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BEFORE we starting let us know 1st about origin name of my spell
Sechzig its from German language which means '60' (Sixty)
why 60? the idea of this skill means 60 seconds or 1 minute
Now you learn new word from Germany , wish you luck for the days xD
Sechzig - MUI
Description
Sechzig - Passive
Every 60 seconds stop time within caster 800 AoE for 3 seconds making affected units uncapable to do anything. Enemy Heroes unaffected. Deals 80 damage per second.
Frozen Soul - Passive
Every 8 seconds freeze nearby random enemies within 800 AoE deal 300 damage and slow.
Sechzig
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffff8800Claszureme Clock|r
(Unit-type of (Hero manipulating item)) Equal to Faceless King
Actions
Unit Group - Add (Hero manipulating item) to FACELESSHEROES
Trigger - Turn on Sechzig auto <gen>
Sechzig auto
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in FACELESSHEROES and do (Actions)
Loop - Actions
Set FACELESSHERO = (Picked unit)
Set FACELESSPOINT = (Position of FACELESSHERO)
Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
Special Effect - Create a special effect attached to the overhead of FACELESSHERO using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
Loop - Actions
Unit - Create 1 Dummy (Sechzig) for (Owner of FACELESSHERO) at FACELESSPOINT facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Sechzig (Pause)) Equal to True
Then - Actions
Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
Loop - Actions
Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.00% transparency
Else - Actions
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
Trigger - Turn on Sechzig auto <gen>
Sechzig auto
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Set FACELESSPOINT = (Position of FACELESSHERO)
Set FACELESSGROUP = (Units within 800.00 of FACELESSPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FACELESSHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and ((((Matching unit) is A Hero) Not equal to True) and (((Matching unit) is A st
Special Effect - Create a special effect attached to the overhead of FACELESSHERO using Abilities\Spells\Undead\ReplenishMana\ReplenishManaCasterOverhead.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
Loop - Actions
Unit - Create 1 Dummy (Sechzig) for (Owner of FACELESSHERO) at FACELESSPOINT facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Sechzig (Pause)) Equal to True
Then - Actions
Unit Group - Pick every unit in FACELESSGROUP and do (Actions)
Loop - Actions
Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (15.00%, 15.00%, 15.00%) with 0.00% transparency
Else - Actions
Animation - Change (Picked unit)'s animation speed to 100.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set FROZENGROUP = (Units within 800.00 of FROZENPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FROZENHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A structure) Equal to False))))
Trigger - Turn on Frost Nova Auto on <gen>
Frost Nova Auto on
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Set FROZENPOINT = (Position of FROZENHERO)
Set FROZENGROUP = (Units within 800.00 of FROZENPOINT matching ((((Matching unit) belongs to an enemy of (Owner of FROZENHERO)) Equal to True) and ((((Matching unit) is dead) Equal to False) and (((Matching unit) is A structure) Equal to False))))
Set FROZENRANDOM = (Random unit from FROZENGROUP)
Unit - Create 1 Dummy (Frost Nova) for (Owner of FROZENHERO) at FROZENPOINT facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Undead Lich - Frost Nova FROZENRANDOM
its leak?
__________________________________________________
i still dont understand what dynamic indexing function in my spell, after i add dynamic stuff its like dont have function, no difference
see my trigger become screwed
its leak?
__________________________________________________
i still dont understand what dynamic indexing function in my spell, after i add dynamic stuff its like dont have function, no difference
see my trigger become screwed
Stop Time
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Stop time
Actions
Set ZIGINDEX = (ZIGINDEX + 1)
Set ZIGCAST[ZIGINDEX] = (Triggering unit)
Set ZIGTARGET[ZIGINDEX] = (Target unit of ability being cast)
Set ZIGCOUNTER[ZIGINDEX] = 0.00
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGINDEX Equal to 1
Then - Actions
Trigger - Turn on Stop time MUI <gen>
Else - Actions
Stop time MUI
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
For each (Integer ZIGINT) from 1 to ZIGINDEX, do (Actions)
Loop - Actions
Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGCOUNTER[ZIGINT] Greater than or equal to 10.00
Then - Actions
Animation - Change ZIGTARGET[ZIGINT]'s animation speed to 100.00% of its original speed
Animation - Change ZIGTARGET[ZIGINT]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set ZIGCAST[ZIGINT] = ZIGCAST[ZIGINDEX]
Set ZIGTARGET[ZIGINT] = ZIGTARGET[ZIGINDEX]
Set ZIGCOUNTER[ZIGINT] = ZIGCOUNTER[ZIGINDEX]
Set ZIGINDEX = (ZIGINDEX - 1)
Set ZIGINT = (ZIGINT - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGINDEX Equal to 0
Then - Actions
Trigger - Turn off (This trigger)
Trigger - Turn off Stop Time <gen>
Else - Actions
Else - Actions
additional trigger for MUI
Stop Time
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Stop time
Actions
Set ZIGINDEX = (ZIGINDEX + 1)
Set ZIGCAST[ZIGINDEX] = (Triggering unit)
Set ZIGTARGET[ZIGINDEX] = (Target unit of ability being cast)
Set ZIGCOUNTER[ZIGINDEX] = 0.00
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGINDEX Equal to 1
Then - Actions
Trigger - Turn on Stop time MUI <gen>
Else - Actions
Stop time MUI
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
For each (Integer ZIGINT) from 1 to ZIGINDEX, do (Actions)
Loop - Actions
Unit - Cause ZIGCAST[ZIGINT] to damage ZIGTARGET[ZIGINT], dealing 8.00 damage of attack type Spells and damage type Normal
Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGCOUNTER[ZIGINT] Greater than or equal to 3.00
Then - Actions
Animation - Change ZIGTARGET[ZIGINT]'s animation speed to 100.00% of its original speed
Animation - Change ZIGTARGET[ZIGINT]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Set ZIGCAST[ZIGINT] = ZIGCAST[ZIGINDEX]
Set ZIGTARGET[ZIGINT] = ZIGTARGET[ZIGINDEX]
Set ZIGCOUNTER[ZIGINT] = ZIGCOUNTER[ZIGINDEX]
Set ZIGINDEX = (ZIGINDEX - 1)
Set ZIGINT = (ZIGINT - 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
First off, the counter is what allows you to use "wait" time. You set the max counter to whenever you want the spell to stop or do certain things.
Events
Time - Every 0.10 seconds of game time
Actions
Set ZIGCOUNTER[ZIGINT] = (ZIGCOUNTER[ZIGINT] + 0.10)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ZIGCOUNTER[ZIGINT] Greater than or equal to 3.00
Then - Actions
Your Actions
In this example from your Stop time MUI trigger, you're adding 0.10 to your Counter every 0.10 seconds. Directly after, you have a condition that makes it so that the following actions do not run until your Counter is greater than or equal to 3. Simple math will tell you that it will take 3 seconds for Counter to equal 3. In conclusion, your actions won't run until after 3 seconds have passed. Get it?
Which trigger is up to date? In description or in your first post?
Anyway, remove the triggers from your first post, and only update the ones in description.
Also put them please into
tags, because they stretch the site.
[*]Don't hardcode when not needed. Create a config trigger and make as much configurable as possible.
[*]Variable names should look like this: PREFIX_DescriptiveName, for example: SFS_Group, SFS_Caster, ...
[*]The every x seconds event should start when item picked up, not randomly.
[*]Periodic triggers should only run when needed, not always.
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