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Triggers
Iceburst[S].w3x
Variables
Initialisierung
Read Me
spelltrig1
spelltrig2
spelltrig3
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
IB_ang
real
No
IB_ang_add
real
No
IB_tmpeff
effect
No
IB_tmppoint
location
No
IB_tmppoint2
location
No
IB_tmppoint3
location
No
To make this spell work correctly in your map, do:
*Copy the triggers 'spelltrig1', 'spelltrig2' and 'spelltrig3'
*Copy all variables except for 'do_not_copy_me
*Copy all three dummies 'ice_dummy', 'ice_dummy2' and 'invis_dummy'
*Copy all three abilities 'Iceburst'. 'ice' and 'armor_red.'
*Copy both buffs 'Frozen' and 'Ice'
---
I won't go down towards all the triggering process as it's explained in the triggers - so just a short overview.
On cast, Lvl of the caster x3 dummies are spawned, each one having 'phoenixfire' and moving outwards.
As the exp. timer runs out, 9 new dummies are created, again moving outwards and having 'phoenixfire'
Meanwhile, all units are checked for the buff caused by phoenixfire and if there's a buff, a dummy is spawned casting faerie fire to the unit having the buff.
---
That's it so far - the actual documentation is within the triggers.
So, procees to 'spelltrig1'
So, this trgger cares about the spawning of the dummies and the direction theymove to.
Firstly, variables are set, sfx added and then (Level of Iceburst x 3) dummies made, moving circularly.
Let's move to 'spelltrig2'
spelltrig1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Iceburst
Actions
-------- First, I declare the angle to be added each time the loop runs --------
Set Variable Set IB_ang_add = ((Real((Level of Iceburst for (Triggering unit)))) x 3.00)
Set Variable Set IB_tmppoint = (Position of (Triggering unit))
Special Effect - Create a special effect at IB_tmppoint using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Set Variable Set IB_tmpeff = (Last created special effect)
Custom script: call DestroyEffect(udg_IB_tmpeff)
Set Variable Set IB_ang = "-30.00"
-------- Here's the loop - it creates Lv*3 units around the caster using the formula 360.00 / Lv*3 --------
For each (Integer A) from 1 to ((Level of Iceburst for (Triggering unit)) x 3) , do (Actions)
Loop - Actions
Set Variable Set IB_tmppoint2 = (IB_tmppoint offset by 100.00 towards (IB_ang + (360.00 / IB_ang_add)) degrees.)
Set Variable Set IB_tmppoint3 = (IB_tmppoint2 offset by 2500.00 towards (IB_ang + (360.00 / IB_ang_add)) degrees.)
Unit - Create 1 ice_dummy for (Owner of (Triggering unit)) at IB_tmppoint2 facing IB_tmppoint3
Unit - Order (Last created unit) to Move To . IB_tmppoint3
Unit - Set level of ice for (Triggering unit) to (Level of Iceburst for (Triggering unit))
Set Variable Set IB_ang = (IB_ang + (360.00 / IB_ang_add))
Unit - Add a 1.20 second Generic expiration timer to (Last created unit)
Now here we're having the main part of the spell.
It deals with the creation of the dummies upon the missiledummie's deaths.
If the dying unit is a big dummy, further ones are created - if the fying unit is a small dummy, an effect is added.
Now last, 'spelltrig3'
spelltrig2
Events
Unit - A unit Dies
Conditions
Actions
-------- Here I check for the unit-type of the dying unit --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to ice_dummy
Then - Actions
Set Variable Set IB_tmppoint = (Position of (Triggering unit))
-------- Now, the dummy having the frost nova effect as model is made --------
Unit - Create 1 eis_dummy_exp for (Owner of (Triggering unit)) at IB_tmppoint facing IB_tmppoint3
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Special Effect - Create a special effect at IB_tmppoint using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Set Variable Set IB_tmpeff = (Last created special effect)
Custom script: call DestroyEffect(udg_IB_tmpeff)
-------- Here, the loop starts creating the nine dummies which shall move circularly --------
For each (Integer A) from 1 to 9 , do (Actions)
Loop - Actions
Set Variable Set IB_tmppoint2 = (IB_tmppoint offset by 0.00 towards (IB_ang + 45.00) degrees.)
Set Variable Set IB_tmppoint3 = (IB_tmppoint2 offset by 2500.00 towards (IB_ang + 45.00) degrees.)
Unit - Create 1 ice_dummy2 for (Owner of (Triggering unit)) at IB_tmppoint2 facing IB_tmppoint3
Unit - Order (Last created unit) to Move To . IB_tmppoint3
Unit - Set level of ice for (Triggering unit) to (Level of Iceburst for (Triggering unit))
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
We're almost done - this very simple trigger just has the purpose to create a dummy casting faerie fire in order to apply the armor loss.
Feel free to edit any model/ability if you want i.e. another buff.
spelltrig3
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
-------- I set the type of units to be picked --------
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) has buff Phoenix Fire) Equal to True)) and do (Actions)
Loop - Actions
Set Variable Set IB_tmppoint = (Position of (Picked unit))
-------- Now I create a dummy at the units positions --------
Unit - Create 1 invis_dummy for (Owner of (Picked unit)) at IB_tmppoint facing IB_tmppoint
-------- And last, I order it to cast faerie fire to the picked unit --------
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire . (Picked unit)
Unit - Add a 0.66 second Generic expiration timer to (Last created unit)
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
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
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