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Triggers
GLYPHs.v1.0.w3x
Variables
Glyphs
Glyph of Nature
Glyph of Doom
Glyph of Time1
Glyph of Time2
Glyph of Water
Glyph of Fire
Glyph Of Terror
unneeded
trig
trig2
trig3
trig4
trig5
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
do_not_copy_me
location
No
tempeff
effect
No
temppoint
location
No
temppoint2
location
No
temprect
rect
No
x
real
No
Glyph Of Nature works like this:
A dummy is created and ordered to cast tranquility.
Inside the Object Editor, I just changed some values and graphics and so we got a healingspell in a certain area of effect.
For exporting:
*Copy the unit 'Glyph Of Nature'
*Copy the abilities 'Glyph Of Nature' and 'GoN'
*Copy the buff 'GoN_buff' and the effect 'GoN_eff'
*Copy the variable 'temppoint'
Glyph of Nature
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph Of Nature
Actions
Set Variable Set temppoint = (Target point of ability being cast)
-------- Create the dummy --------
Unit - Create 1 . Glyph Of Nature for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
-------- Order him to cast tranquility --------
Unit - Order (Last created unit) to Night Elf Keeper Of The Grove - Tranquility .
Custom script: call RemoveLocation(udg_temppoint)
Glyph Of Doom works like this:
A dummy is created and ordered to cast locust swarm.
Inside the Object Editor, I just changed some values and graphics and so we got a nice 'glyph of doom'.
For exporting:
*Copy the unit 'Glyph Of Doom'
*Copy the abilities 'Glyph Of Doom' and 'GoD'
*Copy the variable 'temppoint'
Glyph of Doom
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph Of Doom
Actions
Set Variable Set temppoint = (Target point of ability being cast)
-------- Create the dummy --------
Unit - Create 1 . Glyph Of Doom for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
-------- Order him to cast locust swarm --------
Unit - Order (Last created unit) to Undead Crypt Lord - Locust Swarm .
Custom script: call RemoveLocation(udg_temppoint)
Glyph Of Time works like this:
A dummy is created, then all enemy units in a certain area are picked and told to 'stop'.
The trigger 'Glyph Of Time2' deals with the release of the enemies after the glyph disappears
For exporting:
*Copy the unit 'Glyph Of Time'
*Copy the abilities 'Glyph Of Time
*Copy the variables 'temppoint', 'temprect' and 'tempeff'
Glyph of Time1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph of Time
Actions
-------- Create the dummy --------
Set Variable Set temppoint = (Target point of ability being cast)
Unit - Create 1 . Glyph Of Time for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Set Variable Set temprect = (Region centered at temppoint with size (600.00, 600.00))
Special Effect - Create a special effect at temppoint using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
Set Variable Set tempeff = (Last created special effect)
Custom script: call DestroyEffect(udg_tempeff)
Custom script: set bj_wantDestroyGroup = true
-------- all enemy units in a certain area are picked and told to 'stop'. --------
Unit Group - Pick every unit in (Units in temprect matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True)) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Animation - Change (Picked unit) 's animation speed to 0.00 % of its original speed
Animation - Change (Picked unit) 's vertex coloring to ( 75.00 %, 75.00 %, 75.00 %) with 0 % transparency
Custom script: call RemoveLocation(udg_temppoint)
Custom script: call RemoveRect(udg_temprect)
If the glyph dies, units are picked a second time and told to 'move on'
Glyph of Time2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Glyph Of Time
Actions
Set Variable Set temppoint = (Position of (Dying unit))
Set Variable Set temprect = (Region centered at temppoint with size (800.00, 800.00))
Special Effect - Create a special effect at temppoint using Abilities\Spells\Human\FlameStrike\FlameStrikeTarget.mdl
Set Variable Set tempeff = (Last created special effect)
Custom script: call DestroyEffect(udg_tempeff)
Custom script: set bj_wantDestroyGroup = true
-------- all enemy units in the same area are picked to tell them to 'move on' --------
Unit Group - Pick every unit in (Units in temprect matching (((Matching unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True)) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
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 % transparency
Custom script: call RemoveLocation(udg_temppoint)
Custom script: call RemoveRect(udg_temprect)
Glyph Of Water works like this:
A dummy is created and six other dummies are created around each 60°.
As the loop runs six times and the variable 'x' is increased by 60 each time, it makes a full 360° circle - as well as after the creation the dummy casts 'crushing wave'
For exporting:
*Copy the units 'Glyph Of Water' and 'another dummy'
*Copy the abilities 'Glyph Of Water' and 'GoW'
*Copy the buff 'GoW_buff' and the effect 'GoW_eff'
*Copy the variable 'temppoint' and 'x'
Glyph of Water
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph Of Water
Actions
Set Variable Set temppoint = (Target point of ability being cast)
-------- Create the dummy --------
Unit - Create 1 . Glyph Of Water for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
-------- Loop runs to create six dummies arount the glyph and tell it to cast crushing wave --------
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Set Variable Set temppoint2 = (temppoint offset by 256 towards (x + 60.00) degrees.)
Unit - Create 1 another dummy for (Owner of (Triggering unit)) at temppoint2 facing temppoint
Unit - Add GoW to (Last created unit)
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . temppoint
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Glyph Of Water works like this:
A dummy is created, casts flamestrike.
More special effects are added inside the loop
For exporting:
*Copy the units 'Glyph Of Fire'
*Copy the abilities 'Glyph Of Fire' and 'GoF'
*Copy the buff 'GoF_buff' and the effect 'GoF_eff'
*Copy the variable 'temppoint', 'temprect', 'temppoint2' and 'tempeff'
Glyph of Fire
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph Of Fire
Actions
-------- Create the dummy --------
Set Variable Set temppoint = (Target point of ability being cast)
Unit - Create 1 . Glyph Of Fire for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Blood Mage - Flame Strike . temppoint
Set Variable Set temprect = (Region centered at temppoint with size (600.00, 600.00))
-------- For more effects, I run a loop 5 times, each time an effect triggers at a random spot --------
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Set Variable Set temppoint2 = (Random point in temprect)
Special Effect - Create a special effect at temppoint2 using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Set Variable Set tempeff = (Last created special effect)
Glyph Of Water works like this:
A dummy is created, casts monsoon.
Inside the Object Editor, I just changed some values and graphics..
For exporting:
*Copy the units 'Glyph Of Terror'
*Copy the abilities 'Glyph Of Terror' and 'GoT
*Copy the buff 'GoT_buff' and the effect 'GoT_eff'
*Copy the variable 'temppoint'
Glyph Of Terror
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Glyph Of Terror
Actions
-------- Create the dummy --------
Set Variable Set temppoint = (Target point of ability being cast)
Unit - Create 1 . Glyph Of Terror for (Owner of (Triggering unit)) at temppoint facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
-------- Order it to cast monsoon --------
Unit - Order (Last created unit) to Neutral - Monsoon . temppoint
Custom script: call RemoveLocation(udg_temppoint)
trig
Events
Player - Player 1 (Red) types a chat message containing -lvlmax (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Hero - Set Thing ^.^ 0007 <gen> Hero-level to 10 , Show level-up graphics
trig2
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
trig3
Events
Player - Player 1 (Red) types a chat message containing -cd (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Reset ability cooldowns for Thing ^.^ 0007 <gen> .
trig4
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to n001
(Unit-type of (Triggering unit)) Not equal to n002
(Unit-type of (Triggering unit)) Not equal to n000
Actions
Wait 8.00 seconds
Set Variable Set do_not_copy_me = (Random point in (Playable map area))
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at do_not_copy_me facing (Random angle) degrees
Game - Display to (All players) the text: |cffffff00(Notice:)|r If a unit dies (you included) it will respawn after 8 seconds.Use the fountains located in the lower right corner to renew mp/hp
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