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- Notepad++ is recommended
- http://notepad-plus-plus.org/
- This (incomplete) compilation of usable codes and other stuff for Magicka is brought to you by:
- Auron Darkmoon
- http://steamcommunity.com/profiles/76561198042950398/
- w!z@rD
- http://steamcommunity.com/id/overkilling/
- Special thanks to Dikharz and Netriak
- HAPPY MODDING!
- _______________________________________________________________________________________________________________________________________
- - - - - - - - - - - - - - - - - = = = = = = = = = = = = = = = ITEMS AND MORE = = = = = = = = = = = = = = = - - - - - - - - - - - - - -
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This code lets items spawn
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- enable physics, if you want the item to dissapear after some time -->
- <spawnItem item="weapon_chainsaw" area="any" nr="1" physicsEnabled="false/true" delay="0"/>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Code to remove Luggage (PvP and Challenge)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Trigger id="No_lugagge" repeat="True">
- <Then>
- <Remove type="Luggage_magick" area="any"/> <!-- works with other units too, but is a bit buggy -->
- <Remove type="Luggage_item" area="any"/>
- </Then>
- </Trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Use this, if don't want players to permanently own better equipment. Note: Giving a 'new' weapon removes the 'old' one and the enchantment stored on it!
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Trigger id="Takethis" repeat="10">
- <Then>
- <assignItem id="weapon_default" delay="0.05"/>
- <assignItem id="staff_default" delay="0.05"/>
- </Then>
- </Trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- weapon_werezompire_claw
- weapon_ch_cursed_sword
- weapon_sharpe
- weapon_octobers_whip
- weapon_sixshooter
- weapon_tommygun
- weapon_elf_slasher
- weapon_cromos
- weapon_dragonfang
- weapon_finglonger
- weapon_jailhouse_shank
- weapon_epic_sword_of_destruction
- weapon_mourning_eclipse
- weapon_vlads_passion
- weapon_quietus
- weapon_striker
- weapon_stormbringer
- weapon_zeus_thunder
- weapon_holy_rod
- weapon_morning_star
- weapon_anger_management_stick
- weapon_troll_bone
- weapon_mace
- weapon_handcannon
- weapon_wirts_leg
- weapon_diamond_pickaxe
- weapon_frostjoy
- weapon_zsaber
- weapon_gloryblade
- weapon_alien_arm_cannon
- weapon_cricket
- weapon_freeze_ray
- weapon_rolling_pin
- weapon_tire_iron
- weapon_sawblade
- weapon_chainsaw
- weapon_sassar
- weapon_hatchet_of_the_kings
- weapon_spicy_meatball
- weapon_broken_bottle
- weapon_fryingpan
- weapon_butcherknife
- weapon_barbarian_sword
- weapon_grayskull
- weapon_war_axe
- weapon_butterfly_axe
- weapon_dominor
- weapon_gladius
- weapon_mortus
- weapon_sinister
- weapon_tyrant_axe
- weapon_skull_club
- weapon_blade_of_chill
- weapon_blade_of_surt
- weapon_blunt_blade
- weapon_excalibur
- weapon_exotic_blade
- weapon_goblin_captain_cleaver
- weapon_gram
- weapon_gungnr
- weapon_holy_divider
- weapon_knife_of_counterstriking
- weapon_light_saber
- weapon_m60
- weapon_m16
- weapon_mat49
- weapon_ak47
- weapon_rpg7
- weapon_mace_of_the_core
- weapon_mace_of_the_earth
- weapon_master_crafted_dwarf_axe
- weapon_mastersword
- weapon_mjolnr
- weapon_nagant
- weapon_ring_of_the_phantom
- weapon_sausage_on_stick
- weapon_seaward_spear
- weapon_soldier_axe
- weapon_skyward_spear
- weapon_stung
- weapon_thunderblade
- weapon_tyrfing
- weapon_warhammer
- weapon_wight_blade
- weapon_crowbar
- weapon_sharp_blade
- weapon_goblin_dirk
- weapon_morgul_blade
- weapon_ring_of_the_phantom
- weapon_heirloom_assorted_body_parts
- weapon_heirloom_dentals
- weapon_heirloom_grandmother_glock
- weapon_heirloom_moose_hunting_trophy
- weapon_heirloom_mr_flintlock
- weapon_heirloom_ornate_war_sabre
- weapon_gadget_crowd_cooler
- weapon_gadget_hit_n_run
- weapon_gadget_diplomaton
- weapon_gadget_failed_doomsday_launcher_prototype
- weapon_gadget_nanolice_applicator
- weapon_gadget_remote_lighter
- weapon_gadget_troll_hair_dryer
- weapon_woot_water_bottle
- weapon_woot_dumbbells
- weapon_woot_elevennis_racket
- weapon_woot_humidity_dispenser
- weapon_woot_musketball_dunker
- weapon_woot_pelota_magtecka
- weapon_woot_zcovilleus_junior
- staff_woot_north_vault_pole
- staff_woot_eternal_prosperity
- staff_woot_holding_apparatus_of_saumetheus
- staff_musician_bongo_drum
- staff_musician_last_mic_stand
- staff_musician_saxophone
- staff_gadget_dwarven_utility_stick
- staff_gadget_fission_rod
- staff_gadget_fusion_rod
- staff_heirloom_teacher_stick
- staff_heirloom_grandfather_clock
- staff_heirloom_mixed_memories
- staff_heirloom_umbrella_walking_cane
- staff_righteous_rod
- staff_scythe
- staff_emergency_teleport_rod
- staff_gnarled
- staff_goblin
- staff_daemon_arm
- staff_of_deflection
- staff_of_fire
- staff_frost
- staff_of_invisibility
- staff_of_life
- staff_aristo-staff
- staff_of_the_dead
- staff_of_the_white_wizard
- staff_of_war
- staff_sceptre_of_the_troll_king
- staff_shield
- staff_tesla
- staff_vlads_gauntlet
- staff_righteous_rod
- staff_plus
- staff_banner_of_the_crusade
- staff_flask_of_fire
- staff_of_deflection_v2
- staff_hellstaff
- staff_purple
- staff_casey_jones_hockey_stick
- staff_tritons_trident
- staff_lovestaff
- staff_cobra
- staff_sausage
- staff_umis_trident
- __________________________________________________________________________________________________________________________
- - - - - - - - - - - - = = = = = = = = = = = = = = = ELEMENTS AND MAGICKS = = = = = = = = = = = = = = = - - - - - - - - - -
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Code to dis- and enable elements
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Trigger id="xxx" repeat="235"> <!-- trigger repeats after 235 seconds/3 minutes -->
- <Then>
- <disableElement element="life" delay="5"/> <!-- life is disabled -->
- <enableElement element="life" delay="30"/> <!-- for 25 seconds -->
- <!-- all elements for 5 seconds -->
- <disableElement element="earth" delay="35"/> <!-- earth is disabled -->
- <enableElement element="earth" delay="60"/> <!-- for 25 seconds -->
- <!-- and so on -->
- <disableElement element="arcane" delay="65"/>
- <enableElement element="arcane" delay="90"/>
- <disableElement element="fire" delay="95"/>
- <enableElement element="fire" delay="120"/>
- <disableElement element="water" delay="125"/>
- <enableElement element="water" delay="150"/>
- <disableElement element="lightning" delay="155"/>
- <enableElement element="ligtning" delay="180"/>
- <disableElement element="shield" delay="185"/>
- <enableElement element="shield" delay="210"/>
- <disableElement element="cold" delay="215"/>
- <enableElement element="cold" delay="230"/>
- </Then>
- </Trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Code to dis- and enable cast types
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <disableCastType type="force"/>
- <enableCastType type="force"/>
- <disableCastType type="area"/>
- <enableCastType type="area"/>
- <disableCastType type="self"/>
- <enableCastType type="self"/>
- <disableCastType type="weapon"/>
- <enableCastType type="weapon"/>
- <disablePush/>
- <enablePush/>
- <!-- Simply use them like the element dis/enable code above -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Code to enable magicks, you can place it in waveActions or single triggers
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <unlockMagick magicktype="MeteorS" delay="0" />
- <unlockMagick magicktype="TractorPull" delay="0" />
- <unlockMagick magicktype="Levitate" delay="0" />
- <unlockMagick magicktype="ChainLightning" delay="0" />
- <unlockMagick magicktype="ProppMagick" delay="0" />
- <unlockMagick magicktype="Portal" delay="0" />
- <unlockMagick magicktype="napalm" delay="0" />
- <unlockMagick magicktype="revive" delay="0" />
- <unlockMagick magicktype="ctd" delay="0" />
- <unlockMagick magicktype="confuse" delay="0" />
- <unlockMagick magicktype="grease" delay="0" />
- <unlockMagick magicktype="teleport" delay="0" />
- <unlockMagick magicktype="timewarp" delay="0" />
- <unlockMagick magicktype="Blizzard" delay="0" />
- <unlockMagick magicktype="Tornado" delay="0" />
- <unlockMagick magicktype="Thunderb" delay="0" />
- <unlockMagick magicktype="Thunders" delay="0" />
- <unlockMagick magicktype="SPhoenix" delay="0" />
- <unlockMagick magicktype="rain" delay="0" />
- <unlockMagick magicktype="Invisibility" delay="0" />
- <unlockMagick magicktype="SElemental" delay="0" />
- <unlockMagick magicktype="Sundead" delay="0" />
- <unlockMagick magicktype="Fear" delay="0" />
- <unlockMagick magicktype="charm" delay="0" />
- <unlockMagick magicktype="Conflagration" delay="0" />
- <unlockMagick magicktype="SDeath" delay="0" />
- <unlockMagick magicktype="Vortex" delay="0" />
- <unlockMagick magicktype="Nullify" delay="0" />
- <unlockMagick magicktype="corporealize" delay="0" />
- <unlockMagick magicktype="haste" delay="0" />
- <unlockMagick magicktype="wave" delay="0" />
- <unlockMagick magicktype="performanceenchantment" delay="0" />
- <unlockMagick magicktype="judgementspray" delay="0" />
- <unlockMagick magicktype="amalgameddon" delay="0" />
- Secret Magicks:
- magicktype="etherealize" Effect: The user becomes a ghost. Immunity to all kinds of damage? Unavailable for players. usable for
- NPC characters, monsters, etc.
- from tosotc: <magick id="#osotc_archmage1" magicktype="etherealize" />
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This code is only used for Krietor's Tourney in Versus! You can replace "start" with a number between 0.05 and 0.9
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <tournament>
- <magick unlock="start">MeteorS</magick>
- <magick unlock="start">TractorPull</magick>
- <magick unlock="start">Levitate</magick>
- <magick unlock="start">ChainLightning</magick>
- <magick unlock="start">ProppMagick</magick>
- <magick unlock="start">Portal</magick>
- <magick unlock="start">revive</magick>
- <magick unlock="start">ctd</magick>
- <magick unlock="start">confuse</magick>
- <magick unlock="start">grease</magick>
- <magick unlock="start">teleport</magick>
- <magick unlock="start">timewarp</magick>
- <magick unlock="start">Blizzard</magick>
- <magick unlock="start">Tornado</magick>
- <magick unlock="start">Thunderb</magick>
- <magick unlock="start">Thunders</magick>
- <magick unlock="start">SPhoenix</magick>
- <magick unlock="start">rain</magick>
- <magick unlock="start">Invisibility</magick>
- <magick unlock="start">SElemental</magick>
- <magick unlock="start">Sundead</magick>
- <magick unlock="start">Fear</magick>
- <magick unlock="start">charm</magick>
- <magick unlock="start">Conflagration</magick>
- <magick unlock="start">SDeath</magick>
- <magick unlock="start">Vortex</magick>
- <magick unlock="start">Nullify</magick>
- <magick unlock="start">corporealize</magick>
- <magick unlock="start">haste</magick>
- <magick unlock="start">wave</magick>
- <magick unlock="start">performanceenchantment</magick>
- <magick unlock="start">judgementspray</magick>
- </tournament>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Auto-casts magicks which aren ...uhm
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Trigger id="xxx" repeat="100">
- <Then>
- <Magick position="0,0,0" magicktype="Rain" delay="10"/>
- <Magick position="0,0,0" magicktype="Blizzard" delay="20"/>
- <Magick position="0,0,0" magicktype="MeteorS" delay="30"/>
- <Magick position="0,0,0" magicktype="ThunderS" delay="40"/>
- <Magick position="0,0,0" magicktype="Nullify" delay="50"/>
- <Magick position="0,0,0" magicktype="SDeath" delay="60"/>
- <Magick position="0,0,0" magicktype="corporealize" delay="70"/>
- <Magick position="0,0,0" magicktype="timewarp" delay="80"/>
- </Then>
- </Trigger>
- Auto-casts magicks for IDs, no animations -> that example instantly overkills everything
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <trigger id="Armageddon" repeat="true" >
- <Then>
- <Magick id="player1" magicktype="Chainlightning" delay="0.1"/>
- <Magick id="player1" magicktype="Conflagration" delay="0.02"/>
- <Magick id="player1" magicktype="performanceenchantment" delay="4"/>
- </Then>
- </trigger>
- ______________________________________________________________________________________________________________________
- - - - - - - - - - = = = = = = = = = = = = = = = TRIGGERS, SPAWNS & MORE = = = = = = = = = = = = = = = - - - - - - - - -
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- There is a list of spawnable creatures:
- ...\Steam\SteamApps\common\magicka\Content\Data\Characters
- Example for a wave in Challenge
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <wave value="1">
- <waveActions area="east" delay="0">
- <spawn type="orc_regular" nr="2"/>
- <spawn type="shoggoth" nr="1"/>
- <spawn type="cultist" nr="2"/>
- <spawn type="beastman_raider_water" nr="1"/>
- <spawn type="beastman_raider_lightning" nr="1"/>
- </waveActions>
- <!-- The attributes 'area' and 'delay' aren't needed in the waveAction-element if you place them in the spawn-element (or reverse) -->
- <!-- Like this -->
- <waveActions>
- <spawn type="orc_regular" nr="4" area="north" delay="1"/>
- <spawn type="cultist" nr="2" area="east" delay="5"/>
- <spawn type="cultist" nr="2" area="west" delay="5"/>
- <spawn type="beastman_raider_water" nr="1" area="south" delay="6.5"/>
- <spawn type="beastman_raider_lightning" nr="1" area="south" delay="6.5"/>
- </waveActions>
- </wave>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- If / then code
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- informations about <present> are further down -->
- <trigger id="if,then_example" repeat="false/true" autorun="true/false">
- <if>
- <present type="wizard" area="any" compareMethod="greater/smaller/equal" nr="0"/>
- </if>
- <then>
- <spawn type="orc_regular" area="xxx" nr="5" delay="0.5"/>
- </then>
- </trigger>
- Can be used almost everywhere, note: Units spawned like this, don't count to normal waves (Challenge)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <trigger id="wave1_player1" repeat="false">
- <if>
- <present type="wizard" area="any" compareMethod="equal" nr="1"/>
- </if>
- <then>
- <spawn type="orc_regular" area="north" nr="2" delay="0.5"/>
- </then>
- </trigger>
- <trigger id="wave1_player2" repeat="false">
- <if>
- <present type="wizard" area="any" compareMethod="equal" nr="2"/>
- </if>
- <then>
- <spawn type="orc_regular" area="north" nr="4" delay="0.5"/>
- </then>
- </trigger>
- <trigger id="wave1_player3" repeat="false">
- <if>
- <present type="wizard" area="any" compareMethod="equal" nr="3"/>
- </if>
- <then>
- <spawn type="orc_regular" area="north" nr="6" delay="0.5"/>
- </then>
- </trigger>
- <trigger id="wave1_player4" repeat="false">
- <if>
- <present type="wizard" area="any" compareMethod="equal" nr="4"/>
- </if>
- <then>
- <spawn type="orc_regular" area="north" nr="8" delay="0.5"/>
- </then>
- </trigger>
- <wave value="1">
- <waveActions area="any" delay="1">
- <executeTrigger trigger="wave1_player1" delay="0.05" />
- <executeTrigger trigger="wave1_player2" delay="0.1" />
- <executeTrigger trigger="wave1_player3" delay="0.15" />
- <executeTrigger trigger="wave1_player4" delay="0.2" />
- </waveActions>
- </wave>
- <!-- Means, that you have to fight more orcs if there are more players -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- The Counter Command
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Those commands are most times connected to triggers with 'if' and 'then'
- <counter name="aCounter" action="set" value="0" /> <!-- aCounters value is set to 0 -->
- <counter name="aCounter" action="inc" value="5" /> <!-- value is increased by 5 -->
- <counter name="aCounter" action="dec" value="2" /> <!-- value is decreased by 2 -->
- <counter name="aCounter" compareMethod="less" value="4"/> <!-- checks if aCounter is less than 4 -->
- <!-- can be used like this -->
- <trigger id="example" autorun="false" repeat="true">
- <if> <counter name="aCounter" compareMethod="equal" value="4"/> </if>
- <then> <executeTrigger trigger="exe_example"/> </then>
- </trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Timers (much the same as counters)
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- timer's value increases by 1 point per second, just like a stopwatch -->
- <addTimer name="aTimer" value="10"/> <!-- before the timer can be used, it has to be created | aTimer begins with at 10 (a timer automatically starts at 0 if you set no value -->
- <timer name="aTimer" paused="true" /> <!-- timer in use | aTimer is paused -->
- <timer name="aTimer" value="0" /> <!-- set aTimer's value to 0 -->
- <timer name="aTimer" compareMethod="greater" value="8" /> <!-- checks if timer is greater than 8 -->
- <!-- an example -->
- <trigger id="timer_spawns" autorun="true" repeat="false">
- <then> <addTimer name="aTimer"/> </then>
- </trigger>
- <trigger id="spawnOnTimer" autorun="true" repeat="true">
- <if> <timer name="aTimer" compareMethod="greater" value="10"/> </if>
- <then>
- <spawn type="orc_regular" nr="3" area="north"/>
- <timer name="aTimer" value="0"/>
- </then>
- </trigger>
- <!-- Means: Timer, aTimer is added and (automatically set to 0)
- aTimer runs and when it's value is at 10 (10 seconds over): spawn 3 orcs and set aTimer to 0
- -> 3 orcs spawn every 10 seconds
- Well yeah that example is kinda useless, since you could just the second triggers repeat to 10 ;P Oh well, it's just an example
- -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Run random commands in a trigger
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <random> <!-- start random -->
- </random><!-- end random -->
- <!-- use it like this -->
- <trigger id="randomStuff" autorun="true" repeat="false">
- <then>
- <random>
- <spawn type="Treespirit" area="south" nr="1"/>
- </random>
- <random>
- <spawn type="Treespirit" area="north" nr="4"/> <!--In this case: fifty-fifty chance, that either 1 tree spirit or 4 tree spirits spawn -->
- </random>
- </then>
- </trigger>
- ______________________________________________________________________________________________________________
- - - - - - - - - = = = = = = = = = = = = = = = = = = OTHERS = = = = = = = = = = = = = = = = = = - - - - - - - -
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Instructions for custom Levels:
- http://forums.steampowered.com/forums/showthread.php?t=2927694
- Modpack, made by Auron Darkmoon and me, w!z@rD
- http://forums.steampowered.com/forums/showthread.php?t=2759910
- KrietoR's Modpack
- http://steamcommunity.com/groups/Magickapvp#announcements/detail/1423366136174368285
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Effects for weather
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <addCameraEffect effect="weather_rain"/> <!-- As seen in the swamp village, before fighting Vlad in his mansion-->
- <addcameraeffect effect="weather_snow"/> <!-- little snow flakes falling -->
- <addcameraeffect effect="snow_falling"/> <!-- Same as weather_snow, but less snow flakes -->
- <addcameraeffect effect="leaves_in_wind"/> <!-- small leaves flying around -->
- <addCameraEffect effect="weather_leaves"/> <!-- Very much the same as leaves_in_wind, but less leaves which are smaller and faster falling -->
- <addcameraeffect effect="weather_sparks"/> <!-- Very small, red/orange particles ascending from the ground -->
- Some camera effects
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <CameraShake area="any" magnitude="1" time="3"/> <!-- Shakes the screen; magnitude is the intensity of the screenshaking, time is the duration in seconds
- shaking fades out very quickly -->
- <cameraMagnify magnification="0.9" time="2"/> <!-- magnifys, magnification is how much the camera zooms in/out, lower number is zooming out,
- higher number is zooming in; time determines how long it takes the camera to reach the final magnification -->
- <cameraMove target="move_warlock" offset="-3,0,0" time="2" magnification="1.2"/> <!-- didn't work very well for us, you'll have to experiment by yourself...-->
- <cameraBias bias="0,0,0" time="2"/> <!-- Dunno how this works, but it seems to be kinda useless; camRelease however zooms in (wo0t) -->
- <cameraLock area="north" time="2"/> <!-- Locks the camera to a place -->
- <cameraRelease time="0.1"/> <!-- releases camera; overrides effects: Magnify, Locking, Bias, Move;
- time determines how long it takes the camera to return to it's normal position -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Change the map and set Checkpoints
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <changescene scene="Name_of_the_xml-file" transition="fade/none" transitionTime="1" spawnPlayers="true/false" spawnPoint="start"/>
- <!--
- - Ends the current scene and opens the next xml files scene. The name of the xml file has to be filled in as the value for scene!
- - transition="fade" -> screen fades to black
- - transition="none" -> no to black fading
- - transitionTime="[number]" ->
- - spawnPlayers="true" to spawn the players when the next scene has opened. Use "false" if you don't want to spawn the players.
- - spawnPoint is obviously the area where the players spawn when they enter the new scene/map
- -->
- <!-- If you want to have a checkpoint spawnPoint=the area where the players spawn; can be any area, doesn't have to be start -->
- <triggerCheckpoint spawnPoint="start" />
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Crate/Spawns Special Effects in certain areas
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <spawnEffect effect="[effect name]" area="[area name]" delay="[delay time]" />
- effects can be found here: ..\magicka\Content\Effects
- and it looks like we can modify them because the effects are xml files
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Spawn inactive/sleeping elementals
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <spawnelemental nr="80" area="spawn_southeast" snapToNavMesh="true" proximity="1" />
- <!-- nr = how many inactive elementals spawn in the area ( smaller area -> more elementals in closer range )
- proximity = the "activation-radius"; if you step into this radius, the elemental awakes; proximity 1 is maybe around 0.4 - 0.7 cm on your screen (depends on resolution)
- -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <spawnCloneWizards area="past" order="idle" reactto="none" />
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Spawn Unit as 'boss'
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Checks if the unit spawned as 'boss' is alive or dead
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <trigger id="id_name" autorun="true/false" repeat="true/false">
- <if>
- <bosshealth comparemethod="greater" value="0"/>
- </if>
- <then>
- [actions]
- </then>
- </trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- This is a code placed in a map's .lvl file. It's used to force players to wear a special robe
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- -Warning- If you want to force player1 (player in the first slot) to wear a DLC Robe (s)he hasn't bought, (s)he will crash!
- You can find the robe's names here: \Steam\SteamApps\common\magicka\Content\Data\Characters\Playable
- <AllowedAvatars>
- <Avatar>wizardnec</Avatar>
- <Avatar>wizardnec</Avatar>
- <Avatar>wizardnec</Avatar>
- <Avatar>wizardnec</Avatar>
- </AllowedAvatars>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- TUTORIAL FOR CUSTOM DIALOGS, NAMES AND MORE
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Every element or attribute which isn't explained, shouldn't be edited. In case you know more than we do, Go ahead!
- First thing you need, is in the .xml file!
- It's the trigger to activate the dialog!
- <!-- Like this -->
- <startDialog dialog="rally" position="interactor" />
- <!--
- dialog: points out to the name of the dialog in the Dialog.xml-file
- position: where the dialog pops up
- -->
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Then, when you are in the Dialog.xml-file, you'll see those things:
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Dialog id="rally" iconText="TALK" repeatFrom="0">
- <interact lock="false" focusOwner="false">
- <message character="#SolN5" type="say">
- <text sound="wavebank/HV_Text_rally2" TTL="3">#HV_Text_rally</text> <- ID >
- </message>
- </interact>
- </Dialog>
- <!--
- id: is the name used in the level-script
- character: points out to the 'name of the name' in the loctable of the unit which speaks; #SolN5 is Arnvid (source: Magicka_names.loctable.xml in the english directory), you could change it though ;)
- sound: the sound which is played, when the dialog is played (should sound like talking)
- The text inside the text-element points out to the ID of the Text in the loctable
- -->
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- In the loctable
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- You'll find loads of lines there, only stuff you need to edit, is the text between the Data-Elements ( the green marked text):
- <Row ss:AutoFitHeight="0" ss:Height="25.5" ss:StyleID="s103">
- <Cell ss:StyleID="s68"><Data ss:Type="String"><!--#HV_Text_rally--></Data></Cell> <- ID >
- <Cell ss:StyleID="s69"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
- <Cell ss:StyleID="s83"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
- <Cell ss:StyleID="s71"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
- <Cell ss:StyleID="s71"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
- <Cell ss:StyleID="s84"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
- </Row>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Displays a headline in the middle of the screen
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- a big headline centered on your screen, which (dis)appears very quickly and stays on the screen for 7 seconds -->
- <displayTitleInLevel title="#xyz" DisplayTime="7" FadeIn="0.5" FadeOut="1"/>
- <!-- can be extended with subtitle="#xyz_sub" to display a subtitle under the title; the subtitle is much smaller than the title-->
- <!-- you can of course, only take a subtitle, if you don't want a huge headline (title)-->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Displays popups aka. hints on the screen
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <setDialogHint id="#xyz" trigger="executeTrigger"/> <!-- trigger="xyz" executes the trgger with the name xyz -->
- <setHint id="#TIP11" position="top"/>
- <removeHint />
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Checks if a dialog has finished
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <dialogDone dialog="forest_lumberjack2" />
- _______________________________________________________________________________________________________________________
- - - - - - - - = = = = = = = = = = = = = = = = = = CONTROLING UNITS = = = = = = = = = = = = = = = = = = - - - - - - - -
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Code you to set IDs position
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- Usefull if you want to fix messed up spawn points at the first loading of a map, taken from adventure or challenge -->
- <setPosition id="player1" area="xxx" delay="0"/>
- <setPosition id="player2" area="xxx" delay="0"/>
- <setPosition id="player3" area="xxx" delay="0"/>
- <setPosition id="player4" area="xxx" delay="0"/>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- GivOrder - an essential code for controlling units
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- You need this GiveOrder Command for almost all codes below! -->
- <!-- first way to use giveOrder -->
- <!-- gives the id/type/factions new behaviour -->
- <giveOrder id="theID" order="idle" reactto="none"/>
- <giveOrder type="or_regular" area="any" order="attack"/>
- <giveOrder factions="human" area="checkbox_humans" reactto="attack" reaction="flee"/>
- <giveOrder id="theID"> <!-- it doesn't have to be id, it can be one of the three above -->
- <Move position="move0" facingDirection="false" speed="1" trigger="executeTrigger"/> <!-- The unit with the id theID moves to position move0 with standard speed (1) -->
- </giveOrder> <!-- and triggers the trigger named executeTrigger -->
- <!-- facingDirection means -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Turn IDs or any kind of Character in a direction
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <Face facingDirection="2,0,3" trigger="executeTrigger"/>
- <Face target="#SolN4"/> <!-- the value of target is the ID (of a unit) -->
- <face facingDirection="gob2" />
- <!-- -->
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Disable any kind of input by the players
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <!-- works like en/disabeling cast types and elements; blocks everything, you can't run around, you can't cast elements, etc. -->
- <disableInput/>
- <enableInput/>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- THE DAMAGE-COMMAND
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <damage id="player1" delay="0.02" ignoreShields="false">
- <damage attackProperty="Pushed" element="physical" magnitude="1" amount="10" />
- </damage>
- <!--The id-attribute can be replaced by area, if you want that everything on the map is damaged or healed; type determines what kind of unit should be damaged-->
- <!--Like this-->
- <damage area="dmg_area" type="any" ignoreShields="true">
- </damage>
- AttackProperty="Status" <!-- Inflicts no damage, but causes the unit to have a status-effect, works only with cold, fire and water -->
- AttackProperty="damage" <!-- Simple damage, works with water, life, cold, lightning, arcane and fire | negative damage is healing -->
- AttackProperty="Pushed" <!-- We haven't figured out how it works, you have to experiment with it yourself | magnitude is how much you get pushed, amount doesn't really have any effect -->
- Damages one unit with the same id
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <trigger id="damageme" repeat="5">
- <then>
- <!-- player 1 gets 1*140 damage every 5 seconds/can be blocked by wearing armour-->
- <damage id="player1" delay="0.02" ignoreShields="false">
- <damage attackProperty="damage" element="physical" magnitude="1" amount="140" />
- </damage>
- </then>
- </trigger>
- Heals everything on the map
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <trigger id="healothers" repeat="5">
- <then>
- <!-- all creatures on the map get 1*(-140) damage every 5 seconds; negative damage means healing/not affected by any kind of protection-->
- <damage area="any" delay="0.02" ignoreShields="true">
- <damage attackProperty="damage" element="physical" magnitude="1" amount="-140" />
- </damage>
- </then>
- </trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- Checks whether a player has any status effect, such as burning, wet or healing (not affected by statuseffect"xyz")
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <PlayersHaveStatusEffect statuseffect="wet" invert="true/false"/>
- <!-- With this example, you can kinda 'control' The thunderwoot-->
- <trigger id="thunderwooot" repeat="true" >
- <if>
- <PlayersHaveStatusEffect statuseffect="wet"/>
- </if>
- <Then>
- <Magick id="player1" magicktype="Thunderb" delay="0.02"/>
- </Then>
- </trigger>
- ______________________________________________________________________________________________________________________
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- codes to check if units are on the map
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
- <idPresent id="id_of_the_unit" area="any" />
- <factionPresent factions="evil" compareMethod="equal/greater/less" nr="0" area="any" /> <!-- factions can be: evil, friendly, wizard, players, human, wild -->
- <present type="goblin_shaman" compareMethod="equal/greater/less" nr="1" area="any" />
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- Behavior of NPCs
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- order="idle" <!-- units spawned idle, stand around doing nothing, until they are ordered to do something else or until they react to something -->
- order="wander" <!-- units wander around aimlesly, can be extended with targetarea="xyz" to give them aim -->
- order="attack" <!-- goes straight attacking the players, even if they are somewhere else on the map -->
- order="defend" <!-- units defend -->
- order="flee" <!-- flees -->
- reactto="none" <!-- no reaction to anything -->
- reactto="proximity" <!-- starts attacking the players if they are in range -->
- reactto="attack" <!-- units get aggressive if you mess up with them -->
- reaction="attack <!-- attacks you -->
- reaction="defend <!-- defends -->
- reaction="flee <!-- flees -->
- A villager who flees if you attack him
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- <spawn type="Villager_male01_scythe" nr="1" order="idle" reactto="attack" reaction="flee"/>
- Three Goblin Warriors wandering around, who attack you, if you attack them or come close
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- <spawn type="goblin_warrior" nr="3" order="wander" reactto="proximity,attack" reaction="attack"/>
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- Some creatures can grab you, if you wear no armour. That code makes them let you go
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- <releasegrip area="any" type="any_unit_that_can_grab_you"/>
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- Kill and overkill units
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- <!-- lets you kill units with the same ID or the same faction -->
- <!-- for more informations about factions, visit: http://forums.steampowered.com/forums/showthread.php?t=2930111 -->
- <kill id="player1" /> <!-- Aww, I die -->
- <overkill factions="evil" area="any" /> <!-- Yay, all my enemys explode :D -->
- <!-- Doesn't work with type="..." instead of ID or faction -->
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- Stuff
- ¯¯¯¯¯
- tested on effect
- spec_wounded_idle
- cast_magick_global
- cast_self
- cast_spell1-4
- cast_area_blast
- spec_action1 wizard unit falls down on its back
- blendTime="0-x" slows the animation; higher value, longer animation; value can be negative
- <looped>
- <spawn type="skeleton_swordsman" order="idle" reactto="none" area="spawn_skeleton0" nr="1" delay="1.1"/>
- <spawn type="skeleton_swordsman" order="idle" reactto="none" area="spawn_skeleton8" nr="1" delay="1.1"/>
- </looped>
- <triggered trigger="More necromancers" />
- <setDialog id="#ViMN6" dialog="GreatLord_pos" />
- <fade fadein="false" time="1" color="0.0,0.0,0.0,1" delay="2"/>
- <trigger id="Init_PlayerCheck1" autorun="false" repeat="false">
- <if> <factionPresent factions="players" compareMethod="equal" nr="1" area="any" /> </if>
- <then> <counter name="playerCheck" action="set" value="1"/> <executeTrigger trigger="1Players"/> </then>
- </trigger>
- <trigger id="Init_PlayerCheck2" autorun="false" repeat="false">
- <if> <factionPresent factions="players" compareMethod="equal" nr="2" area="any" /> </if>
- <then> <counter name="playerCheck" action="set" value="2"/> <executeTrigger trigger="2Players"/> </then>
- </trigger>
- <trigger id="Init_PlayerCheck3" autorun="false" repeat="false">
- <if> <factionPresent factions="players" compareMethod="equal" nr="3" area="any" /> </if>
- <then> <counter name="playerCheck" action="set" value="3"/> <executeTrigger trigger="3Players"/> </then>
- </trigger>
- <trigger id="Init_PlayerCheck4" autorun="false" repeat="false">
- <if> <factionPresent factions="players" compareMethod="equal" nr="4" area="any" /> </if>
- <then> <counter name="playerCheck" action="set" value="4"/> <executeTrigger trigger="4Players"/> </then>
- </trigger>
- <trigger id="1Players" autorun="false" repeat="true">
- <if> <factionPresent factions="players" compareMethod="less" nr="1" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
- <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
- </trigger>
- <trigger id="2Players" autorun="false" repeat="true">
- <if> <factionPresent factions="players" compareMethod="less" nr="2" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
- <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
- </trigger>
- <trigger id="3Players" autorun="false" repeat="true">
- <if> <factionPresent factions="players" compareMethod="less" nr="3" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
- <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
- </trigger>
- <trigger id="4Players" autorun="false" repeat="true">
- <if> <factionPresent factions="players" compareMethod="less" nr="4" area="any"/> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
- <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
- </trigger>
- <trigger id="KeepCheckingT" autorun="true" repeat="false">
- <then> <counter name="KeepChecking" action="set" value="1"/>
- </trigger>
- <trigger id="overkillscript" repeat="true">
- <if>
- <PlayersHaveStatusEffect statuseffect="wet"/>
- </if>
- <Then>
- <Magick id="player1" magicktype="Thunderb" delay="0.01"/>
- <Magick id="player1" magicktype="rain" delay="3"/>
- <Magick id="player1" magicktype="performanceenchantment" delay="4"/>
- <Magick id="player1" magicktype="Levitate" delay="1"/>
- <Magick id="player1" magicktype="judgementspray" delay="0.02"/>
- </Then>
- </trigger>
- <spawn type="wizard_hat_evil" nr="1" area="any" id="god_wizard"/>
- <trigger id="god_wizard_trigger" repeat="false" autorun="false">
- <if>
- <idPresent id="god_wizard" area="any" />
- </if>
- <then>
- <random>
- <magick id="god_wizard" magicktype="Thunderb" delay="5"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="ChainLightning" delay="20"/>
- <magick id="god_wizard" magicktype="ChainLightning" delay="20.5"/>
- <magick id="god_wizard" magicktype="ChainLightning" delay="21"/>
- <executeTrigger trigger="god_wizard_trigger" delay="25"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Haste" delay="1"/>
- <executeTrigger trigger="god_wizard_trigger" delay="2"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Teleport" delay="10"/>
- <magick id="god_wizard" magicktype="Teleport" delay="15"/>
- <executeTrigger trigger="god_wizard_trigger" delay="17"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Sundead" delay="10"/>
- <magick id="god_wizard" magicktype="Sundead" delay="15"/>
- <executeTrigger trigger="god_wizard_trigger" delay="19"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="ChainLightning" delay="10"/>
- <executeTrigger trigger="god_wizard_trigger" delay="11"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Conflagration" delay="10"/>
- <executeTrigger trigger="god_wizard_trigger" delay="12"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Conflagration" delay="10"/>
- <magick id="god_wizard" magicktype="ChainLightning" delay="12"/>
- <executeTrigger trigger="god_wizard_trigger" delay="18"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="Haste" delay="10"/>
- <magick id="god_wizard" magicktype="Thunderb" delay="12"/>
- <executeTrigger trigger="god_wizard_trigger" delay="16"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="confuse" delay="9"/>
- <magick id="god_wizard" magicktype="Tornado" delay="10"/>
- <magick id="god_wizard" magicktype="Tornado" delay="11"/>
- <magick id="god_wizard" magicktype="Tornado" delay="12"/>
- <magick id="god_wizard" magicktype="Tornado" delay="13"/>
- <magick id="god_wizard" magicktype="Tornado" delay="14"/>
- <executeTrigger trigger="god_wizard_trigger" delay="23"/>
- </random>
- <random>
- <magick id="god_wizard" magicktype="confuse" delay="9"/>
- <magick id="god_wizard" magicktype="confuse" delay="9"/>
- <magick id="god_wizard" magicktype="judgementspray" delay="10"/>
- <magick id="god_wizard" magicktype="ChainLightning" delay="12"/>
- <magick id="god_wizard" magicktype="napalm" delay="14"/>
- <magick id="god_wizard" magicktype="confuse" delay="16"/>
- <executeTrigger trigger="god_wizard_trigger" delay="30"/>
- </random>
- </then>
- </trigger>
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