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None of these triggers are final, most of them I've made in a couple of minutes. They will be final when I release this version:
Xtreme RPG Helper
Hey there everyone! Hope you already tried the map out on WarCraft but anyways...
Weapon Weilding Tutorial!
First off open object editor.
Next go to the abilities and create a new ability.
Name it whatever you like, then scroll down the list until you find this ability:
Item Orcish Battle Standard
Then click Ok.
Next, click on your new ability and look for this:
Art - Target Battle Standard
Then double click it and click on the model already there and delete it.
Next click on add model. It should say this:
______
Art - Target: • Preset: | Units |
NONE
• Import: war3mapImported\AbominationAxe.mdx
• Custom:
Click on the Imported stuff, look down the list until you find what model you want as your sword / shield / wings / helm.
Bellow the:
Art - Target Battle Standard
should be:
Art - Target Attachment Poin.. chest
Now, that's the attachment point you want for capes / wings but for swords / shields / gloves / boots, nah.
If it's a shield, delete the chest string and put the following:
hand in one string
left in another
If it's a sword, delete the chest string and put the following:
hand in one string
right in another
If it's a helm, delete the chest string and put the following:
head in the string
Now, when your putting attachments never and I said NEVER use capital letters...
If your making gloves look through the ability models and stuff and the attachment points are:
For the first one:
hand
left
For the second one:
hand
right
You have to use two abilities to do it for boots (witch is foot instead of hand) and gloves.
Hope you like it!
SS_Penguin_Spy Azeroth US East
Click the "X" at the top. (Ctrl + B) (Variable editor)
Create a Variable called "Dialog" (or whatever you want) and the Variable Type "Dialog"
Create a Varibale called "DialogButtons" (or whatever you want) and the Variable Type "Dialog Button" and click "Array" and set it to two.
Create a trigger called "Stat Gain" (or whatever you want) and:
_____
Stat Gain
- Events
Unit - A unit Gains a Level
- Conditions
- Actions
Player - Add 1 to (Owner of (Triggering unit)) Current lumber
Create a trigger called "Dialog" (or whatever you want) and:
_____
Dialog
- Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Player - Player 3 (Teal) skips a cinematic sequence
Player - Player 4 (Purple) skips a cinematic sequence
Player - Player 5 (Yellow) skips a cinematic sequence
Player - Player 6 (Orange) skips a cinematic sequence
Player - Player 7 (Green) skips a cinematic sequence
- Conditions
((Triggering player) Current lumber) Greater than or equal to 1
- Actions
Dialog - Show Dialog for (Triggering player)
Create a trigger called "Strength" (or whatever you want) and:
_____
Strength
- Events
Dialog - A dialog button is clicked for Dialog
- Conditions
(Clicked dialog button) Equal to DialogButtons[0]
- Actions
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Hero - Modify Strength of (Picked unit): Add 1)
Player - Add -1 to (Triggering player) Current lumber
Create a trigger called "Agility" (or whatever you want) and:
_____
Agility
- Events
Dialog - A dialog button is clicked for Dialog
- Conditions
(Clicked dialog button) Equal to DialogButtons[1]
- Actions
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Hero - Modify Agility of (Picked unit): Add 1)
Player - Add -1 to (Triggering player) Current lumber
Create a trigger called "Intelligence" (or whatever you want) and:
_____
Intelligence
- Events
Dialog - A dialog button is clicked for Dialog
- Conditions
(Clicked dialog button) Equal to DialogButtons[2]
- Actions
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Hero - Modify Intelligence of (Picked unit): Add 1)
Player - Add -1 to (Triggering player) Current lumber
Create a trigger called "Intelligence" (or whatever you want) and:
_____
Intelligence
- Events
Dialog - A dialog button is clicked for Dialog
- Conditions
- Actions
Dialog - Create a dialog button for Dialog labelled Strength
Set DialogButtons[0] = (Last created dialof Button)
Dialog - Create a dialog button for Dialog labelled Agility
Set DialogButtons[1] = (Last created dialof Button)
Dialog - Create a dialog button for Dialog labelled Intelligence
Set DialogButtons[2] = (Last created dialof Button)
You can copy and paste this into you map.
For every other unit (say, a level 5), copy the last - If (All Conditions are True) then do (Then Actions) else do (Else Actions)
EXAMPLE: (Level 5 Unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lvlcreepinterger Equal to 75
Then - Actions
Wait 75.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Else - Actions
---
See this:
Set lvlcreepinterger = ((Level of (Triggering unit)) x 15)
That does (Level of triggering unit) x 15. Ex. 5 x 15 = What we would check it to be in conditions, 75.
Change x 15 to whatever you'd like to wait for the respawn
---
This can be copy and pasted.
---
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 15.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
---
This makes every unit respawn in 15.00 seconds. Change the wait time, depending on how you long you want the respawn to be.
You can copy and paste this into your map. Add a wait time for the people to have to wait to get back there here.
You can register and post for help there. I just copied and pasted really.
You can pretty much copy and paste this. There is one thing you need to change.
---
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Orcish Man) ...
---
Change the unit at the end to the unit in your RPG.
movespeed
Events
Player - Player 1 (Red) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Orcish Man) and do (Display to (All players matching ((Matching player) Equal to (Triggering player)).) for 10.00 seconds the text: (You're hero's movespeed is: + (String((Current movement speed of (Picked unit))))))
stat show cmd
Events
Unit - A unit enters 1_Minute_Move__Hero_Res <gen>
Conditions
Actions
Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)).) for 10.00 seconds the text: Say:-msTo show you're hero's movespeed!
no creep
Events
Unit - A unit enters no_creepers <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Move (Triggering unit) instantly to (Random point in creepmove <gen>)
unit res
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Set Variable Set lvlcreepinterger = ((Level of (Triggering unit)) x 15)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lvlcreepinterger Equal to 15
Then - Actions
Wait 15.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lvlcreepinterger Equal to 30
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lvlcreepinterger Equal to 45
Then - Actions
Wait 45.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lvlcreepinterger Equal to 60
Then - Actions
Wait 60.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Else - Actions
Do nothing
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Easy Res
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 20.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
hero res
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Hero - Instantly revive (Triggering unit) at (Random point in 1_Minute_Move__Hero_Res <gen>) , Show revival graphics
allies
Events
Map initialization
Conditions
Actions
Player Group - Add Player 1 (Red) to allplayers
Player Group - Add Player 2 (Blue) to allplayers
Player Group - Add Player 3 (Teal) to allplayers
Player Group - Add Player 4 (Purple) to allplayers
Player Group - Add Player 5 (Yellow) to allplayers
Player Group - Add Player 6 (Orange) to allplayers
Player Group - Add Player 7 (Green) to allplayers
Player Group - Add Player 8 (Pink) to allplayers
Player Group - Add Player 9 (Gray) to allplayers
Player Group - Add Player 10 (Light Blue) to allplayers
Player Group - Add Player 11 (Dark Green) to allplayers
Wait 1.00 seconds
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 11 (Dark Green) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 10 (Light Blue) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 9 (Gray) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 7 (Green) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 8 (Pink) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 6 (Orange) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 5 (Yellow) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 4 (Purple) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 2 (Blue) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 3 (Teal) as an Ally with shared vision)
Player Group - Pick every player in allplayers and do (Make (Picked player) treat Player 1 (Red) as an Ally with shared vision)
twomintele
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in Vis <gen>) and do (Move (Picked unit) instantly to (Random point in 1_Minute_Move__Hero_Res <gen>))
twomintele Copy
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Game - Display to (All players) the text: |cffff0000In one minute, you will be teleported to the "Town" above.|r
Quest Info
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Welcome! with the description Well, I saw SS_Penguin_Spy's Weapon Wielding, and I thought it was cool, so I asked him if I could take it over. He said yes, so I did a total remake. Now, it's not just weapon wielding, it's all things RPG! Have fun, and don't forget to check the map out in World Edititor! , using icon path ReplaceableTextures\CommandButtons\BTNStatUp.blp
Quest - Create a Required quest titled Version Log: with the description Version v1.0b:- Added -ms and TutorialVersion 1.0:- Changed from Weapon Wielding- Added Lots of Tutorials- Added an Area Above , using icon path ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
Quest - Create a Optional quest titled Download Locations with the description The following websites are the places where you can get the newest version of this map.www.hiveworkshop.comwww.epicwar.com , using icon path ReplaceableTextures\CommandButtons\BTNNagaBurrow.blp
Quest - Create a Optional quest titled Models... with the description Weapon models: 54; Unit models: 1All models so far have been taken from SomeWhiteGuy's Master Crafters. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Start Text
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: Welcome to my map!This is version 3.0.The only places you can find new versions on this map are:www.hiveworkshop.comwww.epicwar.comMap by: LyE - Original by SS_Penguin_Spy
Wait 25.50 seconds
Game - Display to (All players) for 15.00 seconds the text: Check out the quest guide for more info on the map. Check the abilities for how the models appear on your guy, the Trigger Editor for the tutorial.Do what ever you like with this map, BUT, don't make different versions of this map!
Level gain
Events
Unit - A unit Gains a level
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: One of you has gained a level! Press the Escpape button and a dialoge will appear.Press Strength: Gain one strength point.Press Agility: Gain one agility point.Press Intelligence: Gain one intelligence point.Every stat costs you one lumber but, don't worry, you got lumber when you leveled up!
Trigger - Turn off (This trigger)
One Class
Events
Unit - A unit Acquires an item
Conditions
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Hero manipulating item) has (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to True
(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
(Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to (Item-class of (Item being manipulated))
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item being manipulated)) Equal to Permanent
Then - Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a weapon.|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item being manipulated)) Equal to Artifact
Then - Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a head piece.|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
Then - Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a back piece.|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item being manipulated)) Equal to Campaign
Then - Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have an off hand item.|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item being manipulated)) Equal to Charged
Then - Actions
Game - Display to (Player group((Owner of (Hero manipulating item)))) the text: |cffff0000You already have a pair of gloves.|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
Else - Actions
UnitCreate
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
UnitCreate Copy
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
UnitCreate Copy 2
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
UnitCreate Copy 3
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
UnitCreate Copy 4
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
UnitCreate Copy 5
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
UnitCreate Copy 6
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
UnitCreate Copy 7
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
UnitCreate Copy 8
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees
UnitCreate Copy 9
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Orcish Man for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees
Vis
Events
Unit - A unit enters Vis <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Stat Gain
Events
Unit - A unit Gains a level
Conditions
Actions
Player - Add 1 to (Owner of (Triggering unit)) . Current lumber
Dialouge
Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Player - Player 3 (Teal) skips a cinematic sequence
Player - Player 4 (Purple) skips a cinematic sequence
Player - Player 5 (Yellow) skips a cinematic sequence
Player - Player 6 (Orange) skips a cinematic sequence
Player - Player 7 (Green) skips a cinematic sequence
Conditions
((Triggering player) Current lumber) Greater than or equal to 1
Actions
Dialog - Show Dialog for (Triggering player)
Strength
- Events
Dialog - A dialog button is clicked for Dialog
- Conditions
(Clicked dialog button) Equal to DialogButtons[0]
- Actions
Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Hero - Modify Strength of (Picked unit): Add 1)
Player - Add -1 to (Triggering player) Current lumber
Button Click
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to DialogButtons[0]
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Modify Strength of (Picked unit): Add 1.)
Player - Add -1 to (Triggering player) . Current lumber
Agility
Button Click Copy
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to DialogButtons[1]
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Modify Agility of (Picked unit): Add 1.)
Player - Add -1 to (Triggering player) . Current lumber
Intelligence
Button Click Copy 2
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to DialogButtons[2]
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Modify Intelligence of (Picked unit): Add 1.)
Player - Add -1 to (Triggering player) . Current lumber
Dialoge buttons
Events
Map initialization
Conditions
Actions
Dialog - Create a dialog button for Dialog labelled Strength
Set Variable Set DialogButtons[0] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Agility
Set Variable Set DialogButtons[1] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Intelligence
Set Variable Set DialogButtons[2] = (Last created dialog Button)
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