (Target unit of ability being cast) 's vertex coloring to ( 66.00 %, 66.00 %, 66.00 %) with 0 % transparency
Unit - Disable supply usage for (Target unit of ability being cast) .
Unit - Make (Target unit of ability being cast) Explode on death
Unit - Set Unit: (Target unit of ability being cast) 's Real Field: Hit Points Regeneration Rate ('uhpr') to Value: 0.00
Unit - Set Unit: (Target unit of ability being cast) 's Real Field: Mana Regeneration ('umpr') to Value: 0.00
Unit - Set Unit: (Target unit of ability being cast) 's Real Field: Sight Radius ('usir') to Value: 0.00
Unit - Set Unit: (Target unit of ability being cast) 's Boolean Field: Is a Building ('ubdg') to Value: True
Unit - Set Unit: (Target unit of ability being cast) 's Weapon Boolean Field: Attacks Enabled ('uaen') at Index: 0 to Value: False
Unit - Set Unit: (Target unit of ability being cast) 's Weapon Boolean Field: Attacks Enabled ('uaen') at Index: 1 to Value: False
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Name of (Target unit of ability being cast)), 1, 9)) Not equal to Petrified
Then - Actions
Unit - Set Name of (Target unit of ability being cast) to (Petrified + (Name of (Target unit of ability being cast)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Target unit of ability being cast)) is an enemy of (Owner of (Casting unit)).) Equal to True
Then - Actions
-------- Gain small XP for turning enemy to stone. Full XP would be weird for instakill. You may change formula to fit you purpose better. --------
Hero - Add ((Level of (Target unit of ability being cast)) x 3) experience to (Casting unit) , Show level-up graphics
Else - Actions
Unit - Set Unit: (Target unit of ability being cast) 's Integer Field: Armor Type ('uarm') to Value: 5
Unit - Set Unit: (Target unit of ability being cast) 's Integer Field: Defense Type ('udty') to Value: 3
-------- Wait seems necessary --------
Wait 0.01 game-time seconds
Unit - Pause (Target unit of ability being cast)
Unit - Change ownership of (Target unit of ability being cast) to Neutral Passive and Change color
v. 1.2
- removed varaible - it was not needed in the end
- turning enemy to stone grants small ammount of XP based on targets level
- changed spell so it can not target neutrals (so you will not waste mana on already petrified units)
- fixed name change
v. 1.1
- statues now become buildings, so you can see them trough FoV
- statues have their defense changed to Fortified and armor to Stone so they will sound properly when attacked
- added some more victims to test on
- nerfed Medusas attack, so she will not kill creeps with arrows
- units turned to stone are renamed to "Petrified (unit name)"
- changed visual effect to something more reasonable
- modified trigger to be safer for multiplayer instances
You may use statues as fuel for Death Pact (you should remove undead from its requirements). You have to remove Unit - Change Owner of MedusaGazeTarget
Statues keeps all abilities like spiked carapace, auras and so on. If you dont want this, you have to add Unit - Remove Ability action for each such ability you dont want to be there.
You may even transport yout statues with zepelin.
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 9.00
Game - Display to (All players) the text: You may turn any hostile unit at sufficiently low level to stone statue. It dont work or heroes BUT you can tweak it in Object editor.Statues are decorative and will not come to live again, but may be broken to bring more evil fun. They become building so they can be seen on map once discovered.
Unit - Order Gnoll Overseer 0004 <gen> to Patrol To . (Position of Brewmaster 0007 <gen>)
Unit - Order Black Spider 0002 <gen> to Attack . Forest Troll Trapper 0003 <gen>
Unit - Order Forest Troll Trapper 0003 <gen> to Attack . Black Spider 0002 <gen>
Unit - Order Brewmaster 0007 <gen> to Hold Position .
Unit - Order Ogre Lord 0005 <gen> to Hold Position .
Animation - Play Shandris 0016 <gen> 's Stand Victory animation
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