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Triggers
Test Map.w3x
Variables
YOU DONT NEED THIS
Initalization
Attack
Respond
Creep Respawn
Some simple spells and abilityes
READ ME!!!
Void
Purge
Stalk Strike
Item Drop System's
READ ME!
---System 1---
Seting Variables
Droping Items After Death
---System 2---
S2 Seting Variables
S2 Droping Items After Death
Name
Type
is_array
initial_value
AttackingGroup
group
Yes
CreatingPoint
location
No
ItemDropCount
integer
No
ItemDropType
itemcode
Yes
MaxDropConstant
integer
No
MinDropConstant
integer
No
SS_Group
group
No
Initalization
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Simple item drop system by|r |c00000000BlackSunEmpire|r|cffffcc00This system is maded for a request.Map contains two simple (but useful, i think) item drop system's.Feel free to use and edit as long as you give me credits.|r
Game - Set the time of day to 18.00
Unit - Order Peasant 0017 <gen> to Harvest Nearby Gold .
Unit - Order Peasant 0018 <gen> to Harvest Nearby Gold .
Unit - Order Peasant 0021 <gen> to Harvest Nearby Gold .
Unit - Order Peasant 0019 <gen> to Harvest Nearby Gold .
Unit - Order Peasant 0020 <gen> to Harvest Nearby Gold .
Unit - Order Peasant 0029 <gen> to Harvest . Summer Tree Wall 0160 <gen>
Unit - Order Peasant 0026 <gen> to Harvest . Summer Tree Wall 0160 <gen>
Unit - Order Peasant 0027 <gen> to Harvest . Summer Tree Wall 0159 <gen>
Unit - Order Peasant 0028 <gen> to Harvest . Summer Tree Wall 0153 <gen>
Unit - Order Peasant 0024 <gen> to Harvest . Summer Tree Wall 0254 <gen>
Unit - Order Peasant 0023 <gen> to Harvest . Summer Tree Wall 0251 <gen>
Unit - Order Peasant 0022 <gen> to Harvest . Summer Tree Wall 0246 <gen>
Special Effect - Create a special effect attached to the hand, left (Unexpected type: 'attachpoint') of Stalker 0062 <gen> using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Create a special effect attached to the hand, right (Unexpected type: 'attachpoint') of Stalker 0062 <gen> using Abilities\Weapons\SpiritOfVengeanceMissile\SpiritOfVengeanceMissile.mdl
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of Void Walker 0074 <gen> using Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
Attack
Events
Time - Every 55.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Footman for Player 2 (Blue) at (Center of Summon <gen>) facing Default building facing degrees
Unit - Create 1 . Rifleman for Player 2 (Blue) at (Center of Summon <gen>) facing Default building facing degrees
Set Variable Set AttackingGroup[1] = (Units in Summon <gen> owned by Player 2 (Blue))
Unit Group - Pick every unit in AttackingGroup[1] and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Attack <gen>)
((Triggering unit) belongs to an ally of Neutral Hostile.) Equal to True
Actions
Wait 15.00 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
Here is some simple triger spells.
I realy don't know why i create this :S
Void
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Void
Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast) , dealing ((Real((Random integer number between 50 and 75))) x (Real((Level of Void for (Triggering unit))))) damage of attack type Chaos and damage type Universal
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using Abilities\Spells\Items\AIil\AIilTarget.mdl
Special Effect - Destroy (Last created special effect)
Purge
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Purge
Actions
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast) , dealing (80.00 x (Real((Level of Purge for (Triggering unit))))) damage of attack type Chaos and damage type Universal
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (80.00 x (Real((Level of Purge for (Triggering unit))))))
Stalk Strike
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Stalk Strike
Actions
Set Variable Set SS_Group = (Units within 200.00 of (Target point of ability being cast) matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True))).)
Unit Group - Pick every unit in SS_Group and do (Actions)
Loop - Actions
Unit - Create 1 . dummy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Add Stun (dummy) to (Last created unit)
Unit - Set level of Stun (dummy) for (Last created unit) to (Level of Stalk Strike for (Triggering unit))
Unit - Order (Last created unit) to Neutral - Firebolt . (Picked unit)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Undead\Impale\ImpaleHitTarget.mdl
Special Effect - Destroy (Last created special effect)
Custom script: call DestroyGroup (udg_SS_Group)
Item Drop After Death System
By BlackSunEmpire
Here you have two systems.
In first system items will be created whit each death of creep/ unit/ Hero etc...
In second system you have a percentage chance to get item.
When you testing a first system you must enable first system and disable second, couse if you dont do that it can couse some bugs or irelevants, same procedure when you testing second system.
DO NOT FORGET TO ERASE "(Unit type of (Trigering Unit)) Not equal to dummy", i create this condition just becouse of spells that work whit triger and requres dummy unit.
Both system are simple and i hope it helps =)
READ THIS FIRST....
Whit this first system item will be created whenever some unit dies.
When seting variables item drop count must be the number of items that can be droped in game, if you set more "ItemDropType" then amout of "ItemDropCount" then item whit higher number in bracket "ItemDropType[HIGHERNUBMERTHENAMOUNTOF"ItemDropConstant"] will be unable to drop after units death.
I hope i help you =)
Seting Variables
Events
Map initialization
Conditions
Actions
-------- you can change count if you want --------
Set Variable Set ItemDropCount = "10"
-------- here you set your items --------
Set Variable Set ItemDropType[1] = "ratf"
Set Variable Set ItemDropType[2] = "ckng"
Set Variable Set ItemDropType[3] = "desc"
Set Variable Set ItemDropType[4] = "modt"
Set Variable Set ItemDropType[5] = "ofro"
Set Variable Set ItemDropType[6] = "rde4"
Set Variable Set ItemDropType[7] = "tkno"
Set Variable Set ItemDropType[8] = "pnvu"
Set Variable Set ItemDropType[9] = "gcel"
Set Variable Set ItemDropType[10] = "cnhn"
Droping Items After Death
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Not equal to dummy
((Triggering unit) is dead) Equal to True
Actions
-------- here set location of dying unit --------
Set Variable Set CreatingPoint = (Position of (Triggering unit))
-------- creating item --------
Item - Create ItemDropType[(Random integer number between 1 and ItemDropCount)] at CreatingPoint
Second system is a chance system, you have a percentage chance to get item.
This system seems complicated than a previus one but it isnt. You just have a If/ Then/ Else, Multiple Functions whit "Integer - condition" reast of triger is same.
I hope i help you =)
S2 Seting Variables
Events
Map initialization
Conditions
Actions
-------- you can change count if you want, same as a first system --------
Set Variable Set ItemDropCount = "10"
-------- this constant is a number of chance that you have to get item after units death --------
Set Variable Set MinDropConstant = "1"
Set Variable Set MaxDropConstant = "100"
-------- here you set your items --------
Set Variable Set ItemDropType[1] = "ratf"
Set Variable Set ItemDropType[2] = "ckng"
Set Variable Set ItemDropType[3] = "desc"
Set Variable Set ItemDropType[4] = "modt"
Set Variable Set ItemDropType[5] = "ofro"
Set Variable Set ItemDropType[6] = "rde4"
Set Variable Set ItemDropType[7] = "tkno"
Set Variable Set ItemDropType[8] = "pnvu"
Set Variable Set ItemDropType[9] = "gcel"
Set Variable Set ItemDropType[10] = "cnhn"
S2 Droping Items After Death
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Not equal to dummy
((Triggering unit) is dead) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between MinDropConstant and MaxDropConstant) Less than or equal to ItemDropCount
Then - Actions
-------- here set location of dying unit --------
Set Variable Set CreatingPoint = (Position of (Triggering unit))
-------- creating item --------
Item - Create ItemDropType[(Random integer number between 1 and ItemDropCount)] at CreatingPoint
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