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Triggers
Spell pack by pippo.w3x
Variables
Inizializzazione
Inizializzazione partita Assalto
Resurrect creeps
Refresh
Trigger senza nome 001
Spells
Delagg
Arcane Bolt
Arcane Power
Arcane Resort
Mana Shield
Inserisci il codice dello script personalizzato per la mappa nello spazio sottostante. Il testo verrà incluso nello script della mappa dopo che le variabili sono state dichiarate e prima di qualsiasi codice trigger.
Name
Type
is_array
initial_value
AB_Point
location
No
AP_Integer
integer
No
AP_Point
location
No
AP_WPoint
location
No
AR_Point
location
No
RESURRECTPOINT
location
No
Inizializzazione predefinita della partita Assalto per tutti i giocatori
Inizializzazione partita Assalto
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Game - Display to (All players) for 1000000000.00 seconds the text: ---Spells created by pippo------I allow you to edit those spells, even giving credits------Give credits if you use it on your map------Thanks for testing!------Press escape (ESC) button to refresh cooldowns, mana and life---
Resurrect creeps
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set RESURRECTPOINT = (Center of Regione_000 <gen>)
Hero - Instantly revive (Triggering unit) at RESURRECTPOINT , Show revival graphics
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to 100 %
Unit - Set mana of (Picked unit) to 100 %
Unit - Reset ability cooldowns for (Picked unit) .
Trigger senza nome 001
Events
Conditions
Actions
This trigger is usefull to remove the first-cast spell lagg.
Delagg
Events
Map initialization
Conditions
Actions
Set Variable Set AP_Point = (Center of (Playable map area))
Unit - Create 1 . Dummy for Neutral Passive at AP_Point facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Add War Stomp to (Last created unit)
Unit - Add Shockwave to (Last created unit)
Unit - Add Purge to (Last created unit)
Unit - Add Mana Burn to (Last created unit)
Custom script: call RemoveLocation (udg_AP_Point)
Arcane Bolt
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Arcane Bolt
Actions
-------- Here we set the point --------
Set Variable Set AB_Point = (Position of (Target unit of ability being cast))
-------- Creating dummy --------
Unit - Create 1 . Dummy for (Owner of (Triggering unit)) at AB_Point facing Default building facing degrees
-------- Make that it will die --------
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
-------- Adding spell --------
Unit - Add Mana Burn to (Last created unit)
-------- Setting the right level of the spell --------
Unit - Set level of Mana Burn for (Last created unit) to (Level of Arcane Bolt for (Triggering unit))
-------- Order it to cast the spell --------
Unit - Order (Last created unit) to Night Elf Demon Hunter - Mana Burn . (Target unit of ability being cast)
-------- Clearing point leak --------
Custom script: call RemoveLocation (udg_AB_Point)
Arcane Power
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Arcane Power
Actions
-------- Here we set the point --------
Set Variable Set AP_Point = (Target point of ability being cast)
-------- Creating dummy --------
Unit - Create 1 . Dummy for (Owner of (Triggering unit)) at AP_Point facing Default building facing degrees
-------- Make that it will die --------
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
-------- Adding spell --------
Unit - Add War Stomp to (Last created unit)
-------- Setting the right level of the spell --------
Unit - Set level of War Stomp for (Last created unit) to (Level of Arcane Power for (Triggering unit))
-------- Order it to cast the spell --------
Unit - Order (Last created unit) to Orc Tauren Chieftain - War Stomp .
-------- Special Effect --------
Special Effect - Create a special effect at AP_Point using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
-------- Clear special effect --------
Special Effect - Destroy (Last created special effect)
-------- Integer: With this we know how many waves there will be --------
For each (Integer AP_Integer ) from 1 to (2 + ((Level of Arcane Power for (Triggering unit)) x 2)) , do (Actions)
Loop - Actions
-------- Setting the point: it has an angle based on the number of the waves. --------
Set Variable Set AP_WPoint = (AP_Point offset by 50.00 towards ((Facing of (Triggering unit)) + ((Real(AP_Integer)) x (360.00 / (2.00 + (2.00 x (Real((Level of Arcane Power for (Triggering unit))))))))) degrees.)
-------- Creating dummy --------
Unit - Create 1 Dummy for (Owner of (Triggering unit)) at AP_Point facing AP_WPoint
-------- Make that it will die --------
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
-------- Adding spell --------
Unit - Add Shockwave to (Last created unit)
-------- Setting the right level of the spell --------
Unit - Set level of Shockwave for (Last created unit) to (Level of Arcane Power for (Triggering unit))
-------- Order it to cast the spell --------
Unit - Order (Last created unit) to Orc Tauren Chieftain - Shockwave . AP_WPoint
(Level of Arcane Resort for (Attacking unit)) Greater than 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(1 + (Level of Arcane Resort for (Attacking unit))) Greater than or equal to (Random integer number between 1 and 10)
Then - Actions
-------- Here we set the point --------
Set Variable Set AR_Point = (Position of (Attacking unit))
-------- Creating dummy --------
Unit - Create 1 . Dummy for (Owner of (Attacking unit)) at AR_Point facing Default building facing degrees
-------- Make that it will die --------
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
-------- Adding spell --------
Unit - Add Purge to (Last created unit)
-------- Order it to cast the spell --------
Unit - Order (Last created unit) to Orc Shaman - Purge . (Attacked unit)
-------- Special Effect --------
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Attacking unit) using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
-------- Clearing Special Effect --------
Special Effect - Destroy (Last created special effect)
-------- Special Effect --------
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Attacking unit) using Abilities\Spells\Undead\ReplenishMana\SpiritTouchTarget.mdl
-------- Clearing Special Effect --------
Special Effect - Destroy (Last created special effect)
-------- Changing the mana of the hero --------
Unit - Set mana of (Attacking unit) to ((Mana of (Attacking unit)) + (10.00 x (Real((Level of Arcane Resort for (Attacking unit))))))
-------- Clearing point leak --------
Custom script: call RemoveLocation (udg_AR_Point)
Else - Actions
Mana Shield
Events
Conditions
Actions
-------- That spell is not trigger-customized: I made it because it fits with other hero's spells. --------
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