Name | Type | is_array | initial_value |
Arthas_BuildingCounter | integer | No | |
ArthasDenials | real | No | |
ArthasVariable | unit | No | |
BootingPlayer | boolean | No | false |
Boss_Attack_Point | location | No | |
Boss_Death_Point | location | No | |
Boss_Spawn_Point | location | No | |
Boss_Win_Attack_Group | group | No | |
Boss_Win_Check_Group | group | No | |
Boss_Win_Point | location | No | |
Buildings1 | group | No | |
Buildings2 | group | No | |
Buildings3 | group | No | |
Buildings4 | group | No | |
Buildings5 | group | No | |
BuildingsGone | boolean | No | false |
BuildingsToAttackArray | group | Yes | |
CitizenGroup | group | No | |
ConstQuestTimer | real | No | |
CullingQuest | quest | No | |
CullingQuestReq | questitem | Yes | |
CullingQuestStrings | string | Yes | |
DeathsOfDeathSquad | real | No | 0.00 |
DestroyedBuilding | unit | No | |
EndCinematicPlaying | boolean | No | false |
Fire_Prop_Point | location | Yes | |
GameOver | boolean | No | false |
Gate_Attack_Point | location | Yes | |
Gate_Attack_Unit | unit | No | |
HideUnits | group | No | |
IntroCancel | boolean | No | false |
JainaVariable | unit | No | |
Lost_Patrol_Camp_A | location | No | |
MalGanis_Attack_Cooldown | real | No | |
MalGanis_Death_Int | integer | No | |
MalGanis_Death_Point | location | No | |
MalGanis_Drops | itemcode | Yes | |
MalGanis_DropsLesser | itemcode | Yes | |
MalGanis_Move_Point | location | Yes | |
MalGanis_Move_Unit | unit | No | |
MalGanis_NextSquadTrig | trigger | Yes | |
MalGanis_Revive_Cooldown | real | No | |
MalGanis_Teleport_Unit | unit | No | |
MalganisAttackTimer | timer | No | |
MalganisCaptainX | real | No | |
MalganisCaptainY | real | No | |
MalganisConversions | real | No | |
MalganisCountdown | timerdialog | No | |
MalganisDeathSquad | group | No | |
MalganisDoingConvertion | boolean | No | |
MalganisFirstTeleCin | boolean | No | false |
MalganisFirstTeleCinSkip | boolean | No | false |
MalganisTargetHouse | unit | No | |
MalganisTargetHouseX | real | No | |
MalganisTargetHouseY | real | No | |
MalganisTimer | timer | No | |
MalganisVariable | unit | No | |
MaySendCommands | boolean | No | true |
Meathook_Done | boolean | No | |
Meathook_Unit | unit | No | |
Neutral_Smart_Order | boolean | No | |
NextSquad | integer | No | 1 |
PlayerCameraPosition | location | No | |
RegionBucket | integer | No | 1 |
RegionLength | integer | No | |
RegionPicked | rect | No | |
RegionsArray | rect | Yes | |
RevivalAltar | unit | No | UnitNull |
Salramm_Done | boolean | No | |
Salramm_Score | integer | No | |
Salramm_Unit | unit | No | |
SelectedUnits | group | No | |
SpeakingCitizen | unit | No | |
SpeakingCitizenPos | location | No | |
TargetArray | integer | Yes | |
TargetArrayLength | integer | No | |
TeleportEffect | effect | No | |
TeleportFast | boolean | No | false |
Teleporting | boolean | No | false |
ThePlayer | player | No | Player01 |
TimerMaySendCommands | timer | No | |
UthersGroup | group | No | |
UtherVariable | unit | No | |
VictoryCinSkip | boolean | No | false |
VillagerToBeConverted | unit | No | |
Warp_Chance | integer | No | |
Warp_Randomize_Timer | timer | No |
function Trig_Convert_Villager_Actions takes nothing returns nothing
local unit villager
// Save villager in local variable
set villager = udg_VillagerToBeConverted
call TriggerSleepAction( 2 )
// Make sure villager is still alive
if IsUnitDeadBJ(villager) then
return
endif
// Handle Conversion
call CreateNUnitsAtLocFacingLocBJ( 1, 'UC05', Player(7), GetUnitLoc(villager), GetUnitLoc(villager) )
call ShowUnitHide( GetLastCreatedUnit() )
call SetHeroLevel( GetLastCreatedUnit(), 10, false )
call SelectHeroSkill( GetLastCreatedUnit(), 'SNdc' )
call IssueTargetOrderBJ( GetLastCreatedUnit(), "darkconversion", villager )
endfunction
//===========================================================================
function InitTrig_Convert_Villager takes nothing returns nothing
set gg_trg_Convert_Villager = CreateTrigger( )
call TriggerAddAction( gg_trg_Convert_Villager, function Trig_Convert_Villager_Actions )
endfunction
//===========================================================================
function Trig_Malganis_Continuously_Attacks_Buildings_Actions takes nothing returns nothing
if udg_BootingPlayer or IsUnitDeadBJ(udg_MalganisVariable) then
return
endif
loop
exitwhen udg_MaySendCommands
call TriggerSleepAction( 0.1 )
endloop
set udg_MaySendCommands = false
call StartTimerBJ( udg_TimerMaySendCommands, false, 1.00 )
call CommandAI( Player(6), 3, 0 )
call CommandAI( Player(6), 2, R2I(udg_MalganisTargetHouseY) )
call CommandAI( Player(6), 1, R2I(udg_MalganisTargetHouseX) )
endfunction
//===========================================================================
function InitTrig_Malganis_Continuously_Attacks_Buildings takes nothing returns nothing
set gg_trg_Malganis_Continuously_Attacks_Buildings = CreateTrigger( )
call TriggerAddAction( gg_trg_Malganis_Continuously_Attacks_Buildings, function Trig_Malganis_Continuously_Attacks_Buildings_Actions )
endfunction
//===========================================================================
function Trig_Malganis_Booting_Player_Actions takes nothing returns nothing
if IsUnitDeadBJ(udg_MalganisVariable) then
return
endif
loop
exitwhen udg_MaySendCommands
call TriggerSleepAction( 0.1 )
endloop
set udg_MaySendCommands = false
call StartTimerBJ( udg_TimerMaySendCommands, false, 1.00 )
set udg_BootingPlayer = true
call CommandAI( Player(6), 4, 1 )
call EnableTrigger( gg_trg_Das_Boot_to_Arthas )
endfunction
//===========================================================================
function InitTrig_Malganis_Booting_Player takes nothing returns nothing
set gg_trg_Malganis_Booting_Player = CreateTrigger( )
call TriggerAddAction( gg_trg_Malganis_Booting_Player, function Trig_Malganis_Booting_Player_Actions )
endfunction