Name | Type | is_array | initial_value |
function Skill_Paladin takes unit u, integer level returns nothing
// HOLY LIGHT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHre' )
// DEVOTION AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHad' )
// DIVINE SHIELD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHds' )
// RESURRECTION
elseif (level == 6) then
call SelectHeroSkill( u, 'AHhb' )
endif
endfunction
function Skill_Archmage takes unit u, integer level returns nothing
// WATER ELEMENTAL
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHmt' )
// BRILLIANCE AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHbz' )
// BLIZZARD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHab' )
// MASS TELEPORT
elseif (level == 6) then
call SelectHeroSkill( u, 'AHwe' )
endif
endfunction
function Skill_MountainKing takes unit u, integer level returns nothing
// STORM BOLT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHtb' )
// BASH
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHbh' )
// THUNDER CLAP
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHtc' )
// AVATAR
elseif (level == 6) then
call SelectHeroSkill( u, 'AHav' )
endif
endfunction
function Skill_Bloodmage takes unit u, integer level returns nothing
// FLAME STRIKE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AHfs' )
// SIPHON MANA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AHdr' )
// BANISH
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AHbn' )
// PHOENIX
elseif (level == 6) then
call SelectHeroSkill( u, 'AHpx' )
endif
endfunction
function Skill_Blademaster takes unit u, integer level returns nothing
// WINDWALK
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOwk' )
// CRITICAL STRIKE
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOcr' )
// MIRROR IMAGE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOmi' )
// BLADESTORM
elseif (level == 6) then
call SelectHeroSkill( u, 'AOww' )
endif
endfunction
function Skill_Farseer takes unit u, integer level returns nothing
// FERAL SPIRIT
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOsf' )
// CHAIN LIGHTNING
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AOcl' )
// FAR SIGHT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOfs' )
// EARTHQUAKE
elseif (level == 6) then
call SelectHeroSkill( u, 'AOeq' )
endif
endfunction
function Skill_Chieftain takes unit u, integer level returns nothing
// WARSTOMP
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOws' )
// ENDURENCE AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOae' )
// SHOCKWAVE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOsh' )
// REINCARNATION
elseif (level == 6) then
call SelectHeroSkill( u, 'AOre' )
endif
endfunction
function Skill_ShadowHunter takes unit u, integer level returns nothing
// HEALING WAVE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AOhw' )
// HEX
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AOhx' )
// SERPENT WARD
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AOsw' )
// BIG BAD VODOO
elseif (level == 6) then
call SelectHeroSkill( u, 'AOvd' )
endif
endfunction
function Skill_DeathKnight takes unit u, integer level returns nothing
// DEATH COIL
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUdc' )
// UNHOLY AURA
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AUau' )
// DEATH PACT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUdp' )
// ANIMATE DEAD
elseif (level == 6) then
call SelectHeroSkill( u, 'AUan' )
endif
endfunction
function Skill_Lich takes unit u, integer level returns nothing
// FROST NOVA
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUfn' )
// DARK RITUAL
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUdr' )
// FROST ARMOR
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUfu' )
// DEATH AND DECAY
elseif (level == 6) then
call SelectHeroSkill( u, 'AUdd' )
endif
endfunction
function Skill_Dreadlord takes unit u, integer level returns nothing
// CARRION SWARM
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUcs' )
// VAMPIRIC AURA
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUav' )
// SLEEP
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUsl' )
// INFERNO
elseif (level == 6) then
call SelectHeroSkill( u, 'AUin' )
endif
endfunction
function Skill_CryptLord takes unit u, integer level returns nothing
// CARRION BEETLES
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AUcb' )
// SPIKED CARAPACE
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AUts' )
// IMPALE
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AUim' )
// LOCUST SWARM
elseif (level == 6) then
call SelectHeroSkill( u, 'AUls' )
endif
endfunction
function Skill_Priestress takes unit u, integer level returns nothing
// SEARING ARROW
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEfa' )
// TRUESHOT AURA
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEar' )
// SCOUT
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEst' )
// STARFALL
elseif (level == 6) then
call SelectHeroSkill( u, 'AEsf' )
endif
endfunction
function Skill_Keeper takes unit u, integer level returns nothing
// FORCE OF NATURE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEfn' )
// ENTANGLING ROOTS
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEer' )
// THORNS AURA
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEah' )
// TRANQUILITY
elseif (level == 6) then
call SelectHeroSkill( u, 'AEtq' )
endif
endfunction
function Skill_DemonHunter takes unit u, integer level returns nothing
// MANA BURN
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEmb' )
// EVASION
elseif (level == 2 or level == 4 or level == 7) then
call SelectHeroSkill( u, 'AEev' )
// IMMOLATION
elseif (level == 8 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEim' )
// METAMORPHOSIS
elseif (level == 6) then
call SelectHeroSkill( u, 'AEme' )
endif
endfunction
function Skill_Warden takes unit u, integer level returns nothing
// SHADOW STRIKE
if (level == 1 or level == 3 or level == 5) then
call SelectHeroSkill( u, 'AEsh' )
// BLINK
elseif (level == 2 or level == 4 or level == 8) then
call SelectHeroSkill( u, 'AEbl' )
// FAN OF KNIVES
elseif (level == 7 or level == 9 or level == 10) then
call SelectHeroSkill( u, 'AEfk' )
// VENGEANCE
elseif (level == 6) then
call SelectHeroSkill( u, 'AEsv' )
endif
endfunction
////////////////////////////////////////////////////////////////////////////////////////
//
// Find hero and level
//
////////////////////////////////////////////////////////////////////////////////////////
function Trig_Choose_Hero_Spell_Actions takes unit u returns nothing
local integer level
set level = GetHeroLevel(u)
//////////////////////////////
// HUMAN
if (GetUnitRace(u) == RACE_HUMAN) then
//////////////////////////////
// PALADIN
if (GetUnitTypeId(u) == 'Hpal' ) then
call Skill_Paladin(u, level)
// ARCHMAGE
elseif (GetUnitTypeId(u) == 'Hamg' ) then
call Skill_Archmage(u, level)
// MOUNTAIN KING
elseif (GetUnitTypeId(u) == 'Hmkg' ) then
call Skill_MountainKing(u, level)
// BLOODMAGE
elseif (GetUnitTypeId(u) == 'Hblm' ) then
call Skill_Bloodmage(u, level)
endif
//////////////////////////////
// ORC
elseif (GetUnitRace(u) == RACE_ORC) then
//////////////////////////////
// BLADEMASTER
if (GetUnitTypeId(u) == 'Obla' ) then
call Skill_Blademaster(u, level)
// FARSEER
elseif (GetUnitTypeId(u) == 'Ofar' ) then
call Skill_Farseer(u, level)
// TAUREN CHIEFTAIN
elseif (GetUnitTypeId(u) == 'Otch' ) then
call Skill_Chieftain(u, level)
// SHADOW HUNTER
elseif (GetUnitTypeId(u) == 'Oshd' ) then
call Skill_ShadowHunter(u, level)
endif
//////////////////////////////
// UNDEAD
elseif (GetUnitRace(u) == RACE_UNDEAD) then
//////////////////////////////
// DEATH KNIGHT
if (GetUnitTypeId(u) == 'Udea' ) then
call Skill_DeathKnight(u, level)
// LICH
elseif (GetUnitTypeId(u) == 'Ulic' ) then
call Skill_Lich(u, level)
// DREADLORD
elseif (GetUnitTypeId(u) == 'Udre' ) then
call Skill_Dreadlord(u, level)
// CRYPT LORD
elseif (GetUnitTypeId(u) == 'Ucrl' ) then
call Skill_CryptLord(u, level)
endif
//////////////////////////////
// NIGHT ELF
elseif (GetUnitRace(u) == RACE_NIGHTELF) then
//////////////////////////////
// KEEPER OF THE GROVE
if (GetUnitTypeId(u) == 'Ekee' ) then
call Skill_Keeper(u, level)
// PRIESTRESS OF THE M
elseif (GetUnitTypeId(u) == 'Emoo' ) then
call Skill_Priestress(u, level)
// DEMON HUNTER
elseif (GetUnitTypeId(u) == 'Edem' ) then
call Skill_DemonHunter(u, level)
// WARDEN
elseif (GetUnitTypeId(u) == 'Ewar' ) then
call Skill_Warden(u, level)
endif
//////////////////////////////
endif
endfunction
//===========================================================================
//function InitTrig_Choose_Hero_Spell takes nothing returns nothing
// set gg_trg_Choose_Hero_Spell = CreateTrigger( )
// call TriggerAddAction( gg_trg_Choose_Hero_Spell, function Trig_Choose_Hero_Spell_Actions )
//endfunction