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Triggers
Tensile Field v1.0.w3x
Variables
Map
Untitled Trigger 003
Untitled Trigger 001
Untitled Trigger 002
Tensile Field Ability
How to use
TF Cast
TF Loop
Name
Type
is_array
initial_value
TF_Damage
real
No
TF_Dummy
unit
No
TF_Group
group
No
TF_Heal
real
No
TF_Point
location
No
Untitled Trigger 003
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Untitled Trigger 001
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Add Tensile Field to Blood Mage 0002 <gen>
Unit - Set level of Tensile Field for Blood Mage 0002 <gen> to 3
Untitled Trigger 002
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Unit - Order Blood Mage 0002 <gen> to Undead Crypt Lord - Impale . (Position of Blood Mage 0001 <gen>)
Wait 5.00 seconds
Unit - Order Blood Mage 0002 <gen> to Move To . (Position of Blood Mage 0001 <gen>)
How to use it:
1- Under Preferences, make sure you have "Automatically create unknown variables while pasting trigger data" checked
2- Copy models to your map (credit: @Mythic )
3- Copy dummy unit, abilities, and buff (TFDummy - Call Field, Tensile Field, Slow Aura - Tensile Field) to your map.
4- Copy Tensile Field Ability trigger to your map.
Enjoy
TF Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Tensile Field
Then - Actions
Set Variable Set TF_Point = (Target point of ability being cast)
Unit - Create 1 . TFDummy for (Owner of (Triggering unit)) at TF_Point facing Default building facing degrees
Unit - Add a 40.00 second Generic expiration timer to (Last created unit)
Unit - Set life of (Last created unit) to 1.00
Hero - Modify Intelligence of (Last created unit) : Set to (Intelligence of (Triggering unit) (Exclude bonuses)) .
Hero - Modify Agility of (Last created unit) : Set to (Level of Tensile Field for (Triggering unit)) .
Unit Group - Add (Last created unit) to TF_Group
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TF_Group is empty) Equal to False
Then - Actions
Trigger - Turn on TF_Loop <gen>
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Call Field
Then - Actions
Special Effect - Create a special effect at (Position of (Target unit of ability being cast)) using Call of Dread Green.mdx
Special Effect - Destroy (Last created special effect)
Else - Actions
TF Loop
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in TF_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is dead) Equal to True
Then - Actions
Unit Group - Remove (Picked unit) from TF_Group .
Else - Actions
Unit - Order (Picked unit) to Special - Channel .
Set Variable Set TF_Dummy = (Picked unit)
Unit Group - Pick every unit in (Units within 450.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an enemy of (Owner of TF_Dummy).) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((Life of (Matching unit)) Greater than (((Max life of (Matching unit)) / 100.00) x 5.00)))).) and do (Actions)
Loop - Actions
Set Variable Set TF_Damage = (((Real((Agility of TF_Dummy (Exclude bonuses)))) x 10.00) + ((Real((Intelligence of TF_Dummy (Exclude bonuses)))) x (0.40 + ((Real((Agility of TF_Dummy (Exclude bonuses)))) x 0.20))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Picked unit)) Greater than or equal to TF_Damage
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - TF_Damage)
Unit - Set life of TF_Dummy to ((Life of TF_Dummy) + TF_Damage)
Else - Actions
Set Variable Set TF_Damage = (Life of (Picked unit))
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - TF_Damage)
Unit - Set life of TF_Dummy to ((Life of TF_Dummy) + TF_Damage)
Unit Group - Pick every unit in (Units within 450.00 of (Position of (Picked unit)) matching ((((Matching unit) belongs to an ally of (Owner of TF_Dummy).) Equal to True) and ((((Matching unit) is alive) Equal to True) and ((Life of (Matching unit)) Less than (Max life of (Matching unit))))).) and do (Actions)
Loop - Actions
Set Variable Set TF_Heal = (((Real((Agility of TF_Dummy (Exclude bonuses)))) x 10.00) + ((Real((Strength of (Picked unit) (Exclude bonuses)))) x (0.40 + ((Real((Agility of TF_Dummy (Exclude bonuses)))) x 0.20))))
Set Variable Set TF_Heal = (TF_Heal / (Real((Number of units in (Units within 450.00 of (Position of TF_Dummy) matching ((((Matching unit) belongs to an ally of (Owner of TF_Dummy).) Equal to True) and ((((Matching unit) is alive) Equal to True) and (((Life of (Matching unit)) + TF_Heal) Less than (Max life of (Matching unit))))).)))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of TF_Dummy) Greater than TF_Heal
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + TF_Heal)
Unit - Set life of TF_Dummy to ((Life of TF_Dummy) - TF_Heal)
Else - Actions
Set Variable Set TF_Heal = ((Life of TF_Dummy) - 1)
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + TF_Heal)
Unit - Set life of TF_Dummy to ((Life of TF_Dummy) - TF_Heal)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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