Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
lightning spells by donate_xxx.w3x
Variables
Initialization
Melee Initialization
Open Gate
Close Gate
Revive
Sounds
Sound1
Sound2
Sound3
Sound4
Sound5
Sound6
Sound7
Sound7 Copy
Spells
Lightning Pulse
LightningPulse
Loop
Loop 2
Lightning Field
Lightning Field
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
Caster
unit
No
Dummy
unit
No
Point_Pulse
location
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Destructible - Make Elven Gate 0069 <gen> Invulnerable
Game - Display to (All players) for 10.00 seconds the text: Turn up or increase your music sounds to hear the killing sounds.
Open Gate
Events
Unit - A unit enters Region_000 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Open Elven Gate 0069 <gen>
Close Gate
Events
Unit - A unit leaves Region_000 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Close Elven Gate 0069 <gen>
Revive
Events
Unit - Lightning Mage 0000 <gen> Dies
Conditions
Actions
Hero - Instantly revive Lightning Mage 0000 <gen> at (Center of Region_001 <gen>) , Show revival graphics
Sound1
Events
Unit - A unit Dies
Conditions
Actions
Sound - Play firstblood.wav (Unexpected type: 'musictheme') .
Game - Display to (All players) for 4.00 seconds the text: FIRST BLOOD!
Trigger - Turn off (This trigger)
Wait 2 seconds
Trigger - Turn on Sound2 <gen>
Trigger - Turn on Sound3 <gen>
Trigger - Turn on Sound4 <gen>
Trigger - Turn on Sound5 <gen>
Trigger - Turn on Sound6 <gen>
Trigger - Turn on Sound7 <gen>
Trigger - Turn on Sound7_Copy <gen>
Sound2
Events
Unit - Test on me 0029 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: M-m-monster Kill-kill
Sound - Play monster_kill.wav (Unexpected type: 'musictheme') .
Sound3
Events
Unit - Test on me 0030 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: GODLIKE!
Sound - Play GodLike.wav (Unexpected type: 'musictheme') .
Sound4
Events
Unit - Test on me 0031 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: Holy shit
Sound - Play HolyShit.wav (Unexpected type: 'musictheme') .
Sound5
Events
Unit - Test on me 0032 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: GODLIKE!
Sound - Play GodLike.wav (Unexpected type: 'musictheme') .
Sound6
Events
Unit - Test on me 0033 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: Holy shit
Sound - Play HolyShit.wav (Unexpected type: 'musictheme') .
Sound7
Events
Unit - Test on me 0034 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: M-m-monster Kill-kill
Sound - Play monster_kill.wav (Unexpected type: 'musictheme') .
Sound7 Copy
Events
Unit - Satyr Hellcaller 0027 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: Holy shit
Sound - Play HolyShit.wav (Unexpected type: 'musictheme') .
LightningPulse
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Lightning Pulse
Actions
Set Variable Set Caster = (Casting unit)
Set Variable Set Point_Pulse = (Target point of ability being cast)
Trigger - Turn on Loop <gen>
Trigger - Turn on Loop_2 <gen>
Wait 6.00 seconds
Trigger - Turn off Loop <gen>
Trigger - Turn off Loop_2 <gen>
Loop
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
Unit - Create 1 . DummyLightningPulse for (Owner of Caster) at Point_Pulse facing Default building facing degrees
Unit - Kill (Last created unit)
Unit Group - Pick every unit in (Units in (Region centered at Point_Pulse with size (1000.00, 1000.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is dead) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 100.00)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Human\ManaFlare\ManaFlareBoltImpact.mdl
Else - Actions
Do nothing
Loop 2
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
Unit - Create 1 . DummyLightningPulse2 for (Owner of Caster) at (Random point in (Region centered at Point_Pulse with size (700.00, 700.00))) facing Default building facing degrees
Unit - Kill (Last created unit)
Lightning Field
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Lightning Field
Actions
Set Variable Set Caster = (Casting unit)
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 100.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 200.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 200.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 300.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 300.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 400.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 400.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 500.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 500.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 600.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 400.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 500.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 300.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 400.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 200.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 300.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 100.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units within 200.00 of (Position of Caster).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
Else - Actions
Wait 0.15 seconds
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 200.00 of (Position of Caster).) and do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of Caster) offset by 100.00 towards ((Real((Integer A))) x 45.00) degrees.) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of Caster).) Equal to True
((Picked unit) is A structure) Equal to False
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 10.00)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.