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Hey I made this spells a long time ago and posted it on wc3r.forumcircle.com.
It's 38 different spells, some which are quite simple but a lot of them is requests and when I were new at triggers
Please Point out errors in the triggers.
Fire Blast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Blast
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(FB_group is empty) Equal to True
Then - Actions
Trigger - Turn on Fire blast loop <gen>
Else - [SUB][/SUB]Actions
Set FB_point = (Position of (Triggering unit))
Set FB_degree = 90.00
Unit - Create 1 Fireblast for (Owner of (Triggering unit)) at FB_point facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 250.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- head --------
Unit - Create 1 Fireblast2 for (Owner of (Triggering unit)) at FB_point facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 175.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- body --------
Set FB_point_Copy = (FB_point offset by 50.00 towards ((Facing of (Triggering unit)) + FB_degree) degrees)
Unit - Create 1 Fireblast for (Owner of (Triggering unit)) at FB_point_Copy facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 50.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- leg --------
Set FB_point_Copy = (FB_point offset by 75.00 towards ((Facing of (Triggering unit)) + FB_degree) degrees)
Unit - Create 1 Fireblast for (Owner of (Triggering unit)) at FB_point_Copy facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 185.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- arm --------
Set FB_point_Copy = (FB_point offset by 50.00 towards ((Facing of (Triggering unit)) - FB_degree) degrees)
Unit - Create 1 Fireblast for (Owner of (Triggering unit)) at FB_point_Copy facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 50.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- leg --------
Set FB_point_Copy = (FB_point offset by 75.00 towards ((Facing of (Triggering unit)) - FB_degree) degrees)
Unit - Create 1 Fireblast for (Owner of (Triggering unit)) at FB_point_Copy facing (Facing of (Triggering unit)) degrees
Animation - Change (Last created unit) flying height to 185.00 at 0.00
Unit Group - Add (Last created unit) to FB_group
-------- arm --------
Fire blast loop
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(FB_group is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Unit Group - Pick every unit in FB_group and do (Actions)
Loop - Actions
Set FB_distance = (Load 0 of (Key (Picked unit)) from FB_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
FB_distance Less than 1000.00
Then - Actions
Set FB_distance = (FB_distance + 30.00)
Set FB_point = (Position of (Picked unit))
Set FB_point_Copy = (FB_point offset by 30.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to FB_point_Copy
Hashtable - Save FB_distance as 0 of (Key (Picked unit)) in FB_hash
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Fireblast2
Then - Actions
Set FB_group_Copy = (Units within 50.00 of FB_point matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))
Set FB_dummy = (Picked unit)
Unit Group - Pick every unit in FB_group_Copy and do (Actions)
Loop - Actions
Unit - Cause FB_dummy to damage (Picked unit), dealing 50.00 damage of attack type Spells and damage type Fire
Unit Group - Pick every unit in RoF_Group_Copy and do (Actions)
Loop - Actions
Set RoF_point = (Load 1 of (Key (Picked unit)) in RoF_hash)
Set RoF_point_Copy = (Position of (Picked unit))
Set RoF_Degree = (Load 0 of (Key (Picked unit)) from RoF_hash)
Set ROF_distance = (Load 2 of (Key (Picked unit)) from RoF_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between RoF_point_Copy and RoF_point) Greater than or equal to 60.00
Then - Actions
Set ROF_distance = (ROF_distance - 20.00)
Set RoF_Degree = (RoF_Degree + 30.00)
Set RoF_point_Copy_2 = (RoF_point offset by ROF_distance towards (RoF_Degree + 0.00) degrees)
Set KN_unit = (Picked unit)
Set RoF_Group_Copy_2 = (Units within 20.00 of RoF_point_Copy matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))
Unit Group - Pick every unit in RoF_Group_Copy_2 and do (Actions)
Loop - Actions
Unit - Cause KN_unit to damage (Picked unit), dealing 150.00 damage of attack type Spells and damage type Fire
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(fis_group is empty) Equal to True
Then - Actions
Trigger - Turn on Untitled Trigger 006 <gen>
Else - Actions
Set fis_point = (Position of (Triggering unit))
Set Fis_dUMMY = (Load 1 of (Key (Triggering unit)) in fis_table)
Unit - Kill Fis_dUMMY
Set Fis_dUMMY = (Load 2 of (Key (Triggering unit)) in fis_table)
Unit - Kill Fis_dUMMY
For each (Integer Fis_integer2u) from 1 to 2, do (Actions)
Loop - Actions
Set fis_point_Copy = (fis_point offset by 50.00 towards (180.00 x (Real(Fis_integer2u))) degrees)
Unit - Create 1 Fis_unit[(Level of Fire Shield for (Triggering unit))] for (Owner of (Triggering unit)) at fis_point_Copy facing Default building facing degrees
Set Fis_dUMMY = (Triggering unit)
Set FS_unit2 = (Last created unit)
Set Fis_Integer = (Fis_integer2u x 180)
Hashtable - Save Fis_Integer as 0 of (Key (Last created unit)) in fis_table
Hashtable - Save Handle OfFis_dUMMY as 1 of (Key (Last created unit)) in fis_table
Unit Group - Add (Last created unit) to fis_group
Hashtable - Save Handle OfFS_unit2 as Fis_integer2u of (Key (Triggering unit)) in fis_table
Set FS_unit2 = (Load 1 of (Key (Attacking unit)) in fis_table)
Set Fis_dUMMY = (Load 2 of (Key (Attacking unit)) in fis_table)
Unit - Order FS_unit2 to Stop
Unit - Order Fis_dUMMY to Stop
Unit - Order FS_unit2 to Attack (Attacked unit)
Unit - Order Fis_dUMMY to Attack (Attacked unit)
Death
Events
Unit - A unit Dies
Conditions
(Level of Fire Shield for (Triggering unit)) Greater than or equal to 1
Actions
Set Fis_dUMMY = (Load 1 of (Key (Triggering unit)) in fis_table)
Unit - Kill Fis_dUMMY
Unit Group - Remove Fis_dUMMY from fis_group
Set Fis_dUMMY = (Load 2 of (Key (Triggering unit)) in fis_table)
Unit - Kill Fis_dUMMY
Unit Group - Remove Fis_dUMMY from fis_group
REVIVE
Events
Conditions
Actions
-------- TRIGGERING UNIT NEEDS TO BE REPLACED WITH THE UNIT CALLED UPON IN YOUR REVIVE TRIGGER ELSE IT WILL NOT BE USEABLE --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Fire Shield for (Triggering unit)) Greater than or equal to 1
Then - Actions
Set fis_point = (Position of (Triggering unit))
For each (Integer Fis_integer2u) from 1 to 2, do (Actions)
Loop - Actions
Set fis_point_Copy = (fis_point offset by 50.00 towards (180.00 x (Real(Fis_integer2u))) degrees)
Unit - Create 1 Fis_unit[(Level of Fire Shield for (Triggering unit))] for (Owner of (Triggering unit)) at fis_point_Copy facing Default building facing degrees
Set Fis_dUMMY = (Triggering unit)
Set FS_unit2 = (Last created unit)
Set Fis_Integer = (Fis_integer2u x 180)
Hashtable - Save Fis_Integer as 0 of (Key (Last created unit)) in fis_table
Hashtable - Save Handle OfFis_dUMMY as 1 of (Key (Last created unit)) in fis_table
Unit Group - Add (Last created unit) to fis_group
Hashtable - Save Handle OfFS_unit2 as Fis_integer2u of (Key (Triggering unit)) in fis_table
(Ability being cast) Equal to Living Bomb (Archimonde)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(LB_Group is empty) Equal to True
Then - Actions
Trigger - Turn on Living Bomb Timer <gen>
Else - Actions
Set LB_time = 500
Set LB_damager = (Triggering unit)
Special Effect - Create a special effect attached to the chest of (Target unit of ability being cast) using Abilities\Spells\Other\Incinerate\IncinerateBuff.mdl
Set LB_sfx = (Last created special effect)
Hashtable - Save LB_time as 0 of (Key (Target unit of ability being cast)) in LB_hash
Hashtable - Save Handle OfLB_damager as 1 of (Key (Target unit of ability being cast)) in LB_hash
Hashtable - Save Handle OfLB_sfx as 2 of (Key (Target unit of ability being cast)) in LB_hash
Unit Group - Add (Target unit of ability being cast) to LB_Group
Living Bomb Loop
Living Bomb Timer
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(LB_Group is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Unit Group - Pick every unit in LB_Group and do (Actions)
Loop - Actions
Set LB_time = (Load 0 of (Key (Picked unit)) from LB_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
LB_time Less than or equal to 0
Then - Actions
Set LB_damager = (Load 1 of (Key (Picked unit)) in LB_hash)
Set LB_sfx = (Load 2 of (Key (Picked unit)) in LB_hash)
Set LB_point = (Position of (Picked unit))
Unit - Create 1 Death Blast for (Owner of LB_damager) at LB_point facing Default building facing degrees
Set lb_targets = (Units within 300.00 of LB_point matching (((Matching unit) belongs to an enemy of (Owner of LB_damager)) Equal to True))
Set LB_sfx = (Load 2 of (Key (Picked unit)) in LB_hash)
Special Effect - Destroy LB_sfx
Unit Group - Pick every unit in lb_targets and do (Actions)
Loop - Actions
Unit - Cause LB_damager to damage (Picked unit), dealing (100.00 x (Real((Level of Living Bomb (Archimonde) for LB_damager)))) damage of attack type Spells and damage type Normal
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in LB_hash
Unit Group - Remove (Picked unit) from LB_Group
Custom script: call DestroyGroup(udg_lb_targets)
Custom script: call RemoveLocation(udg_LB_point)
Else - Actions
Set LB_time = (LB_time - 1)
Hashtable - Save LB_time as 0 of (Key (Picked unit)) in LB_hash
Untitled Trigger 019
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Impale
Actions
Set I_point[0] = (Position of (Triggering unit))
For each (Integer IP_integer) from 1 to 36, do (Actions)
Loop - Actions
Set I_point[1] = (I_point[0] offset by 300.00 towards ((Real(IP_integer)) x (360.00 / 36.00)) degrees)
Unit - Create 1 Impaler for (Owner of (Triggering unit)) at I_point[0] facing Default building facing degrees
Unit - Order (Last created unit) to Undead Crypt Lord - Impale I_point[1]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in TWhash
Touch of the Death
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to A Touch of Death (Neutral Hostile)
Actions
Special Effect - Create a special effect attached to the overhead of (Target unit of ability being cast) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast), dealing (75.00 x (Real((Level of A Touch of Death (Neutral Hostile) for (Triggering unit))))) damage of attack type Spells and damage type Unknown
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) + (25.00 x (Real((Level of (Ability being cast) for (Triggering unit))))))
trigger Copy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Blast
Actions
Set point1 = (Target point of ability being cast)
For each (Integer Darkblast) from 1 to 36, do (Actions)
Loop - Actions
Set point4 = (point1 offset by 300.00 towards ((Real(Darkblast)) x (360.00 / 36.00)) degrees)
Unit - Create 1 Lightning Twister Dummy1 for (Owner of (Triggering unit)) at point4 facing point1
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 100.00% transparency
Custom script: call RemoveLocation(udg_point4)
Set point4 = (point1 offset by 200.00 towards ((Real(Darkblast)) x (360.00 / 36.00)) degrees)
Unit - Create 1 Lightning Twister Dummy1 for (Owner of (Triggering unit)) at point4 facing point1
Animation - Change (Last created unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 100.00% transparency
Custom script: call RemoveLocation(udg_point4)
Set point4 = (point1 offset by 100.00 towards ((Real(Darkblast)) x (360.00 / 36.00)) degrees)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 Lightning Twister Dummy1 for (Owner of (Triggering unit)) at point4 facing point1
Animation - Change (Last created unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 100.00% transparency
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_point4)
Set DamageGroup = (Units within 300.00 of point1 matching ((((Matching unit) is A flying unit) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
Unit Group - Pick every unit in DamageGroup and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (75.00 x (Real((Level of (Ability being cast) for (Triggering unit))))) damage of attack type Spells and damage type Normal
Unit Group - Remove (Picked unit) from DamageGroup
Custom script: call RemoveLocation(udg_point1)
Custom script: call DestroyGroup(udg_DamageGroup)
I know this trigger is simple but it is a locust(undead hero ultimate) with that explosion on death attack) and it simply just kills them.
Demonic Strike
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Demonic Swarm Unit
Actions
Unit - Kill (Attacking unit)
Dark Portal
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Dark Portal
Actions
Set DP_points[0] = (Position of (Triggering unit))
Set DP_points[1] = (Target point of ability being cast)
Set DP_points[2] = (DP_points[0] offset by 150.00 towards (Angle from DP_points[0] to DP_points[1]) degrees)
Unit - Create 1 Portal Dummy for (Owner of (Triggering unit)) at DP_points[2] facing DP_points[1]
Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
-------- the 20 seconds is how long time it takes for the portal to disappear --------
Neutral Building - Set (Last created unit) destination to DP_points[1]
Neutral Building - Enable (Last created unit)
Unit - Create 1 Portal Dummy for (Owner of (Triggering unit)) at DP_points[1] facing DP_points[2]
Unit - Add a 20.00 second Generic expiration timer to (Last created unit)
-------- the 20 seconds is how long time it takes for the portal to disappear --------
Neutral Building - Set (Last created unit) destination to DP_points[2]
For each (Integer iceexplosion[0]) from 1 to 36, do (Actions)
Loop - Actions
Set lol_Copy = (lol offset by 25.00 towards ((Real(iceexplosion[0])) x (360.00 / 36.00)) degrees)
Unit - Create 1 Ice Exlposion for (Owner of (Triggering unit)) at lol_Copy facing (Position of (Triggering unit))
Unit - Add a 1.40 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_lol_Copy)
Set lol_Copy = (lol offset by 125.00 towards ((Real(iceexplosion[0])) x (360.00 / 36.00)) degrees)
Unit - Create 1 Ice Exlposion for (Owner of (Triggering unit)) at lol_Copy facing (Position of (Triggering unit))
Unit - Add a 1.40 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_lol_Copy)
Set lol_Copy = (lol offset by 250.00 towards ((Real(iceexplosion[0])) x (360.00 / 36.00)) degrees)
Unit - Create 1 Ice Exlposion for (Owner of (Triggering unit)) at lol_Copy facing (Position of (Triggering unit))
Unit - Add a 1.40 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_lol_Copy)
Set lol_Copy = (lol offset by 375.00 towards ((Real(iceexplosion[0])) x (360.00 / 36.00)) degrees)
Unit - Create 1 Ice Exlposion for (Owner of (Triggering unit)) at lol_Copy facing (Position of (Triggering unit))
Unit - Add a 1.40 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation (udg_lol_Copy)
Custom script: call RemoveLocation (udg_lol)
Iceexplosion Copy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Giant Iceball
Actions
Set Posistion = (Position of (Triggering unit))
Set Posistion_Copy = (Target point of ability being cast)
Unit - Create 1 Ice Arrow for (Owner of (Triggering unit)) at Posistion facing (Angle from Posistion to Posistion_Copy) degrees
Unit - Turn collision for (Last created unit) Off
Unit - Add Giant Iceball to (Last created unit)
Unit - Set level of Giant Iceball for (Last created unit) to (Level of (Ability being cast) for (Triggering unit))
Unit Group - Add (Last created unit) to missle
Hashtable - Save Handle OfPosistion_Copy as 1 of (Key (Last created unit)) in hash
Custom script: call RemoveLocation(udg_Posistion)
Iceexplosion Copy Copy
Events
Time - Every 0.04 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in missle and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(missle is empty) Equal to False
Then - Actions
Set caster1 = (Picked unit)
Set Posistion = (Position of caster1)
Special Effect - Create a special effect at Posistion using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Set Posistion_Copy = (Load 1 of (Key (Picked unit)) in hash)
Set Posistion_Copy_Copy = (Posistion offset by 32.00 towards (Angle from Posistion to Posistion_Copy) degrees)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between Posistion and Posistion_Copy) Greater than 33.00
Then - Actions
Unit - Move caster1 instantly to Posistion_Copy_Copy
Set targets = (Units within 150.00 of Posistion matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))
Unit Group - Pick every unit in targets and do (Actions)
Loop - Actions
Unit - Cause caster1 to damage (Picked unit), dealing (5.00 x (Real((Level of Giant Iceball for caster1)))) damage of attack type Spells and damage type Cold
Unit - Move (Picked unit) instantly to Posistion_Copy_Copy
Set cock[0] = (Target point of ability being cast)
For each (Integer iceexplosion[1]) from 1 to 12, do (Actions)
Loop - Actions
Set cock[1] = (cock[0] offset by 300.00 towards ((Real(iceexplosion[1])) x (360.00 / 12.00)) degrees)
Unit - Create 1 Icewall for (Owner of (Triggering unit)) at cock[1] facing Default building facing degrees
Unit - Add a (3.00 x (Real((Level of (Ability being cast) for (Triggering unit))))) second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_cock[1])
Custom script: call RemoveLocation(udg_cock[0])
Life Combust Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Life Combust
Actions
Set lifelost_managained[0] = (4.00 - (Real((Level of (Ability being cast) for (Triggering unit)))))
Set lifelost_managained[1] = (Real((Level of (Ability being cast) for (Triggering unit))))
Hashtable - Save lifelost_managained[0] as 0 of (Key (Triggering unit)) in LifeCombust
Hashtable - Save lifelost_managained[1] as 1 of (Key (Triggering unit)) in LifeCombust
Unit Group - Add (Triggering unit) to combusters
Life Combust Copy Copy
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in combusters and do (Actions)
Loop - Actions
Set lifelost_managained[0] = (Load 0 of (Key (Picked unit)) from LifeCombust)
Set lifelost_managained[1] = (Load 1 of (Key (Picked unit)) from LifeCombust)
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - lifelost_managained[0])
Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + lifelost_managained[1])
end
Events
Unit - A unit Stops casting an ability
Unit - A unit Is issued an order with no target
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order targeting an object
Unit - A unit Finishes casting an ability
Conditions
((Triggering unit) is in combusters) Equal to True
Actions
Unit Group - Remove (Triggering unit) from combusters
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in LifeCombust
Mana Combust Copy
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Mana Combust
Actions
Set CombustManacost = (Level of (Ability being cast) for (Triggering unit))
Unit Group - Add (Triggering unit) to ManaCombusters
Hashtable - Save CombustManacost as 0 of (Key (Triggering unit)) in ManaCobust
Shop da group
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in ManaCombusters and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Equal to 0.00
Then - Actions
Unit - Order (Picked unit) to Stop
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Greater than 0.00
Then - Actions
Set CombustManacost = (Load 0 of (Key (Picked unit)) from ManaCobust)
Set Manaoffered = (Load 2 of (Key (Picked unit)) from ManaCobust)
Set Manaoffered = (Manaoffered + CombustManacost)
Set Combustsize = (Load 1 of (Key (Picked unit)) from ManaCobust)
Set Combustsize = (Combustsize + (Real(CombustManacost)))
Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - (Real(CombustManacost)))
Hashtable - Save Combustsize as 1 of (Key (Picked unit)) in ManaCobust
Hashtable - Save Manaoffered as 2 of (Key (Picked unit)) in ManaCobust
Else - Actions
end Copy
Events
Unit - A unit Stops casting an ability
Unit - A unit Is issued an order with no target
Unit - A unit Is issued an order targeting a point
Unit - A unit Is issued an order targeting an object
Unit - A unit Finishes casting an ability
Conditions
((Triggering unit) is in ManaCombusters) Equal to True
Actions
Unit Group - Remove (Triggering unit) from ManaCombusters
Set Combustsize = (Load 1 of (Key (Triggering unit)) from ManaCobust)
Set Manaoffered = (Load 2 of (Key (Triggering unit)) from ManaCobust)
Set ManaBurst = (Position of (Triggering unit))
Unit - Create 1 Mana Burst for (Owner of (Triggering unit)) at ManaBurst facing Default building facing degrees
Animation - Change (Last created unit)'s size to ((Combustsize / 2.00)%, 100.00%, 100.00%) of its original size
Set DamageGroup = (Units within (Real(Manaoffered)) of ManaBurst matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
Unit Group - Pick every unit in DamageGroup and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit), dealing (Real(Manaoffered)) damage of attack type Spells and damage type Magic
Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in ManaCobust
This is actually a DOT system( Damage ower time]
But I made it a spell for unknown reasons.
Posion cast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Storm Bolt
Actions
Set Damage_divided_by_time[0] = ((Level of Storm Bolt for (Triggering unit)) x 150)
-------- the fulll damage dealt --------
Set Damage_divided_by_time[1] = 10
-------- it deals damage 10 --------
Set Damage_divided_by_time[2] = (Damage_divided_by_time[0] / Damage_divided_by_time[1])
-------- we divide the full damage by the ammount of times :D --------
Hashtable - Save Damage_divided_by_time[2] as 0 of (Key (Target unit of ability being cast)) in posionhash
Hashtable - Save Damage_divided_by_time[1] as 1 of (Key (Target unit of ability being cast)) in posionhash
Hashtable - Save Handle Of(Triggering unit) as 2 of (Key (Target unit of ability being cast)) in posionhash
Set targett = (Target unit of ability being cast)
Hashtable - Save Handle Oftargett as 4 of (Key (Target unit of ability being cast)) in posionhash
Unit Group - Add (Target unit of ability being cast) to poisiongroup
loop
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in poisiongroup and do (Actions)
Loop - Actions
Set Damage_divided_by_time[2] = (Load 0 of (Key (Picked unit)) from posionhash)
Set Damage_divided_by_time[1] = (Load 1 of (Key (Picked unit)) from posionhash)
Set damager = (Load 2 of (Key (Picked unit)) in posionhash)
Set targett = (Load 4 of (Key (Picked unit)) in posionhash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Damage_divided_by_time[1] Greater than 0
Then - Actions
Set Damage_divided_by_time[1] = (Damage_divided_by_time[1] - 1)
Unit - Cause damager to damage targett, dealing (Real(Damage_divided_by_time[2])) damage of attack type Spells and damage type Normal
Hashtable - Save Damage_divided_by_time[1] as 1 of (Key (Picked unit)) in posionhash
Else - Actions
Unit Group - Remove (Picked unit) from poisiongroup
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in posionhash
Pein ULTIMATE
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pein Ultimate
Actions
Set PE_point[0] = (Target point of ability being cast)
Set PE_point[1] = (Position of (Triggering unit))
Unit - Create 1 Pein Effect 1=D for (Owner of (Triggering unit)) at PE_point[1] facing PE_point[0]
Unit - Add Crow Form to (Last created unit)
Set PE_height = 800.00
Hashtable - Save PE_height as 0 of (Key (Last created unit)) in PE_hash
Unit Group - Add (Last created unit) to PE_Group[0]
Unit Group - Pick every unit in PE_Group[1] and do (Actions)
Loop - Actions
Set PE_time = (Load 1 of (Key (Picked unit)) from PE_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PE_time Less than or equal to 150
Then - Actions
Set PE_time = (PE_time + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
PE_time Equal to 10
PE_time Equal to 20
PE_time Equal to 30
PE_time Equal to 40
PE_time Equal to 60
PE_time Equal to 70
PE_time Equal to 80
PE_time Equal to 90
Then - Actions
Set PE_point[0] = (Position of (Picked unit))
Set PE_point[1] = (PE_point[0] offset by 500.00 towards (Random real number between 0.00 and 360.00) degrees)
Unit - Create 1 Pein Ultimate Flying SFX2 for (Owner of (Picked unit)) at PE_point[1] facing PE_point[0]
Animation - Change (Last created unit)'s size to ((Random real number between 175.00 and 200.00)%, (Random real number between 175.00 and 200.00)%, (Random real number between 157.00 and 225.00)%) of its original size
Hashtable - Save Handle OfPE_point[0] as 0 of (Key (Last created unit)) in PE_hash
Unit Group - Add (Last created unit) to PE_Group[2]
Else - Actions
Hashtable - Save PE_time as 1 of (Key (Picked unit)) in PE_hash
Else - Actions
Unit Group - Remove (Picked unit) from PE_Group[1]
Set PE_point[0] = (Position of (Picked unit))
Set PE_Group[4] = (Units within 600.00 of PE_point[0] matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True))
Set PE_Group[5] = (Units within 150.00 of PE_point[0] matching ((Unit-type of (Matching unit)) Equal to Pein Ultimate Flying SFX2))
Set PE_unit = (Picked unit)
Unit Group - Pick every unit in PE_Group[4] and do (Actions)
Loop - Actions
Unit - Cause PE_unit to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Normal
Unit Group - Pick every unit in PE_Group[5] and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Custom script: call DestroyGroup(udg_PE_Group[4])
Custom script: call DestroyGroup(udg_PE_Group[5])
Unit - Create 1 Pein end Effect for (Owner of (Picked unit)) at PE_point[0] facing Default building facing degrees
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(RS_group[0] is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Unit Group - Pick every unit in RS_group[0] and do (Actions)
Loop - Actions
Set RS_point[0] = (Position of (Picked unit))
Set RS_point[1] = (Load 0 of (Key (Picked unit)) in RS_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between RS_point[0] and RS_point[1]) Greater than or equal to 10.00
Then - Actions
Set RS_point[2] = (RS_point[0] offset by 10.00 towards (Angle from RS_point[0] to RS_point[1]) degrees)
Set RS_group[2] = (Units within 100.00 of RS_point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Owner of (Picked unit)) is an enemy of (Owner of (Matching unit))) Equal to True) and (((Matching unit) is dead) Equal to True))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(RS_group[2] is empty) Equal to True
Then - Actions
Unit - Move (Picked unit) instantly to RS_point[2]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(RS_group[1] is empty) Equal to True
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Unit Group - Pick every unit in RS_group[1] and do (Actions)
Loop - Actions
Set RS_size = (Load 2 of (Key (Picked unit)) from RS_hash)
Set RS_size_Copy = (Load 3 of (Key (Picked unit)) from RS_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RS_size Greater than or equal to RS_size_Copy
Then - Actions
Set RS_damage = (Load 1 of (Key (Picked unit)) from RS_hash)
Set RS_size_Copy = (RS_size_Copy + 5.00)
Animation - Change (Picked unit)'s size to (RS_size_Copy%, RS_size_Copy%, RS_size_Copy%) of its original size
Set RS_point[2] = (Position of (Picked unit))
Set RS_group[2] = (Units within (RS_size_Copy + 50.00) of RS_point[2] matching ((((Matching unit) is A structure) Equal to False) and ((((Owner of (Picked unit)) is an enemy of (Owner of (Matching unit))) Equal to True) and (((Matching unit) is dead) Equal to False))))
Set RS_unit = (Picked unit)
Unit Group - Pick every unit in RS_group[2] and do (Actions)
Loop - Actions
Unit - Cause RS_unit to damage (Picked unit), dealing (Real(RS_damage)) damage of attack type Spells and damage type Normal
Hashtable - Save RS_size_Copy as 3 of (Key (Picked unit)) in RS_hash
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in KN_hash
Triple slash cast
Untitled Trigger 002
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Triple Slash
Actions
Set TripleSlasher = (Triggering unit)
Set target_Copy = (Target unit of ability being cast)
Set hits = 3
Set crit = ((Level of (Ability being cast) for (Triggering unit)) x 10)
Set miss = (20 - ((Level of (Ability being cast) for (Triggering unit)) x 5))
Unit - Pause TripleSlasher
Unit - Pause target_Copy
Animation - Change TripleSlasher's animation speed to 400.00% of its original speed
Hashtable - Save Handle Oftarget_Copy as 0 of (Key (Triggering unit)) in Triplestrike
Hashtable - Save Handle Of(Triggering unit) as 2 of (Key (Triggering unit)) in Triplestrike
Hashtable - Save hits as 1 of (Key (Triggering unit)) in Triplestrike
Unit Group - Add (Triggering unit) to triplestrikers
Tripleslash Loop
hits
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in triplestrikers and do (Actions)
Loop - Actions
Set target_Copy = (Load 0 of (Key (Picked unit)) in Triplestrike)
Set TripleSlasher = (Load 2 of (Key (Picked unit)) in Triplestrike)
Set hits = (Load 1 of (Key (Picked unit)) from Triplestrike)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
hits Greater than or equal to 1
Then - Actions
Animation - Play TripleSlasher's attack animation
Unit - Cause TripleSlasher to damage target_Copy, dealing (25.00 x (Real((Level of Triple Slash for TripleSlasher)))) damage of attack type Spells and damage type Normal
Set hits = (hits - 1)
Hashtable - Save hits as 1 of (Key (Picked unit)) in Triplestrike
Else - Actions
Unit - Unpause TripleSlasher
Animation - Change TripleSlasher's animation speed to 100.00% of its original speed
Unit - Unpause target_Copy
Unit Group - Remove (Picked unit) from triplestrikers
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Triplestrike
I know it's simple but it was a request...
Untitled Trigger 009
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadowbolt (Neutral Hostile)
Actions
Unit - Order (Target unit of ability being cast) to Attack (Triggering unit)
test
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Spin
Actions
Set TempLoc = (Position of (Triggering unit))
Set ShadowspinINdexSize = 10
Unit - Create 1 Voodoo Dummy for (Owner of Spinner) at TempLoc facing Default building facing degrees
Unit - Order (Last created unit) to Neutral - Firebolt (Random unit from (Units within 600.00 of TempLoc matching (((Matching unit) belongs to an enemy of (Owner of spinner)) Equal to True)))
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_TempLoc)
Hashtable - Save ShadowspinINdexSize as 0 of (Key (Triggering unit)) in Shadowspin
Unit Group - Add (Triggering unit) to Spinnersftw
cookie
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Spinnersftw and do (Actions)
Loop - Actions
Set ShadowspinINdexSize = (Load 0 of (Key (Picked unit)) from Shadowspin)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ShadowspinINdexSize Greater than or equal to 1
Then - Actions
Set TempLoc = (Position of (Picked unit))
Unit - Create 1 ShadowSpinner 3 for (Owner of (Picked unit)) at TempLoc facing Default building facing degrees
Unit - Order (Last created unit) to Neutral - Firebolt (Random unit from (Units within 600.00 of TempLoc matching (((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True)))
Unit - Add a 0.10 second Generic expiration timer to (Last created unit)
Set ShadowspinINdexSize = (ShadowspinINdexSize - 1)
Custom script: call RemoveLocation(udg_TempLoc)
Hashtable - Save ShadowspinINdexSize as 0 of (Key (Picked unit)) in Shadowspin
Else - Actions
Unit Group - Remove (Picked unit) from Spinnersftw
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Shadowspin
Iceexplosion Copy Copy 2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Orb of the Damned
Actions
Set Deathpoint[0] = (Position of (Triggering unit))
Set Deathpoint[1] = (Target point of ability being cast)
Unit - Create 1 Death Blast1 for (Owner of (Triggering unit)) at Deathpoint[0] facing (Angle from Deathpoint[0] to Deathpoint[1]) degrees
Unit - Turn collision for (Last created unit) Off
Unit Group - Add (Last created unit) to DeathMissle
Hashtable - Save Handle OfDeathpoint[1] as 1 of (Key (Last created unit)) in hash1
Unit Group - Pick every unit in ES_group[0] and do (Actions)
Loop - Actions
Set ES_integer[0] = (Load 1 of (Key (Picked unit)) from ES_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
ES_integer[0] Greater than or equal to 1
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Thundergod Dummy 1
Then - Actions
Set ES_integer[0] = (ES_integer[0] - 1)
Set ES_integer[1] = ((Load 0 of (Key (Picked unit)) from ES_hash) + 3)
Set ES_unit = (Load 2 of (Key (Picked unit)) in ES_hash)
Set ES_point[0] = (Position of ES_unit)
Set ES_point[1] = (ES_point[0] offset by 200.00 towards (Real(ES_integer[1])) degrees)
Set ES_point[2] = (Position of (Picked unit))
Unit - Move (Picked unit) instantly to ES_point[1]
Hashtable - Save ES_integer[0] as 1 of (Key (Picked unit)) in ES_hash
Hashtable - Save ES_integer[1] as 0 of (Key (Picked unit)) in ES_hash
Set ES_group[1] = (Units within 150.00 of ES_point[2] matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and ((((Matching unit) is A flying unit) Equal to False) and (((Matching unit) is Magic Immune) Equal to False))))
Unit Group - Pick every unit in ES_group[1] and do (Actions)
Loop - Actions
Unit - Cause ES_unit to damage (Picked unit), dealing 1.00 damage of attack type Spells and damage type Normal
Unit Group - Remove (Picked unit) from ES_group[4]
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in ES_hash
Thunder Triangle
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Triangle
Actions
Set TT_point[0] = (Target point of ability being cast)
For each (Integer TT_Integer[0]) from 1 to 3, do (Actions)
Loop - Actions
Set TT_point[1] = (TT_point[0] offset by 300.00 towards ((Real(TT_Integer[0])) x (360.00 / 3.00)) degrees)
Set TT_group[0] = (Units within 300.00 of TT_point[1] matching ((((Matching unit) is A structure) Equal to False) and ((((Triggering unit) is Magic Immune) Equal to False) and (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))))
Set TT_unit = (Random unit from TT_group[0])
Set TT_point[2] = (Position of TT_unit)
Unit - Create 1 TT dummy for (Owner of (Triggering unit)) at TT_point[1] facing TT_point[2]
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Random unit from TT_group[0])
Unit Group - Pick every unit in TB_group[0] and do (Actions)
Loop - Actions
Set TB_point[0] = (Position of (Picked unit))
Set TB_point[1] = (Load 0 of (Key (Picked unit)) in TB_hash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Distance between TB_point[0] and TB_point[1]) Greater than or equal to 10.00
Then - Actions
Set TB_point[2] = (TB_point[0] offset by 10.00 towards (Angle from TB_point[0] to TB_point[1]) degrees)
Set TB_group[1] = (Units within 20.00 of TB_point[2] matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit))) Equal to True) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and (((Matching unit) is Magi
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TB_group[1] is empty) Equal to True
Then - Actions
Unit - Move (Picked unit) instantly to TB_point[2]
Unit Group - Remove (Picked unit) from TB_group[0]
Unit - Kill (Picked unit)
Thunder Cage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Cage ´
Actions
Set TC_Point[0] = (Target point of ability being cast)
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 300.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC1 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) flying height to 100.00 at 0.00
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 250.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) flying height to 150.00 at 0.00
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 200.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) flying height to 200.00 at 0.00
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 150.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Animation - Change (Last created unit) flying height to 250.00 at 0.00
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 100.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Animation - Change (Last created unit) flying height to 300.00 at 0.00
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
For each (Integer TC1_integer) from 1 to 36, do (Actions)
Loop - Actions
Set TC_Point[1] = (TC_Point[0] offset by 50.00 towards ((360.00 / 36.00) x (Real(TC1_integer))) degrees)
Unit - Create 1 TC2 for (Owner of (Triggering unit)) at TC_Point[1] facing Default building facing degrees
Animation - Change (Last created unit) flying height to 350.00 at 0.00
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Untitled Trigger 013
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Timelock
Actions
Set timelockpoint = (Target point of ability being cast)
Set timelocked = (Units within (250.00 + ((Real((Level of (Ability being cast) for (Triggering unit)))) x 50.00)) of timelockpoint matching (((Matching unit) is dead) Equal to False))
Unit Group - Pick every unit in timelocked and do (Actions)
Loop - Actions
-------- Set the time it takes to get released from the timestop to X ammount --------
Set time = ((Level of (Ability being cast) for (Triggering unit)) x 5)
Animation - Change (Picked unit)'s animation speed to 0.00% of its original speed
Animation - Change (Picked unit)'s vertex coloring to (25.00%, 25.00%, 25.00%) with 0.00% transparency
Unit - Pause (Picked unit)
Unit Group - Add (Picked unit) to timelocked_2
Hashtable - Save time as 0 of (Key (Picked unit)) in timetable
Animation - Change (Target unit of ability being cast)'s vertex coloring to (75.00%, 75.00%, 75.00%) with 0.00% transparency
Unit - Order (Last created unit) to Undead Banshee - Curse (Target unit of ability being cast)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Set life of (Target unit of ability being cast) to 25.00%
Set fctime = 20
Hashtable - Save fctime as 0 of (Key (Target unit of ability being cast)) in FChash
Unit Group - Add (Target unit of ability being cast) to Fc
dyblemayer
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Fc and do (Actions)
Loop - Actions
Set fctime = (Load 0 of (Key (Picked unit)) from FChash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
fctime Equal to 0
Then - Actions
Unit - Set life of (Picked unit) to 100.00%
Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit Group - Remove (Picked unit) from Fc
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in FChash
Else - Actions
Set fctime = (fctime - 1)
Hashtable - Save fctime as 0 of (Key (Picked unit)) in FChash
Illusion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Voodoo Mojo
Actions
Set Copy = (Target point of ability being cast)
Set Copygroup = (Units within (225.00 x (Real((Level of (Ability being cast) for (Triggering unit))))) of Copy)
Unit Group - Pick every unit in Copygroup and do (Actions)
Loop - Actions
Unit - Create 1 Illusion Dummy for (Owner of (Triggering unit)) at Copy facing 0.00 degrees
Hero - Create Wand of Illusion and give it to (Last created unit)
Hero - Order (Last created unit) to use (Last created item) on (Picked unit)
Unit - Add a 0.75 second Generic expiration timer to (Last created unit)
Custom script: call RemoveLocation(udg_Copy)
Custom script: call DestroyGroup(udg_Copygroup)
Cast trigger!
Hex Chain
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hex Chain
Actions
Set JUMPS = ((Level of (Ability being cast) for (Triggering unit)) x 2)
-------- Change the ammount of jumps in this one. --------
Set hexxar = (Triggering unit)
Set Hexchain = (Position of (Target unit of ability being cast))
Unit - Create 1 Voodoo Dummy for (Owner of (Triggering unit)) at Hexchain facing 0.00 degrees
Special Effect - Create a special effect at Hexchain using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Special Effect - Destroy (Last created special effect)
Unit - Order (Last created unit) to Orc Shadow Hunter - Hex (Target unit of ability being cast)
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Unit - Create 1 Voodoo Dummy for (Owner of (Triggering unit)) at Hexchain facing 0.00 degrees
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Random unit from DamageGroup)
Unit - Add a 0.50 second Generic expiration timer to (Last created unit)
Set hexgroup = (Random 1 units from (Units within 300.00 of Hexchain matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is Polymorphed) Equal to False) and (((Matching unit) belongs to a
Set Lighning_Unit = (Random unit from (Random 1 units from hexgroup))
Hashtable - Save JUMPS as 0 of (Key (Triggering unit)) in HexchainHash
Hashtable - Save Handle OfLighning_Unit as 1 of (Key (Triggering unit)) in HexchainHash
Unit Group - Add (Triggering unit) to Hexxars
Custom script: call RemoveLocation(udg_Hexchain)
-------- call DestroyGroup(udg_hexgroup) --------
Loop Trigger
hashy
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Hexxars and do (Actions)
Loop - Actions
Set JUMPS = (Load 0 of (Key (Picked unit)) from HexchainHash)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
JUMPS Greater than or equal to 1
Then - Actions
Set hexxed = (Load 1 of (Key (Picked unit)) in HexchainHash)
Unit Group - Remove hexxed from hexgroup
Set Hexchain = (Position of hexxed)
Set hexgroup = (Random 1 units from (Units within 300.00 of Hexchain matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is Magic Immune) Equal to False) and ((((Matching unit) is Polymorphed) Equal to False) and (((Matching unit) belongs to a
Set Lighning_Unit = (Random unit from (Random 1 units from hexgroup))
Special Effect - Create a special effect at Hexchain using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Special Effect - Destroy (Last created special effect)
Unit - Create 1 Voodoo Dummy for (Owner of (Picked unit)) at Hexchain facing 0.00 degrees
Unit - Order (Last created unit) to Orc Shadow Hunter - Hex hexxed
Unit - Create 1 Voodoo Dummy for (Owner of (Picked unit)) at Hexchain facing 0.00 degrees
Unit - Order (Last created unit) to Orc Far Seer - Chain Lightning (Random unit from hexgroup)
Set JUMPS = (JUMPS - 1)
Hashtable - Save JUMPS as 0 of (Key (Picked unit)) in HexchainHash
Hashtable - Save Handle OfLighning_Unit as 1 of (Key (Picked unit)) in HexchainHash
Custom script: call RemoveLocation(udg_Hexchain)
Custom script: call DestroyGroup(udg_hexgroup)
Else - Actions
Unit Group - Remove (Picked unit) from Hexxars
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in HexchainHash
Cast trigger
S
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Voodoo Size Decrease R
Actions
Set pointolol = (Target point of ability being cast)
Set Testgroup = (Units within 275.00 of pointolol matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
Unit Group - Pick every unit in Testgroup and do (Actions)
Loop - Actions
Unit - Create 1 Dragon DUmmy for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Animation - Change (Picked unit)'s size to (25.00%, 25.00%, 25.00%) of its original size
Unit - Order (Last created unit) to Undead Banshee - Curse (Picked unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Set time = 20
-------- the times it will continue to be small --------
Hashtable - Save time as 0 of (Key (Picked unit)) in Size
Unit Group - Add (Picked unit) to Testgroup_Copy
Custom script: call RemoveLocation(udg_pointolol)
Custom script: call DestroyGroup(udg_Testgroup)
Loop Trigger
enlarge
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Testgroup_Copy and do (Actions)
Loop - Actions
Set time = (Load 0 of (Key (Picked unit)) from Size)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
time Equal to 0
Then - Actions
Animation - Change (Picked unit)'s size to (100.00%, 100.00%, 100.00%) of its original size
Unit Group - Remove (Picked unit) from Testgroup
Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Size
Else - Actions
Set time = (time - 1)
Hashtable - Save time as 0 of (Key (Picked unit)) in Size
Version 2.00 Uploaded to the hiveworkshop.com.
Version 2.10 Changes made pointed out by MAKER and Adiktuz.
Version 2.20 Added new spell Flight of the Thunder God it's located on the dark blademaster.
Version 2.30 minor bug fixes and a new hero the magma lord
just took a quick look at the trigs...
oh, you might want to change those keywords, add more fitting ones, like spellpack etc...
suggestions for now:
-do not use arrays if you'll only use few of the indexes, just use different variables...
-change the timer of the living bomb to at least .03, .01 is too fast...
-and please use self-describing variables names... (don't use something like ilikeanime, etc...)
I haven't looked at all of the codes, or try the spells but basing from those I looked, the triggers seem fine... ^_^
Sorry few of them are... Well I were bored/angry sometimes ill go fix it and the timer I did it to be presice Ill just remove a 0 and make it to 0.10. Also thanks for informing me about that array's fills more than different variables.
Sorry few of them are... Well I were bored/angry sometimes ill go fix it and the timer I did it to be presice Ill just remove a 0 and make it to 0.10. Also thanks for informing me about that array's fills more than different variables.
I've edited a couple of the things, but I cannot seem to find the thing with elder Aura, I also fixed a lot but Sanistraofknees and the water elemental was meant as boss requests that's why I made it like that.
I've edited a couple of the things, but I cannot seem to find the thing with elder Aura, I also fixed a lot but Sanistraofknees and the water elemental was meant as boss requests that's why I made it like that.
please don't bump every day... +bumping won't move your spell to the top of the default list... just wait for people to comment, a lot of people here don't go online everyday, and its the holiday season so maybe they're out on vacation...
N.I.C.E +Rep
i have a question.
Can i use your hero Magmus into my arena map? (with all spell / name / etc)
with a little modification, the passive spell lauch missiles on cast!
i will give +credits and hero name creator to you.
An in-game screenshot which displays at least some of the spells would be appreciated. Anyway, you might want to give your triggers proper names and not just variations "Untitled Trigger 001" and "Iceexplosion Copy Copy Copy 3". The triggers themselves look fine though.
just a suggestion, but in the mana bomb spell, you could increase the effect size with time, I mean, it would sound like the mana ball is overcharging, and then it explodes
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