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HEAVY COUNTER REQUIRES 1.32 PATCH OR ABOVE
!YOUR MAP MAY NOT USE "Unit - Set Custom Value" ANYWHERE IN TRIGGERS!
ABILITY INFORMATION:
Takes a defensive stance for 3 seconds. If attacked during the stance, launch a counterattack that deals heavy damage and block said attack.
Level 1 - 250 damage.
Level 2 - 500 damage.
Level 3 - 750 damage.
INSTALLATION GUIDE:
0. Enable 'Automatically Create Variables while Pasting Trigger Data' in Fil > Preference > General
1. Install Unit Indexer on your map
2. Install Damage Engine on your map
3. Copy the Heavy Counter ability in Object Editor
4. Paste the ability to your map's Object Editor
5. Copy the Heavy Counter folder in Trigger Editor
6. Paste the folder in your map's Trigger Editor
7. DONE! If you want to configure things, just modify the HC Config trigger
Seems pretty straightforward, simple, efficient and a decent idea.
I don't remember if in 1.32 there's the native BlzGroupGetSize, which basically gives you the amount of units in the group and it's more efficient than the one you're using, but you...
Pretty decent and simple spell. It's well coded.
The only thing I have to say is that in HC Counter you're setting variables
Set Variable Set HC_Unit = DamageEventTarget
Set Variable Set HC_TempData = (Custom value of HC_Unit)
when they're not necessary at all here. You're only using custom value of unit once. As for the other variable, DamageEventTarget already does the job, while at same time you're using it when causing damage.
Pretty decent and simple spell. It's well coded.
The only thing I have to say is that in HC Counter you're setting variables
Set Variable Set HC_Unit = DamageEventTarget
Set Variable Set HC_TempData = (Custom value of HC_Unit)
when they're not necessary at all here. You're only using custom value of unit once. As for the other variable, DamageEventTarget already does the job, while at same time you're using it when causing damage.
Seems pretty straightforward, simple, efficient and a decent idea.
I don't remember if in 1.32 there's the native BlzGroupGetSize, which basically gives you the amount of units in the group and it's more efficient than the one you're using, but you could use it instead of the "number of units in group" GUI one. It would look like this in HC Start:
Actions
Set VariableSet HC_Unit = (Triggering unit)
Unit Group - Add HC_Unit to HC_Group
Set VariableSet HC_TempData = (Custom value of HC_Unit)
Set VariableSet HC_Level[HC_TempData] = (Level of HC_Ability for HC_Unit)
Set VariableSet HC_Duration[HC_TempData] = HC_Countertime[HC_Level[HC_TempData]]
Special Effect - Create a special effect attached to the origin of HC_Unit using HC_Counterwait_SFX
Special Effect - Destroy (Last created special effect)
Custom script: if BlzGroupGetSize(udg_HC_Group) == 1 then
Seems pretty straightforward, simple, efficient and a decent idea.
I don't remember if in 1.32 there's the native BlzGroupGetSize, which basically gives you the amount of units in the group and it's more efficient than the one you're using, but you could use it instead of the "number of units in group" GUI one. It would look like this in HC Start:
Actions
Set VariableSet HC_Unit = (Triggering unit)
Unit Group - Add HC_Unit to HC_Group
Set VariableSet HC_TempData = (Custom value of HC_Unit)
Set VariableSet HC_Level[HC_TempData] = (Level of HC_Ability for HC_Unit)
Set VariableSet HC_Duration[HC_TempData] = HC_Countertime[HC_Level[HC_TempData]]
Special Effect - Create a special effect attached to the origin of HC_Unit using HC_Counterwait_SFX
Special Effect - Destroy (Last created special effect)
Custom script: if BlzGroupGetSize(udg_HC_Group) == 1 then
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