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Death Knight's Presences (v1.1)
Submitted by
Losam
- Tags:
- No Target, Passive / Aura, GUI / Triggers
- Filesize:
- 74.04 KB
- Rating:
-
(1 vote)
- Downloads:
- 813
- Uploaded:
- Jul 30, 2013
- Updated:
- Aug 23, 2013
- Resources:
- 1
- Author(s):
- Losam
- State:
- Approved

This bundle is marked as approved. It works and satisfies the submission rules.
Presentation |
The concept (function) it is of Blizzard, however, it is of my authorship and intellectual property. After all, I adapted the resource of the World of Warcraft for the universe of Warcraft III. |
Features |
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Changelog |
Current version (1.1)
Old version (1.0)
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Spell's function |
Allow Death Knight to change Blood, Frost or Unholy Presence. Each presence improves Death Knight performance.
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Spell's Triggers |
Click to Setup [trigger=Trigger]Presence Setup Events Map initialization Conditions Actions -------- ------------------------------------------- -------- -------- Create Hashtable: -------- Custom script: set udg_Presence_Hash = InitHashtable() -------- ------------------------------------------- -------- -------- When Caster's presence change, the abilities below are the respective available presences: -------- Set Presence_Ability_Aura[1] = Presence (Blood) Set Presence_Ability_Aura[2] = Presence (Frost) Set Presence_Ability_Aura[3] = Presence (Unholy) -------- The indexes (of the abilities) above they should be COMPATIBLE with the indexes of Buffs. -------- -------- ------------------------------------------- -------- -------- Ability that allows to Caster, to change of presence: -------- Set Presence_Ability_Change = Presence (Change) -------- ------------------------------------------- -------- -------- The buffs below are necessary to change them instantly when Death Knight changes presence. -------- Set Presence_Buff[1] = Presence (Blood) Set Presence_Buff[2] = Presence (Frost) Set Presence_Buff[3] = Presence (Unholy) -------- The indexes for buff and the indexes of the abilities (of the presences) they should be compatible, for not happening mistakes. -------- -------- ------------------------------------------- -------- -------- Destroy this Trigger to improve the performance of the spell: -------- Custom script: call DestroyTrigger (GetTriggeringTrigger()) -------- ------------------------------------------- -------- [/trigger] Cast [trigger=Trigger]Presence Events Unit - A unit Starts the effect of an ability Conditions (Ability being cast) Equal to Presence_Ability_Change Actions -------- ------------------------------------------- -------- -------- Caster (Unit that cast the spell): -------- Set Presence_Caster = (Triggering unit) -------- ------------------------------------------- -------- -------- Load Caster's key in a handle: -------- Custom script: set udg_Presence_Handle = udg_Presence_Caster -------- ------------------------------------------- -------- -------- Ability's level capable to change the presences: -------- Set Presence_Level = (Level of Presence_Ability_Change for Presence_Caster) -------- In this version it is not more necessary to verify the level of each presence. -------- -------- ------------------------------------------- -------- -------- Load the index of the current presence in Caster: -------- Set Presence_Index_Add = (Load 1 of (Key Presence_Handle) from Presence_Hash) -------- The index will allow the change of presences. -------- -------- ------------------------------------------- -------- -------- The variable "Presence_Index_Add" allows to choose the next presence. -------- -------- The variable "Presence_Index_Remove" allows to remove the old presence. -------- -------- ------------------------------------------- -------- -------- In the next steps, it is verified which presence will be removed and which will be added. -------- Custom script: if udg_Presence_Index_Add == 0 then -------- -------- -------- In case it is the first time that Caster chooses the presence, choose a random presence: -------- Custom script: set udg_Presence_Index_Add = GetRandomInt(1, 3) -------- Be free to choose which will be the first presence to be activated. -------- -------- -------- Custom script: else Custom script: if udg_Presence_Index_Add >= 3 then -------- -------- -------- In case the current presence is Unholy, change the presence for Blood: -------- Custom script: set udg_Presence_Index_Add = 1 Custom script: set udg_Presence_Index_Remove = 3 -------- In this section it means that the presence reached a limit. -------- -------- -------- Custom script: else -------- -------- -------- In case the presence didn't reach the limit: -------- Custom script: set udg_Presence_Index_Remove = udg_Presence_Index_Add Custom script: set udg_Presence_Index_Add = udg_Presence_Index_Add + 1 -------- -------- Custom script: endif Custom script: endif -------- ------------------------------------------- -------- -------- Save the index of the current presence for Caster: -------- Hashtable - Save Presence_Index_Add as 1 of (Key Presence_Handle) in Presence_Hash -------- Doesn't care Caster to die, the index will be the same until that Caster changes of presence. -------- -------- ------------------------------------------- -------- -------- Remove the buff of the old presence in Caster: -------- Unit - Remove Presence_Buff[Presence_Index_Remove] buff from Presence_Caster -------- -------- -------- Remove the OLD presence of Caster: -------- Unit - Remove Presence_Ability_Aura[Presence_Index_Remove] from Presence_Caster -------- -------- -------- Add the NEW presence for Caster: -------- Unit - Add Presence_Ability_Aura[Presence_Index_Add] to Presence_Caster -------- -------- -------- Update the level of the NEW presence for Caster: -------- Unit - Set level of Presence_Ability_Aura[Presence_Index_Add] for Presence_Caster to Presence_Level -------- ------------------------------------------- -------- -------- The buff of the old presence is removed instantly. -------- -------- But, the new presence takes little time to update. -------- -------- ------------------------------------------- -------- [/trigger] |
How to Import |
To import this spell in any map it is necessary to copy some items in the list below:
Tip - Enable the option: Automatically create unknown variables while pasting trigger dates (Go to: File>Preferences>General in your Warcraft III World Editor). This way, it won't be necessary to copy all the variables one for one. |
Credits |
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Contact |
For any subject, i recommend that you sends her for me, in this page, in my profile or for a pm (private message). I insist on helping. |
Request |
If it uses my spell in your map (project, work...) doesn't forget to do the kindness of thanking to me for the developed work. If it can, i ask that it rewards with reputation, in that way I can reward the favor. Please, don't stop visiting my page for more resources and contacts. |
Keywords:
Hive WorkSHop, Spells , World of Warcraft>Warcraft III , Losam
Contents