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Triggers
(8)Warcraft II Tod v1.0.w3x
Variables
Initialization
Rescue
Melee Initialization Copy
Adv Struct Human
Basic Struct
Unavailible
Blood Dissapearing
AI 1
AI 2
AI 3
AI 4
Death
Death Copy
Large Building Death
Small Building Death Copy
Ogre Attack
General
Initialization
Add Events
Damage
Map
Weather Roll
Thunder Copy
Weather Change
Spells
Shadow of Death Buff
Shadow of Death
Dragons Attack
Gryphons Attack
Dragon Breath
Name
Type
is_array
initial_value
Damage_ConvertedDamage
string
No
Spirits
group
No
Teron
unit
No
Weather_Integer
integer
No
Rescue
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Trigger - Run Weather_Roll <gen> (ignoring conditions)
Unit Group - Pick every unit in (Units of type Tree of Life) and do (Replace (Picked unit) with a Town Hall using The new unit's default life and mana)
Unit Group - Pick every unit in (Units of type Wisp) and do (Replace (Picked unit) with a Peasant using The new unit's default life and mana)
Unit Group - Pick every unit in (Units of type Entangled Gold Mine) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units of type Haunted Gold Mine) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units of type Acolyte) and do (Replace (Picked unit) with a Peon using The new unit's default life and mana)
Unit Group - Pick every unit in (Units of type Necropolis) and do (Replace (Picked unit) with a Great Hall using The new unit's default life and mana)
Default melee game initialization for all players
Melee Initialization Copy
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Credits with the description Olofmoleman - NazgulRider Model|n Red XIII - Alot of Models|nBlizzard Entertainment - Sounds & Art|nAnemicRoyalty - Eleven Archer and Eleven Destroyer models , using icon path ReplaceableTextures\CommandButtons\BTNDarkPortal.BLP
Environment - Set sky to Lordaeron Summer Sky
Trigger - Run Weather_Roll <gen> (ignoring conditions)
Unit Group - Pick every unit in (Units of type Gold Mine) and do (Set (Picked unit) to 1000000000 gold)
Sound - Play War2IntroMusic01 <gen>
Sound - Set music volume to 60.00 %
Sound - Enable dawn and dusk sounds
Sound - Enable dawn and dusk sounds
Player - Set Player 1 (Red) . Current gold to 1000
Player - Set Player 1 (Red) . Current lumber to 1000
Player - Set Player 2 (Blue) . Current gold to 1000
Player - Set Player 2 (Blue) . Current lumber to 1000
Player - Set Player 3 (Teal) . Current gold to 1000
Player - Set Player 3 (Teal) . Current lumber to 1000
Player - Set Player 4 (Purple) . Current gold to 1000
Player - Set Player 4 (Purple) . Current lumber to 1000
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Create starting units (for all players)
Adv Struct Human
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Advanced Structures
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Peasant
Then - Actions
Unit - Replace (Casting unit) with a Peasant (Advanced Structures) using The old unit's relative life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Unit - Order (Triggering unit) to Human - Build .
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Peon
Then - Actions
Unit - Replace (Casting unit) with a Peon (Advanced Structures) using The old unit's relative life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Unit - Order (Triggering unit) to Orc - Build .
Else - Actions
Do nothing
Basic Struct
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Basic Structures
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Peon (Advanced Structures)
Then - Actions
Unit - Replace (Casting unit) with a Peon using The old unit's relative life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Unit - Order (Triggering unit) to Human - Build .
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Peasant (Advanced Structures)
Then - Actions
Unit - Replace (Casting unit) with a Peasant using The old unit's relative life and mana
Selection - Add (Last replaced unit) to selection for (Owner of (Casting unit))
Unit - Order (Triggering unit) to Human - Build .
Else - Actions
Do nothing
Unavailible
Events
Map initialization
Conditions
Actions
Unit - Order Warlock 0108 <gen> to Special - Channel .
Melee Game - Run melee AI scripts (for computer players)
Player Group - Pick every player in (All players) and do (Make Ranger Unavailable for training/construction by (Picked player))
Player Group - Pick every player in (All players) and do (Make Berserker Unavailable for training/construction by (Picked player))
Player Group - Pick every player in (All players) and do (Make Paladin Unavailable for training/construction by (Picked player))
Player Group - Pick every player in (All players) and do (Make Ogre Magi Unavailable for training/construction by (Picked player))
Blood Dissapearing
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Blood
Actions
Unit - Remove (Dying unit) from the game
AI 1
Events
Map initialization
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 1 (Red)) Equal to Human) or ((Race of Player 1 (Red)) Equal to Night Elf)
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\Warcraft2Human.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 1 (Red)) Equal to Orc) or ((Race of Player 1 (Red)) Equal to Undead)
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\Warcraft2Orc.ai (Unexpected type: 'aiscript')
Else - Actions
Do nothing
AI 2
Events
Map initialization
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 2 (Blue)) Equal to Human) or ((Race of Player 2 (Blue)) Equal to Night Elf)
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Warcraft2Human.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 2 (Blue)) Equal to Orc) or ((Race of Player 2 (Blue)) Equal to Undead)
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Warcraft2Orc.ai (Unexpected type: 'aiscript')
Else - Actions
Do nothing
AI 3
Events
Map initialization
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 3 (Teal)) Equal to Human) or ((Race of Player 3 (Teal)) Equal to Night Elf)
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Warcraft2Human.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 3 (Teal)) Equal to Orc) or ((Race of Player 3 (Teal)) Equal to Undead)
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Warcraft2Orc.ai (Unexpected type: 'aiscript')
Else - Actions
Do nothing
AI 4
Events
Map initialization
Conditions
(Player 4 (Purple) controller) Equal to Computer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 4 (Purple)) Equal to Human) or ((Race of Player 4 (Purple)) Equal to Night Elf)
Then - Actions
AI - Start melee AI script for Player 4 (Purple) : war3mapImported\Warcraft2Human.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Race of Player 4 (Purple)) Equal to Orc) or ((Race of Player 4 (Purple)) Equal to Undead)
Then - Actions
AI - Start melee AI script for Player 4 (Purple) : war3mapImported\Warcraft2Orc.ai (Unexpected type: 'aiscript')
Else - Actions
Do nothing
Death
Events
Unit - A unit Dies
Conditions
((Dying unit) is Mechanical) Equal to False
((Dying unit) is A structure) Equal to False
(Unit-type of (Dying unit)) Not equal to Blood
(Unit-type of (Dying unit)) Not equal to Peasant
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Dying unit)) Equal to Human
Then - Actions
Sound - Play HumanDeath <gen> at 100 % volume, located at (Position of (Dying unit)) with Z offset 601.00
Else - Actions
Sound - Play OrcDeath <gen> at 100 % volume, located at (Position of (Dying unit)) with Z offset 601.00
Death Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Peasant
Actions
Sound - Play HumanDeath <gen> at 100 % volume, located at (Position of (Dying unit)) with Z offset 601.00
Large Building Death
Events
Unit - A unit Dies
Conditions
(Race of (Dying unit)) Equal to Human
((Dying unit) is A structure) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Town Hall
(Unit-type of (Dying unit)) Equal to Keep
(Unit-type of (Dying unit)) Equal to Mage Tower
(Unit-type of (Dying unit)) Equal to Barracks
(Unit-type of (Dying unit)) Equal to Gnomish Inventor
(Unit-type of (Dying unit)) Equal to Lumber Mill
(Unit-type of (Dying unit)) Equal to Castle
(Unit-type of (Dying unit)) Equal to Church
(Unit-type of (Dying unit)) Equal to Stables
(Unit-type of (Dying unit)) Equal to Gryphon Aviary
(Unit-type of (Dying unit)) Equal to Great Hall
(Unit-type of (Dying unit)) Equal to Fortress
(Unit-type of (Dying unit)) Equal to Barracks
(Unit-type of (Dying unit)) Equal to Blacksmith
(Unit-type of (Dying unit)) Equal to Altar of Storms
(Unit-type of (Dying unit)) Equal to Ogre Mound
(Unit-type of (Dying unit)) Equal to Stronghold
(Unit-type of (Dying unit)) Equal to Temple of the damned
(Unit-type of (Dying unit)) Equal to Goblin Alchemist
(Unit-type of (Dying unit)) Equal to Human Shipyard
(Unit-type of (Dying unit)) Equal to Troll Lumber Mill
(Unit-type of (Dying unit)) Equal to Orc Shipyard
(Unit-type of (Dying unit)) Equal to Dragon Roost
Actions
Sound - Play BuildingDeath <gen> at 100 % volume, located at (Position of (Dying unit)) with Z offset 601.00
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Create 1 . Flames for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Animation - Change (Last created unit) 's size to ( 150.00 %, 150.00 %, 150.00 %) of its original size
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Small Building Death Copy
Events
Unit - A unit Dies
Conditions
(Race of (Dying unit)) Equal to Human
((Dying unit) is A structure) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Scout Tower
(Unit-type of (Dying unit)) Equal to Guard Tower
(Unit-type of (Dying unit)) Equal to Cannon Tower
(Unit-type of (Dying unit)) Equal to Orc Guard Tower
(Unit-type of (Dying unit)) Equal to Orc Watch Tower
(Unit-type of (Dying unit)) Equal to Cannon Tower
(Unit-type of (Dying unit)) Equal to Farm
(Unit-type of (Dying unit)) Equal to Pig Farm
Actions
Sound - Play BuildingDeath <gen> at 75.00 % volume, located at (Position of (Dying unit)) with Z offset 601.00
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Unit - Create 1 . Flames for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Animation - Change (Last created unit) 's size to ( 75.00 %, 75.00 %, 75.00 %) of its original size
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Unit - Create 1 . Rat for Neutral Extra at (Position of (Dying unit)) facing Default building facing degrees
Ogre Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Ogre
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Ogre Magi
Actions
Sound - Play HealTarget <gen> at 100 % volume, located at (Position of (Attacked unit)) with Z offset 601.00
Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Trigger - Add to Damage <gen> the event ((Picked unit) Takes damage)
Add Events
Events
Unit - A unit enters (Entire map)
Conditions
Actions
-------- Nobody will escape their fate of having damage event >:) You shall all perish! Yeah! --------
Trigger - Add to Damage <gen> the event ((Triggering unit) Takes damage)
Damage
Events
Conditions
Actions
Set Variable Set Damage_ConvertedDamage = (String((Integer((Damage taken)))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Real(Damage_ConvertedDamage)) Equal to 0.00
Then - Actions
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Triggering unit)) Less than or equal to (Damage taken)
Then - Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
Unit - Create 1 . Blood for Neutral Passive at ((Position of (Dying unit)) offset by (Random real number between 10.00 and 80.00) towards (Facing of (Dying unit)) degrees.) facing (Random angle) degrees
Unit - Create 1 . Blood for Neutral Passive at ((Position of (Dying unit)) offset by (Random real number between 10.00 and 80.00) towards (Facing of (Dying unit)) degrees.) facing (Random angle) degrees
Else - Actions
Floating Text - Create floating text that reads (- + (Damage_ConvertedDamage + )) above (Triggering unit) with Z offset 0 , using font size 7.00 , color ( 100.00 %, 0.00 %, 0.00 %), and 40.00 % transparency
Player Group - Pick every player in (All players) and do (Hide (Last created floating text) for (All players))
Floating Text - Show (Last created floating text) for (Player group((Owner of (Triggering unit))))
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 128.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 1.20 seconds
Floating Text - Change the fading age of (Last created floating text) to 0.00 seconds
If (((Triggering unit) is Mechanical) Equal to True) then do (Skip remaining actions) else do (Do nothing)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Weapons\Blood\BloodImpact.mdl
Unit - Create 1 . Blood for Neutral Passive at ((Position of (Triggering unit)) offset by (Random real number between 10.00 and 70.00) towards ((Facing of (Damage source)) - 160.00) degrees.) facing (Random angle) degrees
Animation - Change (Last created unit) 's size to ( (Random real number between 15.00 and 40.00) %, (Random real number between 15.00 and 40.00) %, (Random real number between 15.00 and 40.00) %) of its original size
Weather Roll
Events
Conditions
Actions
Set Variable Set Weather_Integer = (Random integer number between 1 and 10)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 1
Then - Actions
Environment - Set fog to style Linear , z-start 1000 , z-end 2000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 2
Then - Actions
Environment - Set fog to style Linear , z-start 1000 , z-end 3000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 3
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Outland Wind (Light)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 4
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Outland Wind (Heavy)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 5
Then - Actions
Environment - Set fog to style Linear , z-start 1000.00 , z-end 2000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Dungeon White Fog (Heavy)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 6
Then - Actions
Environment - Set fog to style Linear , z-start 1000.00 , z-end 3000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Dungeon White Fog (Light)
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 7
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 8
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 9
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Rays Of Light
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 10
Then - Actions
Environment - Set fog to style Linear , z-start 1500.00 , z-end 3500.00 , density 2.00 and color ( 50.00 %, 50.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
Environment - Turn (Last created weather effect) On
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 11
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 12
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Weather_Integer Equal to 13
Then - Actions
Environment - Set fog to style Linear , z-start 10000.00 , z-end 10000.00 , density 0 and color ( 100.00 %, 100.00 %, 100 %)
Environment - Turn (Last created weather effect) Off
Else - Actions
Do nothing
Thunder Copy
Events
Time - Every (Random real number between 30.00 and 45.00) seconds of game time
Conditions
Weather_Integer Equal to 1
Actions
Sound - Play RollingThunder1 <gen>
Cinematic - Apply a filter over 0.75 seconds using No blending on texture White Mask , starting with color ( 100.00 %, 100.00 %, 100 %) and 0.00 % transparency and ending with color ( 0 %, 0 %, 0 %) and 100.00 % transparency
Wait (Random real number between 0.00 and 3.00) seconds
Sound - Play Thunder <gen>
Weather Change
Events
Time - Every (Random real number between 300.00 and 600.00) seconds of game time
Conditions
Actions
Trigger - Run Weather_Roll <gen> (ignoring conditions)
Shadow of Death Buff
Events
Unit - A unit Dies
Conditions
((Dying unit) has buff Banish (Real)) Equal to True
Actions
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Add a 120.00 second Generic expiration timer to (Matching unit))
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of Teron) and Change color
Unit - Make (Picked unit) Vulnerable
Shadow of Death
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow of Death (Teron Gorefiend)
Actions
Set Variable Set Teron = (Casting unit)
Unit - Create (2 + (Level of Shadow of Death (Teron Gorefiend) for (Casting unit))) . Haunting Spirit for Neutral Passive at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Add (Picked unit) to Spirits)
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Make (Picked unit) Invulnerable)
Unit Group - Pick every unit in Spirits and do (Order (Picked unit) to Attack.(Target unit of ability being cast))
Unit Group - Pick every unit in Spirits and do (Add a (12.00 + ((Real((Level of Shadow of Death (Teron Gorefiend) for (Casting unit)))) x 3.00)) second Generic expiration timer to (Picked unit))
Wait (12.00 + ((Real((Level of Shadow of Death (Teron Gorefiend) for (Casting unit)))) x 3.00)) seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) is dead) Equal to True
Then - Actions
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of Teron) and Change color
Unit - Make (Picked unit) Vulnerable
Unit Group - Pick every unit in (Units of type Haunting Spirit) and do (Add a 120.00 second Generic expiration timer to (Picked unit))
Else - Actions
Do nothing
Dragons Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Dragon
Actions
Unit - Reset ability cooldowns for (Attacking unit) .
Wait 0.01 seconds
Unit - Order (Attacking unit) to Undead Crypt Lord - Impale . (Position of (Attacked unit))
Gryphons Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Gryphon Rider
Actions
Unit - Reset ability cooldowns for (Attacking unit) .
Wait 0.01 seconds
Unit - Order (Attacking unit) to Neutral Brewmaster - Breath Of Fire . (Position of (Attacked unit))
Dragon Breath
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Breath of Fire (Dragon)
Actions
Unit - Make (Casting unit) face (Target point of ability being cast) over 0 seconds
Wait 0.01 seconds
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 150.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 450.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 600.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit - Create 1 . Dummy for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 750.00 towards (Facing of (Casting unit)) degrees.) facing Default building facing degrees
Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type Dummy) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units within 150.00 of (Position of (Picked unit)).) and do (Cause (Attacking unit) to damage (Picked unit), dealing (25.00 + ((Real((Level of Breath of Fire (Dragon) for (Attacking unit)))) x 2.00)) damage of attack type Spells and damage type Normal)
Unit Group - Pick every unit in (Units within 150.00 of (Position of (Picked unit)).) and do (Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Items\AIfb\AIfbSpecialArt.mdl)
Unit Group - Pick every unit in (Units within 150.00 of (Position of (Picked unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Cause (Casting unit) to damage (Picked unit), dealing 25.00 damage of attack type Spells and damage type Fire)
Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit)) of type Dummy) and do (Remove (Picked unit) from the game)
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