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Triggers
Charge v1.00.w3x
Variables
No need for system (only for this map)
No need for system 001
No need for system 002
SPELLS
Map initialization
READ ME
S 001 Charge
S 001 Event
S 001 Run
S 001 minimum range
S 001 remove effect
Name
Type
is_array
initial_value
GROUP
group
Yes
HT
hashtable
No
INT
integer
Yes
POINT
location
Yes
RE
real
Yes
No need for system 001
Events
Map initialization
Conditions
Actions
Player Group - Make (All players) treat (All players) as an Ally with shared vision and full shared units
Player Group - Make (All players) treat Player Group - Neutral Hostile as an Enemy with shared vision
Player Group - Make Player Group - Neutral Hostile treat (All players) as an Enemy with shared vision
Game - Display to (All players) the text: press ESC to restore Hit Points,Mana Points and Cooldown
No need for system 002
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Set Variable Set GROUP[0] = (Units owned by Player 1 (Red).)
Unit Group - Pick every unit in GROUP[0] and do (Actions)
Loop - Actions
Unit - Reset ability cooldowns for (Picked unit) .
Unit - Set life of (Picked unit) to 100 %
Unit - Set mana of (Picked unit) to 100 %
Custom script: call DestroyGroup(udg_GROUP[0])
Map initialization
Events
Map initialization
Conditions
Actions
Hashtable - Create a hashtable
Set Variable Set HT = (Last created hashtable)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Disable WIND WALK (to go trough units) for (Picked player)
~ Give some credits if you use/edit this spell or a thanks would be enough
~ COMMENT! , comments make me happy xD
just in case you forgot the link:
http://www.hiveworkshop.com/forums/spells-569/charge-v1-00-a-172763/#post1645330
EFFECTS
effects of this spell are dummy units so you can just go to object editor and change the model file of dummy unit,you can also change size,colors and facing of effect :)
------------------------------------------------------------------------------------< HOW TO COPY THIS SPELL OR ANYTHING ELSE>----------------------------------------------------------------------------------------
- Open map from witch you want to copy something
- Click copy to anything (you are allowed to copy more things but 1 type only,so you can copy 1 folder,1 unit,1 destructible,1 ability
- After you did any of that open map in witch you want to copy it and click paste ( just liek you would normaly )
WARNING:
You must open you map in witch you want to paste something by clicking" Ctrl + O" so you do not close the editor or File > Open Map
- so its simle,WC3 Editor does not forget things that you want to copy if you dont close the editor....
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This is why it would be best if you name your spells like this,i think its more readable and easy to use it this way,you need 1 Type of variable with array (so for example it
is enough to have 1 Array Variable type Real for all spells) and you also need only 1 hashtable that i named as "HT" to have short name
aslo,to make the editor faster you can:
- Go to Window > Brush List and set it to False (it will make your editor like 10 times faster xD ,to test it you can change name of same unit)
S 001 Event
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Charge (to trigger and cast the spell)
Actions
Set Variable Set POINT[0] = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load (Key 001 BOOLEAN.) of (Key (Triggering unit).) from HT.) Equal to False
Then - Actions
Hashtable - Save True as (Key 001 BOOLEAN.) of (Key (Picked unit).) in HT .
Set Variable Set POINT[1] = (Target point of ability being cast)
Hashtable - Save (((Integer((Distance between POINT[0] and POINT[1]))) / 100) + 1) as (Key 001 STEPS.) of (Key (Triggering unit).) in HT .
Hashtable - Save (Angle from POINT[0] to POINT[1]) as (Key 001 ANGLE.) of (Key (Triggering unit).) in HT .
Custom script: call RemoveLocation(udg_POINT[1])
Animation - Change (Triggering unit) 's vertex coloring to ( 0.00 %, 0.00 %, 0.00 %) with 100.00 % transparency
Player - Enable WIND WALK (to go trough units) for (Triggering player)
Player - Disable WIND WALK (to go trough units) for (Triggering player)
Unit Group - Add (Triggering unit) to GROUP[1]
Unit - Make (Triggering unit) Invulnerable
Else - Actions
-------- < LAST MOVE > --------
-------- this is the last step of charge,if more than 6 steps of charge were done the spell will be casted --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load (Key 001 STEPS DONE.) of (Key (Triggering unit).) from HT.) Greater than 6
Then - Actions
-------- < LAST MOVE EFFECT > --------
Unit - Create 1 . LAST MOVE EFFECT for Neutral Passive at POINT[0] facing (Facing of (Triggering unit)) degrees
Unit - Kill (Last created unit)
Animation - Change (Last created unit) 's size to ( (((Real((Level of Charge (to trigger and cast the spell) for (Triggering unit)))) x 7.50) + 75.00) %, 0.00 %, 0.00 %) of its original size
Else - Actions
Unit - Order (Triggering unit) to Stop .
Unit - Remove Wind Walk buff from (Triggering unit)
Animation - Change (Triggering unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 0 % transparency
Hashtable - Clear all child hashtables of child (Key (Triggering unit).) in HT .
Unit - Make (Triggering unit) Vulnerable
Custom script: call RemoveLocation(udg_POINT[0])
-------- TRIGGER INFO: --------
-------- < This trigger will trigger and cast the spel if 001 STEPS DONE is more than 6,each step is equal to 100 range > --------
-------- you can change "Unit - A unit Begins casting an ability" if you dont like it --------
-------- 001 BOOLEAN set to True means that spell was begin casteing before and that now it can be casted to targeted point,instead of chargeing to targeted point --------
-------- Wind Walk Enable,<use>,Disable makes Waind Walk´s icon hidden and makes unit go trough units --------
S 001 Run
Events
Time - Every 0.06 seconds of game time
Conditions
(GROUP[1] is empty) Equal to False
Actions
Unit Group - Pick every unit in GROUP[1] and do (Actions)
Loop - Actions
-------- < MOVING > --------
Set Variable Set INT[0] = (Load (Key 001 STEPS.) of (Key (Picked unit).) from HT.)
Set Variable Set INT[1] = (Load (Key 001 STEPS DONE.) of (Key (Picked unit).) from HT.)
Set Variable Set RE[0] = (Load (Key 001 ANGLE.) of (Key (Picked unit).) from HT.)
Set Variable Set POINT[0] = (Position of (Picked unit))
Set Variable Set POINT[1] = (POINT[0] offset by 100.00 towards RE[0] degrees.)
Unit - Move (Picked unit) instantly to POINT[1] , facing RE[0] degrees
Set Variable Set POINT[2] = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between POINT[1] and POINT[2]) Less than 0.01
Then - Actions
Hashtable - Save (INT[0] - 1) as (Key 001 STEPS.) of (Key (Picked unit).) in HT .
Hashtable - Save (INT[1] + 1) as (Key 001 STEPS DONE.) of (Key (Picked unit).) in HT .
-------- < MOVING EFFECT > --------
Unit - Create 1 . MOVING EFFECT for Neutral Passive at POINT[0] facing RE[0] degrees
Unit - Add a 0.40 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) 's size to ( (((Real((Level of Charge (to trigger and cast the spell) for (Picked unit)))) x 5.00) + 50.00) %, 0.00 %, 0.00 %) of its original size
Else - Actions
Unit - Move (Picked unit) instantly to POINT[0] , facing RE[0] degrees
Hashtable - Save 0 as (Key 001 STEPS.) of (Key (Picked unit).) in HT .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Load (Key 001 STEPS.) of (Key (Picked unit).) from HT.) Equal to 0
Then - Actions
Unit Group - Remove (Picked unit) from GROUP[1] .
Set Variable Set POINT[3] = (POINT[2] offset by 0.01 towards RE[0] degrees.)
-------- < this trigger moves unit to targeted point until his steps are set to 0 > --------
-------- ( 1 step is equal to 100 range ) --------
-------- "(Distance between POINT[1] and POINT[2]) Less than 0.011" is here to check if unit is near wall/building/unwalkable terrain --------
-------- Disable/Remove it if you want unit to go trough walls/buildins/unwalkable terrain,but you will have to turn off collusion instead useing Wind Walk --------
-------- WARNING: increaseing periodi event of this trigger can make the spell but if unit can cast it while chargeing (like this its impossible because unit stops every 0.06 seconds --------
-------- pauseing unit would make Wind Walk ability disabled --------
S 001 minimum range
Events
Unit - A unit Is issued an order targeting a point
Conditions
(Issued order) Equal to (Order(dreadlordinferno))
Actions
Trigger - Turn off (This trigger)
Set Variable Set POINT[0] = (Position of (Triggering unit))
Set Variable Set POINT[1] = (Target point of issued order)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between POINT[0] and POINT[1]) Less than 700.00
Then - Actions
Unit - Pause (Triggering unit)
Unit - Unpause (Triggering unit)
Unit - Order (Triggering unit) to Stop .
Unit - Move (Triggering unit) instantly to POINT[0]
Game - Force (Triggering player) to press the key Y .
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