Name | Type | is_array | initial_value |
A_Group | group | No | |
A_Int | integer | No | |
A_Loc | location | No | |
A_Loc2 | location | No | |
A_Real | real | No | |
A_Unit | unit | No | |
AiGroup | group | No | |
AiPlayer | unit | Yes | |
AllowCheckOtherFriends | boolean | No | |
Amulet_Ability_1 | abilcode | Yes | |
Amulet_Ability_2 | abilcode | Yes | |
Amulet_Ability_3 | abilcode | Yes | |
Amulet_Ability_4 | abilcode | Yes | |
Amulet_Ability_5 | abilcode | Yes | |
Amulet_Ability_6 | abilcode | Yes | |
Amulet_Agi_Bonus | integer | Yes | |
Amulet_Int_Bonus | integer | Yes | |
Amulet_IType | itemcode | Yes | |
Amulet_Str_Bonus | integer | Yes | |
AmuletEquiped | boolean | Yes | |
AngleofAttack | real | Yes | |
ARArrows | integer | Yes | |
ARArrowsGroup | group | Yes | |
ARArrowsGroup2 | group | Yes | |
ARCaster | unit | Yes | |
ARCount | integer | No | |
ARDamage | real | Yes | |
ARDelay | real | Yes | |
ARHas | boolean | Yes | |
ARIndex | integer | No | |
ARInteger | integervar | No | |
ARLastRecycled | integer | No | |
ARMax | integer | No | |
Armor_Ability_1 | abilcode | Yes | |
Armor_Ability_2 | abilcode | Yes | |
Armor_Ability_3 | abilcode | Yes | |
Armor_Ability_4 | abilcode | Yes | |
Armor_Agi_Bonus | integer | Yes | |
Armor_Arm_Bonus | integer | Yes | |
Armor_Int_Bonus | integer | Yes | |
Armor_IType | itemcode | Yes | |
Armor_Str_Bonus | integer | Yes | |
ArmorEquiped | boolean | Yes | |
ARRecycledList | integer | Yes | |
ARTargetPoint | location | Yes | |
AttackerIsAlive | boolean | Yes | |
AutoAimBoolean | boolean | Yes | |
AutoAimGroup | group | No | |
AutoAimLocation | location | No | |
AutoAimLocation1 | location | No | |
AutoAimUnit | unit | No | |
AutoAimUnit1 | unit | No | |
AutoRotate | boolean | Yes | |
b | boolean | No | |
B_Angle | real | Yes | |
B_BackSFX | string | No | |
B_BooSlide | real | Yes | |
B_Caster | unit | Yes | |
B_CollisionSFX | string | No | |
B_Damage | real | Yes | |
B_Damaged | group | Yes | |
B_DetonateDestructibles | boolean | Yes | |
B_Distance | real | Yes | |
B_Dummy | unit | Yes | |
B_Float | boolean | Yes | |
B_Go_And_DONT_Back | boolean | Yes | |
B_Group | group | Yes | |
B_MaxDamage | real | Yes | |
B_Point | location | No | |
B_PosCaster | location | No | |
B_PosDummy | location | No | |
B_Position | location | No | |
B_Target | location | No | |
BA_Arrow | unit | No | |
BA_Arrow_Angle | real | No | |
BA_Arrowpt | location | No | |
BA_Arrows | group | No | |
BA_Creatept | location | No | |
BA_Damage | real | No | |
BA_Dealdmg | real | No | |
BA_Distance | integer | No | |
BA_Flame_Lvl | integer | No | |
BA_Hashtable | hashtable | No | |
BA_Movept | location | No | |
BA_Startpt | location | No | |
BA_Targetpt | location | No | |
BA_To_Finish | integer | No | |
BA_Victims | group | No | |
BoF_Caster | unit | Yes | |
BoF_Damage | real | Yes | |
BoF_DamageGroup | group | Yes | |
BoF_Degree | real | Yes | |
BoF_Group | group | No | |
BoF_Int | integer | Yes | |
BoF_Lightning1 | lightning | Yes | |
BoF_MUI | integer | No | |
BoF_Point1 | location | Yes | |
BoF_Point2 | location | Yes | |
BoF_Real | real | Yes | |
boost_bl | boolean | Yes | |
BT | integervar | No | |
BT_Closed | boolean | Yes | |
BT_Damage | real | Yes | |
BT_Duration | real | Yes | |
BT_Group | group | No | |
BT_Hero | unit | Yes | |
BT_Interval | real | Yes | |
BT_IntervalCheck | real | Yes | |
BT_Level | integer | Yes | |
BT_On | boolean | Yes | |
BT_Point | location | Yes | |
BT_Skip | integer | No | |
BT_Target | unit | Yes | |
BT_Times | integer | No | |
BT_Trap | unit | Yes | |
CameraEnabled | boolean | Yes | |
CameraUnit | unit | Yes | |
CamHeight | real | Yes | |
Caster | unit | No | |
ChargingThunderBall | boolean | Yes | |
damagetaken | integer | No | |
DeathMatch | integer | Yes | |
Dice | integer | No | |
DistanceFromTarget | real | Yes | |
DoUnZoom | boolean | Yes | |
DoViewDown | boolean | Yes | |
DoViewUp | boolean | Yes | |
DoZoom | boolean | Yes | |
EAoE | real | Yes | |
ECaster | unit | Yes | |
ECount | integer | No | |
EDamage | real | Yes | |
EEffectDelayer | integer | Yes | |
EGroup | group | Yes | |
EHas | boolean | Yes | |
EIndex | integer | No | |
EInteger | integer | No | |
EKnock | boolean | Yes | |
EKnockDist | real | Yes | |
ELastRecycled | integer | No | |
EMarker | effect | Yes | |
EMax | integer | No | |
Enemies | group | No | |
ERecycledList | integer | Yes | |
ESCHasBeenPressed | boolean | Yes | |
ETargetPoint | location | Yes | |
ETimer | real | Yes | |
ExplosionEffect | string | No | |
ExplosionSFX | string | Yes | |
FACaster | unit | Yes | |
FACount | integer | No | |
FADelay | real | Yes | |
FAHas | boolean | Yes | |
FAIndex | integer | No | |
FAInteger | integervar | No | |
FALastRecycled | integer | No | |
FAMax | integer | No | |
FARecycledList | integer | Yes | |
FATargetPoint | location | Yes | |
FATimer | real | Yes | |
FlamethrowerCaster | unit | No | |
FlamethrowerDummy2 | unit | No | |
FlamethrowerGroup | group | No | |
FlamethrowerLocations | location | Yes | |
FlamethrowerTemp | unit | No | |
FlamethrowerTimer | timer | No | |
FleeingBolts | group | No | |
FloatingText | texttag | Yes | |
FSCaster | unit | Yes | |
FSCasterPoint | location | Yes | |
FSCount | integer | No | |
FSDistance | real | Yes | |
FSDummy | unit | Yes | |
FSDummyGroup | group | Yes | |
FSFace | real | Yes | |
FSFade | real | Yes | |
FSFadeC | real | Yes | |
FSHas | boolean | Yes | |
FSIndex | integer | No | |
FSInteger | integervar | No | |
FSLastRecycled | integer | No | |
FSMax | integer | No | |
FSMaxDistance | real | Yes | |
FSMove | real | Yes | |
FSRecycledList | integer | Yes | |
FSTime | real | No | |
Game_Minutes | integer | No | |
Game_Seconds | integer | No | |
Game_Time | timer | No | |
Gunners | unitcode | No | |
Hashtable | hashtable | No | |
HB | integervar | No | |
HB_Angle | real | Yes | |
HB_Bug | integer | Yes | |
HB_Catch | unit | Yes | |
HB_Damage | real | Yes | |
HB_Debug | integer | Yes | |
HB_Distance | real | Yes | |
HB_Group | group | Yes | |
HB_Hero | unit | Yes | |
HB_LEVEL | integer | No | |
HB_MaxDistance | real | Yes | |
HB_Off | boolean | Yes | |
HB_ON | boolean | Yes | |
HB_Point | location | Yes | |
HB_Skip | integer | No | |
HB_Special | effect | Yes | |
HB_START | location | Yes | |
HB_Times | integer | No | |
HB_Unit | unit | Yes | |
Head_Ability_1 | abilcode | Yes | |
Head_Ability_2 | abilcode | Yes | |
Head_Ability_3 | abilcode | Yes | |
Head_Ability_4 | abilcode | Yes | |
Head_Agi_Bonus | integer | Yes | |
Head_Arm_Bonus | integer | Yes | |
Head_Int_Bonus | integer | Yes | |
Head_IType | itemcode | Yes | |
Head_Str_Bonus | integer | Yes | |
HeadEquiped | boolean | Yes | |
Hero | unit | Yes | |
Hero_Revive_Time_Factor | real | No | |
Heroes_All | unitcode | Yes | |
Heroes_Scourge | unitcode | Yes | |
Heroes_Sentinel | unitcode | Yes | |
i | integer | Yes | |
IAAngle | real | Yes | |
IAArrow | unit | Yes | |
IACaster | unit | Yes | |
IACasterPoint | location | Yes | |
IACount | integer | No | |
IADamage | real | Yes | |
IADistance | real | Yes | |
IADMGGroup | group | Yes | |
IAHas | boolean | Yes | |
IAIndex | integer | No | |
IAInteger | integervar | No | |
IALastRecycled | integer | No | |
IAMax | integer | No | |
IAMaxDistance | real | Yes | |
IARecycledList | integer | Yes | |
IATargetPoint | location | Yes | |
Index | integer | Yes | |
InEqMenu | boolean | Yes | |
Integer | integer | Yes | |
it | itemcode | No | |
Item_Amulet | itemcode | Yes | |
Item_Armor | itemcode | Yes | |
Item_Head | itemcode | Yes | |
Item_Normal1 | itemcode | Yes | |
Item_Normal1_ChargesLeft | integer | Yes | |
Item_Normal2 | itemcode | Yes | |
Item_Normal2_ChargesLeft | integer | Yes | |
Item_Normal3 | itemcode | Yes | |
Item_Normal3_ChargesLeft | integer | Yes | |
Item_Normal4 | itemcode | Yes | |
Item_Normal4_ChargesLeft | integer | Yes | |
Item_Normal5 | itemcode | Yes | |
Item_Normal5_ChargesLeft | integer | Yes | |
Item_Normal6 | itemcode | Yes | |
Item_Normal6_ChargesLeft | integer | Yes | |
Item_Ring | itemcode | Yes | |
Item_Shield | itemcode | Yes | |
Item_Weapon | itemcode | Yes | |
ItemDrop | integer | Yes | |
ItemDropCount | integer | No | |
JB | integervar | No | |
JB_Angle | real | Yes | |
JB_AoE | real | Yes | |
JB_Colision | real | Yes | |
JB_Damage | real | Yes | |
JB_Distance | real | Yes | |
JB_Group | group | No | |
JB_Height | real | Yes | |
JB_Hero | unit | Yes | |
JB_Level | integer | Yes | |
JB_MaxDistance | real | Yes | |
JB_Missile | unit | Yes | |
JB_Off | boolean | Yes | |
JB_Parabola | real | Yes | |
JB_Point | location | Yes | |
JB_Skip | integer | No | |
JB_Speed | real | Yes | |
JB_Times | integer | No | |
KB | integervar | No | |
KB_Angle | real | Yes | |
KB_Distance | real | Yes | |
KB_Off | boolean | Yes | |
KB_Point | location | Yes | |
KB_Skip | integer | No | |
KB_Spam | integer | Yes | |
KB_Speed | real | Yes | |
KB_Target | unit | Yes | |
KB_Times | integer | No | |
KnockbackEffect | string | No | |
LandingEffect | string | No | |
LastHeroStanding | force | No | |
LeaderboardAoJF | leaderboard | No | |
LeaderboardOrc | leaderboard | No | |
LOC | location | Yes | |
Loc_to_remove | location | No | |
Loc_to_remove2 | location | No | |
local_player | player | No | |
lockon_bl | boolean | Yes | |
lockon_target_unit | unit | Yes | |
LoopRandom | integer | No | |
LSGroup | group | No | |
LSHash | hashtable | No | |
Maker | integervar | No | |
MarkerEffect | string | No | |
MaxAngleOfAttack | real | Yes | |
MaxDistance | real | Yes | |
MaxPlayers | integer | No | |
MinAngleOfAttack | real | Yes | |
MinDistance | real | Yes | |
MissileDamageGroup | group | No | |
MissileDamageGroup1 | group | No | |
MissileGroup | group | No | |
MissilePlayer | player | No | |
MissileTempLocation | location | Yes | |
MissileTempUnit | unit | No | |
MissileTempUnit2 | unit | No | |
MissileTimer | timer | No | |
MoveFast | group | No | |
Multiboard_Clock | integer | No | |
Multiboard_ShowDeaths | boolean | No | |
Multiboard_Spots | integer | Yes | |
MVC_Point | location | Yes | |
MVC_UnitType | unitcode | Yes | |
NP | integervar | No | |
NP_Angle | real | Yes | |
NP_Bomb | integervar | No | |
NP_Bombing | boolean | Yes | |
NP_Bombs | integer | Yes | |
NP_Damage | real | Yes | |
NP_Distance | real | Yes | |
NP_Distance_Byes | real | Yes | |
NP_Distance_March | real | Yes | |
NP_Dummy | unit | Yes | |
NP_duration | real | Yes | |
NP_FORMULAS | real | Yes | |
NP_Group | group | Yes | |
NP_Height | real | Yes | |
NP_Height_Speed | real | Yes | |
NP_HeightDebug | integer | Yes | |
NP_Hero | unit | Yes | |
NP_LEVEL | integer | No | |
NP_Off | boolean | Yes | |
NP_Point | location | Yes | |
NP_Skip | integer | No | |
NP_Spam | integer | Yes | |
NP_SpecialEffect | effect | Yes | |
NP_SpecialEffect2 | effect | Yes | |
NP_Speed | real | Yes | |
NP_Steps | integer | Yes | |
NP_TargetLoc | location | Yes | |
NP_Times | integer | No | |
PC_Ability | abilcode | Yes | |
PC_Angle | real | Yes | |
PC_Boolean | boolean | Yes | |
PC_Cannon | unit | Yes | |
PC_CastDelay | real | Yes | |
PC_Counter | real | Yes | |
PC_DamageInterval | real | Yes | |
PC_Integers | integer | Yes | |
PC_Level | integer | Yes | |
PC_ShootCount | integer | Yes | |
PGroup | force | No | |
PH_Caster | unit | Yes | |
PH_Group | group | Yes | |
PH_Hook | unit | Yes | |
PH_Integer | integer | Yes | |
PH_IntegerMaxSize | integer | No | |
PH_IntegerSize | integer | No | |
PH_lighting | lightning | Yes | |
PH_Loop | integervar | No | |
PH_Point1 | location | No | |
PH_Point2 | location | No | |
PH_Point3 | location | No | |
PH_Point4 | location | No | |
PH_Point5 | location | No | |
PH_Point6 | location | No | |
PH_Temp | integer | No | |
PickGroup | group | No | |
Player_Colors | string | Yes | |
Player_Starting_Gold | integer | No | |
playergroup | force | No | |
PlayerNames | StringExt | Yes | |
Players | force | No | |
PlayersAoJF | force | No | |
PlayersAoJFCount | integer | No | |
PlayersAoJFPlaying | force | No | |
PlayersAoJFReverse | force | No | |
PlayersCount | integer | No | |
PlayersOrc | force | No | |
PlayersOrcCount | integer | No | |
PlayersOrcPlaying | force | No | |
PlayersOrcReverse | force | No | |
PlayersPartner | integer | Yes | |
Points | location | Yes | |
PositionofSeekerdrone | location | No | |
PositionofSeekerTarget | location | No | |
RA_Color | real | Yes | |
RA_Counter | real | Yes | |
RA_Dummy | unit | Yes | |
RA_Duration | real | Yes | |
RA_HeightInc | boolean | Yes | |
RA_Integers | integer | Yes | |
RandomData_All | integer | Yes | |
RandomData_AoJF | integer | Yes | |
RandomData_Orc | integer | Yes | |
RandomTotal_All | integer | No | |
RandomTotal_AoJF | integer | No | |
RandomTotal_Orc | integer | No | |
RAS_Color | real | No | |
RAS_Dummy | unit | No | |
RAS_Duration | real | No | |
RAS_HeightInc | boolean | No | |
Real | real | Yes | |
ReturningBolts | group | No | |
RevivableHeroes | group | No | |
RevivableTimersWindows | timerdialog | Yes | |
ReviveTimers | timer | Yes | |
Ring_Ability_1 | abilcode | Yes | |
Ring_Ability_2 | abilcode | Yes | |
Ring_Ability_3 | abilcode | Yes | |
Ring_Ability_4 | abilcode | Yes | |
Ring_Ability_5 | abilcode | Yes | |
Ring_Ability_6 | abilcode | Yes | |
Ring_Agi_Bonus | integer | Yes | |
Ring_Int_Bonus | integer | Yes | |
Ring_IType | itemcode | Yes | |
Ring_Str_Bonus | integer | Yes | |
RingEquiped | boolean | Yes | |
RiverItems | itemcode | Yes | |
RiverItemsCount | integer | No | |
RiverItemsRegions | location | Yes | |
RiverItemsRegionsCount | integer | No | |
RiverItemsTaken | boolean | Yes | |
RotateLeft | boolean | Yes | |
RotateRight | boolean | Yes | |
Rotation | real | Yes | |
SB | integervar | No | |
SB_Angle | real | Yes | |
SB_Colision | real | Yes | |
SB_Damage | real | Yes | |
SB_Distance | real | Yes | |
SB_Group | group | No | |
SB_Height | real | Yes | |
SB_Hero | unit | Yes | |
SB_Level | integer | Yes | |
SB_MaxDistance | real | Yes | |
SB_Missile | unit | Yes | |
SB_On | boolean | Yes | |
SB_Parabola | real | Yes | |
SB_Point | location | Yes | |
SB_Skip | integer | No | |
SB_Speed | real | Yes | |
SB_Sticked | boolean | Yes | |
SB_Target | unit | Yes | |
SB_Timer | real | Yes | |
SB_Times | integer | No | |
Score_Deaths | integer | Yes | |
Score_Kills | integer | Yes | |
SD | integervar | No | |
Seeker_cast | integer | No | |
Seeker_Drone | unit | Yes | |
Seeker_Targer | unit | Yes | |
SeekerDrone | integer | No | |
SFX | location | No | |
Shield_Ability_1 | abilcode | Yes | |
Shield_Ability_2 | abilcode | Yes | |
Shield_Ability_3 | abilcode | Yes | |
Shield_Ability_4 | abilcode | Yes | |
Shield_Agi_Bonus | integer | Yes | |
Shield_Arm_Bonus | integer | Yes | |
Shield_Int_Bonus | integer | Yes | |
Shield_IType | itemcode | Yes | |
Shield_Str_Bonus | integer | Yes | |
ShieldEquiped | boolean | Yes | |
ShortMode_On | boolean | No | |
Skill1_Ability | abilcode | No | |
Skill1_Ability_DarkConversion | abilcode | No | |
Skill1_Ability_Level | integer | No | |
Skill1_Caster | unit | No | |
Skill1_Caster_Agility | integer | No | |
Skill1_Caster_Group | group | No | |
Skill1_Damage_Per_Level | real | No | |
Skill1_Damage_Total | real | No | |
Skill1_E_Caster | unit | No | |
Skill1_E_Damage_Total | real | No | |
Skill1_E_Progress_Current | real | No | |
Skill1_E_Progress_Max | real | No | |
Skill1_E_Progress_Min | real | No | |
Skill1_E_Target | unit | No | |
Skill1_E_Target_Loc | location | No | |
Skill1_E_Target_Loc2 | location | No | |
Skill1_Hashtable | hashtable | No | |
Skill1_Progress_Current | real | No | |
Skill1_Progress_Max | real | No | |
Skill1_Progress_Min | real | No | |
Skill1_Target | unit | No | |
Skill2_Ability | abilcode | No | |
Skill2_Ability_Level | integer | No | |
Skill2_Ability_MagicalSeal | abilcode | No | |
Skill2_Caster | unit | No | |
Skill2_Count | integer | No | |
Skill2_Damage | real | No | |
Skill2_E_Caster | unit | No | |
Skill2_E_Count | integer | No | |
Skill2_E_Damage | real | No | |
Skill2_E_Target | unit | No | |
Skill2_E_Target_Loc | location | No | |
Skill2_Hashtable | hashtable | No | |
Skill2_Seal | effect | No | |
Skill2_Target | unit | No | |
Skill2_Target_Group | group | No | |
Skill4_Ability | abilcode | No | |
Skill4_Ability_ForceofPain | abilcode | No | |
Skill4_Ability_Level | integer | No | |
Skill4_Caster | unit | No | |
Skill4_Caster_Group | group | No | |
Skill4_Caster_Loc | location | No | |
Skill4_Count_Current | integer | No | |
Skill4_Count_Limit | integer | No | |
Skill4_Damage | real | No | |
Skill4_E_Caster | unit | No | |
Skill4_E_Caster_Loc | location | No | |
Skill4_E_Count_Current | integer | No | |
Skill4_E_Count_Limit | integer | No | |
Skill4_E_Damage | real | No | |
Skill4_E_Floating | texttag | No | |
Skill4_E_Light | lightning | No | |
Skill4_E_Target | unit | No | |
Skill4_E_Target_Loc | location | No | |
Skill4_Floating | texttag | No | |
Skill4_Hashtable | hashtable | No | |
Skill4_Light | lightning | No | |
Skill4_Target | unit | No | |
Skill4_Target_Loc | location | No | |
skill_locksprint_bl | boolean | Yes | |
Sort_Board_By_Kills | boolean | No | |
SpellHash | hashtable | No | |
Spheres | group | No | |
Target | unit | No | |
TDS | integervar | No | |
TDS_Damage | real | Yes | |
TDS_Hero | unit | Yes | |
TDS_On | boolean | Yes | |
TDS_Skip | integer | No | |
TDS_Target | unit | Yes | |
TDS_Time | real | Yes | |
TDS_Times | integer | No | |
temp_point | location | Yes | |
TempGroup | group | No | |
TempInt | integer | No | |
TempInt2 | integer | No | |
TempInteger | integer | No | |
TempInteger1 | integer | No | |
TempInteger2 | integer | No | |
TempInteger3 | integer | No | |
TempInteger4 | integervar | No | |
TempLightning | lightning | No | |
temploc | location | Yes | |
TempLoc | location | No | |
TempLoc2 | location | No | |
TempLoc3 | location | No | |
TempPlayerGroup | force | No | |
TempPoint | location | No | |
TempPoint1 | location | No | |
TempPoint2 | location | No | |
TempPoint3 | location | No | |
TempReal | real | No | |
TempReal1 | real | No | |
TempReal2 | real | No | |
TempReal3 | real | No | |
TempReal4 | real | No | |
TempReal5 | real | No | |
TempUnit | unit | No | |
TempUnit1 | unit | No | |
TempUnit2 | unit | No | |
TempUnit3 | unit | No | |
TempUnit4 | unit | No | |
TempUnitGroup | group | No | |
TempUnitGroup2 | group | No | |
ThunderBall | unit | Yes | |
ThunderBallGroup | group | No | |
TotalAmuletItems | integer | No | |
TotalArmorItems | integer | No | |
TotalHeadItems | integer | No | |
TotalRingItems | integer | No | |
TotalShieldItems | integer | No | |
TotalWeaponItems | integer | No | |
TwoHandedWeaponEquiped | boolean | Yes | |
UberMode_On | boolean | No | |
UltraShortMode_On | boolean | No | |
UnitCarCollision | unit | Yes | |
Weapon_Ability_1 | abilcode | Yes | |
Weapon_Ability_2 | abilcode | Yes | |
Weapon_Ability_3 | abilcode | Yes | |
Weapon_Ability_4 | abilcode | Yes | |
Weapon_Agi_Bonus | integer | Yes | |
Weapon_Dmg_Bonus | integer | Yes | |
Weapon_Int_Bonus | integer | Yes | |
Weapon_IType | itemcode | Yes | |
Weapon_Str_Bonus | integer | Yes | |
Weapon_TwoHanded | boolean | Yes | |
WeaponEquiped | boolean | Yes | |
wpn_db_bl | boolean | Yes | |
wpn_hm_bl | boolean | Yes |
Thank you for watching my system! (Created by: The_Flood(a.k.a. Flood))
With this system are you able to equip up to 6 items: Weapon, Shield, Head, Armor, Amulet and Ring items.
The system is very simple, even beginners with GUI may be able to use it.
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First of all, this system uses ALOT of variables, sorry for that. So, when you shall copy this system, make sure
you've enabled "Automatically create unkown variables while pasting trigger data", you can find this option at > File -> Preferences.
What do I need for this system?
1. You'll need all variables.
2. You'll need all triggers.
3. You'll need all required abilities (Armor - Armor Bonus, Head - Armor Bonus, Shield - Armor Bonus, Weapon - Damage Bonus, Inventory Spell, Equip Item)
4. You'll need all required items (Amulet, Armor, Equipment Menu, Head, Ring, Shield and Weapon)
You'll also need to import the icon I've imported into this map, if you want it.
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Well, how to use this system?
As I sad, it's very simple.
Follow these steps, and you're done:
1. Create your Item.
> [Permanent] Items types MUST be Head equiped items.
> [Charged] Items types MUST be Secondary equiped items.
> [Power Up] Items types MUST be Primary equiped items.
> [Artifact] Items types MUST be Armor equiped items.
> [Purchasable] Items types MUST be Melee equiped items.
> [Campaign] Items types MUST be Throwing equiped items.
2. Check your Items Letters and Numbers by pressing Ctrl + D while in Object Editor.
3. Select the correct trigger in the trigger editor. (If you created a helm equiped item, select the Head Initialization JASS trigger)
This is the database trigger for all head items.
4. The Initialization trigger may be looking hard, but it's simple. If you created an helm item, you copy and paste a database thing. Example:
This is the "Skeleton Helm" Item.
// --------------------------------------
set udg_i[1] = ( udg_i[1] + 1 ) (Don't edit this)
set udg_Head_IType[udg_i[1]] = 'I00N' (The Letters and numbers for this item) (Ctrl + D)
set udg_Head_Arm_Bonus[udg_i[1]] = 1 (How much armor bonus the item will give)
set udg_Head_Str_Bonus[udg_i[1]] = 0 (How much Strength bonus the item will give)
set udg_Head_Agi_Bonus[udg_i[1]] = 0 (How much Agility Bonus the item will give)
set udg_Head_Int_Bonus[udg_i[1]] = 0 (How much Inbtelligence Bonus the item will give)
set udg_Head_Ability_1[udg_i[1]] = 0 (If the item should give any bonus, attackspeed or anything, paste your abilities letters and numbers here (0 or 'null' is default = nothing))
set udg_Head_Ability_2[udg_i[1]] = 0 (If the item should give any bonus, attackspeed or anything, paste your abilities letters and numbers here (0 or 'null' is default = nothing))
5. Now you're done, you should always start your map and try the new created item, make sure it works.
Other important stuffs:
> All "EqOrUnEq" Triggers, do NOT edit those, if you don't know what you're doing.
> If you find any bugs, glitches and more, tell me!
> You don't have to copy all helms, weapons, shields, amulets, rings and armors I've created. I've just created them for examples. :)
Have fun using this system!! ^^
function InitTrig_Head_Initialization takes nothing returns nothing
set udg_i[1] = ( udg_i[1] + 1 )
set udg_Head_IType[udg_i[1]] = 'I00N'
set udg_Head_Arm_Bonus[udg_i[1]] = 1
set udg_Head_Str_Bonus[udg_i[1]] = 0
set udg_Head_Agi_Bonus[udg_i[1]] = 0
set udg_Head_Int_Bonus[udg_i[1]] = 0
set udg_Head_Ability_1[udg_i[1]] = 0
set udg_Head_Ability_2[udg_i[1]] = 0
set udg_Head_Ability_3[udg_i[1]] = 0
set udg_Head_Ability_4[udg_i[1]] = 0
// --------------------------------------
set udg_i[1] = ( udg_i[1] + 1 )
set udg_Head_IType[udg_i[1]] = 'I00O'
set udg_Head_Arm_Bonus[udg_i[1]] = 1
set udg_Head_Str_Bonus[udg_i[1]] = 1
set udg_Head_Agi_Bonus[udg_i[1]] = 0
set udg_Head_Int_Bonus[udg_i[1]] = 0
set udg_Head_Ability_1[udg_i[1]] = 0
set udg_Head_Ability_2[udg_i[1]] = 0
set udg_Head_Ability_3[udg_i[1]] = 0
set udg_Head_Ability_4[udg_i[1]] = 0
// --------------------------------------
set udg_i[1] = ( udg_i[1] + 1 )
set udg_Head_IType[udg_i[1]] = 'I00P'
set udg_Head_Arm_Bonus[udg_i[1]] = 1
set udg_Head_Str_Bonus[udg_i[1]] = 0
set udg_Head_Agi_Bonus[udg_i[1]] = 0
set udg_Head_Int_Bonus[udg_i[1]] = 1
set udg_Head_Ability_1[udg_i[1]] = 0
set udg_Head_Ability_2[udg_i[1]] = 0
set udg_Head_Ability_3[udg_i[1]] = 0
set udg_Head_Ability_4[udg_i[1]] = 0
// --------------------------------------
set udg_i[1] = ( udg_i[1] + 1 )
set udg_Head_IType[udg_i[1]] = 'I007'
set udg_Head_Arm_Bonus[udg_i[1]] = 1
set udg_Head_Str_Bonus[udg_i[1]] = 0
set udg_Head_Agi_Bonus[udg_i[1]] = 1
set udg_Head_Int_Bonus[udg_i[1]] = 0
set udg_Head_Ability_1[udg_i[1]] = 0
set udg_Head_Ability_2[udg_i[1]] = 0
set udg_Head_Ability_3[udg_i[1]] = 0
set udg_Head_Ability_4[udg_i[1]] = 0
// --------------------------------------
set udg_i[1] = ( udg_i[1] + 1 )
set udg_Head_IType[udg_i[1]] = 'I00W'
set udg_Head_Arm_Bonus[udg_i[1]] = 3
set udg_Head_Str_Bonus[udg_i[1]] = 4
set udg_Head_Agi_Bonus[udg_i[1]] = 2
set udg_Head_Int_Bonus[udg_i[1]] = 0
set udg_Head_Ability_1[udg_i[1]] = 'A00B'
set udg_Head_Ability_2[udg_i[1]] = 0
set udg_Head_Ability_3[udg_i[1]] = 0
set udg_Head_Ability_4[udg_i[1]] = 0
// --------------------------------------
set udg_TotalHeadItems = udg_i[1]
endfunction
function InitTrig_Armor_Initialization takes nothing returns nothing
set udg_i[2] = ( udg_i[2] + 1 )
set udg_Armor_IType[udg_i[2]] = 'I00T'
set udg_Armor_Arm_Bonus[udg_i[2]] = 2
set udg_Armor_Agi_Bonus[udg_i[2]] = 0
set udg_Armor_Int_Bonus[udg_i[2]] = 0
set udg_Armor_Str_Bonus[udg_i[2]] = 0
set udg_Armor_Ability_1[udg_i[2]] = 0
set udg_Armor_Ability_2[udg_i[2]] = 0
set udg_Armor_Ability_3[udg_i[2]] = 0
set udg_Armor_Ability_4[udg_i[2]] = 0
// --------------------------------------
set udg_i[2] = ( udg_i[2] + 1 )
set udg_Armor_IType[udg_i[2]] = 'I008'
set udg_Armor_Arm_Bonus[udg_i[2]] = 2
set udg_Armor_Str_Bonus[udg_i[2]] = 1
set udg_Armor_Agi_Bonus[udg_i[2]] = 0
set udg_Armor_Int_Bonus[udg_i[2]] = 0
set udg_Armor_Ability_1[udg_i[2]] = 0
set udg_Armor_Ability_2[udg_i[2]] = 0
set udg_Armor_Ability_3[udg_i[2]] = 0
set udg_Armor_Ability_4[udg_i[2]] = 0
// --------------------------------------
set udg_i[2] = ( udg_i[2] + 1 )
set udg_Armor_IType[udg_i[2]] = 'I00V'
set udg_Armor_Arm_Bonus[udg_i[2]] = 2
set udg_Armor_Str_Bonus[udg_i[2]] = 0
set udg_Armor_Agi_Bonus[udg_i[2]] = 0
set udg_Armor_Int_Bonus[udg_i[2]] = 1
set udg_Armor_Ability_1[udg_i[2]] = 0
set udg_Armor_Ability_2[udg_i[2]] = 0
set udg_Armor_Ability_3[udg_i[2]] = 0
set udg_Armor_Ability_4[udg_i[2]] = 0
// --------------------------------------
set udg_i[2] = ( udg_i[2] + 1 )
set udg_Armor_IType[udg_i[2]] = 'I00U'
set udg_Armor_Arm_Bonus[udg_i[2]] = 2
set udg_Armor_Str_Bonus[udg_i[2]] = 0
set udg_Armor_Agi_Bonus[udg_i[2]] = 1
set udg_Armor_Int_Bonus[udg_i[2]] = 0
set udg_Armor_Ability_1[udg_i[2]] = 0
set udg_Armor_Ability_2[udg_i[2]] = 0
set udg_Armor_Ability_3[udg_i[2]] = 0
set udg_Armor_Ability_4[udg_i[2]] = 0
// --------------------------------------
set udg_TotalArmorItems = udg_i[2]
endfunction
function InitTrig_Primary_Weapon_Init takes nothing returns nothing
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I00H'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 0
set udg_Weapon_Str_Bonus[udg_i[3]] = 5
set udg_Weapon_Agi_Bonus[udg_i[3]] = 7
set udg_Weapon_Int_Bonus[udg_i[3]] = 5
set udg_Weapon_Ability_1[udg_i[3]] = 'A01L'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I019'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 1
set udg_Weapon_Str_Bonus[udg_i[3]] = 10
set udg_Weapon_Agi_Bonus[udg_i[3]] = 5
set udg_Weapon_Int_Bonus[udg_i[3]] = 10
set udg_Weapon_Ability_1[udg_i[3]] = 'A01Z'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01A'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 0
set udg_Weapon_Str_Bonus[udg_i[3]] = 15
set udg_Weapon_Agi_Bonus[udg_i[3]] = 5
set udg_Weapon_Int_Bonus[udg_i[3]] = 15
set udg_Weapon_Ability_1[udg_i[3]] = 'A020'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01B'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 5
set udg_Weapon_Agi_Bonus[udg_i[3]] = 5
set udg_Weapon_Int_Bonus[udg_i[3]] = 5
set udg_Weapon_Ability_1[udg_i[3]] = 'A021'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01C'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 10
set udg_Weapon_Agi_Bonus[udg_i[3]] = 15
set udg_Weapon_Int_Bonus[udg_i[3]] = 10
set udg_Weapon_Ability_1[udg_i[3]] = 'A022'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I003'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 30
set udg_Weapon_Agi_Bonus[udg_i[3]] = 5
set udg_Weapon_Int_Bonus[udg_i[3]] = 15
set udg_Weapon_Ability_1[udg_i[3]] = 'A024'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01D'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 8
set udg_Weapon_Agi_Bonus[udg_i[3]] = 9
set udg_Weapon_Int_Bonus[udg_i[3]] = 7
set udg_Weapon_Ability_1[udg_i[3]] = 'A025'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01E'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 4
set udg_Weapon_Agi_Bonus[udg_i[3]] = 10
set udg_Weapon_Int_Bonus[udg_i[3]] = 6
set udg_Weapon_Ability_1[udg_i[3]] = 'A026'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01F'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 20
set udg_Weapon_Agi_Bonus[udg_i[3]] = 10
set udg_Weapon_Int_Bonus[udg_i[3]] = 10
set udg_Weapon_Ability_1[udg_i[3]] = 'A027'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_i[3] = ( udg_i[3] + 1 )
set udg_Weapon_IType[udg_i[3]] = 'I01G'
set udg_Weapon_Dmg_Bonus[udg_i[3]] = 6
set udg_Weapon_Str_Bonus[udg_i[3]] = 50
set udg_Weapon_Agi_Bonus[udg_i[3]] = 30
set udg_Weapon_Int_Bonus[udg_i[3]] = 40
set udg_Weapon_Ability_1[udg_i[3]] = 'A02A'
set udg_Weapon_Ability_2[udg_i[3]] = 'A000'
set udg_Weapon_Ability_3[udg_i[3]] = 0
set udg_Weapon_Ability_4[udg_i[3]] = 0
set udg_Weapon_TwoHanded[udg_i[3]] = true
// -----------------------------------------
set udg_TotalWeaponItems = udg_i[3]
endfunction
function InitTrig_Secondary_Weapon_Init takes nothing returns nothing
set udg_i[4] = ( udg_i[4] + 1 )
set udg_Shield_IType[udg_i[4]] = 'I00P'
set udg_Shield_Arm_Bonus[udg_i[4]] = 1
set udg_Shield_Str_Bonus[udg_i[4]] = 5
set udg_Shield_Agi_Bonus[udg_i[4]] = 10
set udg_Shield_Int_Bonus[udg_i[4]] = 5
set udg_Shield_Ability_1[udg_i[4]] = 'A012'
set udg_Shield_Ability_2[udg_i[4]] = 'A023'
set udg_Shield_Ability_3[udg_i[4]] = 0
set udg_Shield_Ability_4[udg_i[4]] = 0
// ----------------------------------------
set udg_i[4] = ( udg_i[4] + 1 )
set udg_Shield_IType[udg_i[4]] = 'I000'
set udg_Shield_Arm_Bonus[udg_i[4]] = 2
set udg_Shield_Str_Bonus[udg_i[4]] = 5
set udg_Shield_Agi_Bonus[udg_i[4]] = 10
set udg_Shield_Int_Bonus[udg_i[4]] = 5
set udg_Shield_Ability_1[udg_i[4]] = 0
set udg_Shield_Ability_2[udg_i[4]] = 0
set udg_Shield_Ability_3[udg_i[4]] = 0
set udg_Shield_Ability_4[udg_i[4]] = 0
// ----------------------------------------
set udg_i[4] = ( udg_i[4] + 1 )
set udg_Shield_IType[udg_i[4]] = 'I00S'
set udg_Shield_Arm_Bonus[udg_i[4]] = 2
set udg_Shield_Str_Bonus[udg_i[4]] = 0
set udg_Shield_Agi_Bonus[udg_i[4]] = 0
set udg_Shield_Int_Bonus[udg_i[4]] = 1
set udg_Shield_Ability_1[udg_i[4]] = 0
set udg_Shield_Ability_2[udg_i[4]] = 0
set udg_Shield_Ability_3[udg_i[4]] = 0
set udg_Shield_Ability_4[udg_i[4]] = 0
// ----------------------------------------
set udg_i[4] = ( udg_i[4] + 1 )
set udg_Shield_IType[udg_i[4]] = 'I00A'
set udg_Shield_Arm_Bonus[udg_i[4]] = 2
set udg_Shield_Str_Bonus[udg_i[4]] = 0
set udg_Shield_Agi_Bonus[udg_i[4]] = 1
set udg_Shield_Int_Bonus[udg_i[4]] = 0
set udg_Shield_Ability_1[udg_i[4]] = 0
set udg_Shield_Ability_2[udg_i[4]] = 0
set udg_Shield_Ability_3[udg_i[4]] = 0
set udg_Shield_Ability_4[udg_i[4]] = 0
// ----------------------------------------
set udg_TotalShieldItems = udg_i[4]
endfunction
function InitTrig_Throwing_Weapon_Init takes nothing returns nothing
set udg_i[5] = ( udg_i[5] + 1 )
set udg_Amulet_IType[udg_i[5]] = 'I00Y'
set udg_Amulet_Str_Bonus[udg_i[5]] = 8
set udg_Amulet_Agi_Bonus[udg_i[5]] = 6
set udg_Amulet_Int_Bonus[udg_i[5]] = 4
set udg_Amulet_Ability_1[udg_i[5]] = 'A008'
set udg_Amulet_Ability_2[udg_i[5]] = 'A007'
set udg_Amulet_Ability_3[udg_i[5]] = 'A009'
set udg_Amulet_Ability_4[udg_i[5]] = 'A00A'
set udg_Amulet_Ability_5[udg_i[5]] = 'A00C'
set udg_Amulet_Ability_6[udg_i[5]] = 0
// ----------------------------------------
set udg_TotalAmuletItems = udg_i[5]
set udg_i[5] = ( udg_i[5] + 1 )
set udg_Amulet_IType[udg_i[5]] = 'I00Y'
set udg_Amulet_Str_Bonus[udg_i[5]] = 8
set udg_Amulet_Agi_Bonus[udg_i[5]] = 6
set udg_Amulet_Int_Bonus[udg_i[5]] = 4
set udg_Amulet_Ability_1[udg_i[5]] = 'A008'
set udg_Amulet_Ability_2[udg_i[5]] = 'A007'
set udg_Amulet_Ability_3[udg_i[5]] = 'A009'
set udg_Amulet_Ability_4[udg_i[5]] = 'A00A'
set udg_Amulet_Ability_5[udg_i[5]] = 'A00C'
set udg_Amulet_Ability_6[udg_i[5]] = 0
// ----------------------------------------
set udg_TotalAmuletItems = udg_i[5]
endfunction
function InitTrig_Melee_Weapon_Init takes nothing returns nothing
set udg_i[6] = ( udg_i[6] + 1 )
set udg_Ring_IType[udg_i[6]] = 0
set udg_Ring_Str_Bonus[udg_i[6]] = 0
set udg_Ring_Agi_Bonus[udg_i[6]] = 0
set udg_Ring_Int_Bonus[udg_i[6]] = 0
set udg_Ring_Ability_1[udg_i[6]] = 0
set udg_Ring_Ability_2[udg_i[6]] = 0
set udg_Ring_Ability_3[udg_i[6]] = 0
set udg_Ring_Ability_4[udg_i[6]] = 0
set udg_Ring_Ability_5[udg_i[6]] = 0
set udg_Ring_Ability_6[udg_i[6]] = 0
// ----------------------------------------
set udg_TotalRingItems = udg_i[6]
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Shoot_Bullet_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A000'
endfunction
function Trig_Shoot_Bullet_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h001', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Shoot_Bullet takes nothing returns nothing
set gg_trg_Shoot_Bullet = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Shoot_Bullet, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Shoot_Bullet, Condition( function Trig_Shoot_Bullet_Conditions ) )
call TriggerAddAction( gg_trg_Shoot_Bullet, function Trig_Shoot_Bullet_Actions )
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Shoot_Rocket_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A002'
endfunction
function Trig_Shoot_Rocket_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h000', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Shoot_Rocket takes nothing returns nothing
set gg_trg_Shoot_Rocket = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Shoot_Rocket, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Shoot_Rocket, Condition( function Trig_Shoot_Rocket_Conditions ) )
call TriggerAddAction( gg_trg_Shoot_Rocket, function Trig_Shoot_Rocket_Actions )
endfunction
//TESH.scrollpos=0
//TESH.alwaysfold=0
function Trig_Send_Shockwave_Conditions takes nothing returns boolean
return GetSpellAbilityId() == 'A004'
endfunction
function Trig_Send_Shockwave_Actions takes nothing returns nothing
local unit caster = GetTriggerUnit()
local real X = GetUnitX(caster)
local real Y = GetUnitY(caster)
local real facing = GetUnitFacing(caster)
local real X2 = X + 30 * Cos(facing * bj_DEGTORAD)
local real Y2 = Y + 30 * Sin(facing * bj_DEGTORAD)
local player owner = GetOwningPlayer(caster)
local unit dummy = CreateUnit( owner, 'h002', X2, Y2, facing)
call GroupAddUnit(udg_MissileGroup, dummy) //This is the special, you just need to add the unit to the MissileGroup and it gets shot.
set caster = null
set owner = null
set dummy = null
endfunction
//===========================================================================
function InitTrig_Send_Shockwave takes nothing returns nothing
set gg_trg_Send_Shockwave = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Send_Shockwave, EVENT_PLAYER_UNIT_SPELL_EFFECT )
call TriggerAddCondition( gg_trg_Send_Shockwave, Condition( function Trig_Send_Shockwave_Conditions ) )
call TriggerAddAction( gg_trg_Send_Shockwave, function Trig_Send_Shockwave_Actions )
endfunction
Credits
Epsilon
Zombie2279
M0rbid
Kitabatake
hashveen
oh_snap
-JonNny
General Frank
The_Silent
CHANGELOGS
V.1.0
Released version
V.1.1
-Improve the Heroes movement speed from 190 to 205
-Fix HK416-CQB's tooltip
-Change the lesser clarity potion to energy pack
-Adjust some trees so the camera can fit in without rotating/zooming it to much