wizarD_AT

Magicka XML codes

Jul 30th, 2016
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  1.  
  2.  
  3. Notepad++ is recommended
  4. http://notepad-plus-plus.org/
  5.  
  6.  
  7. This (incomplete) compilation of usable codes and other stuff for Magicka is brought to you by:
  8.  
  9. Auron Darkmoon
  10. http://steamcommunity.com/profiles/76561198042950398/
  11. w!z@rD
  12. http://steamcommunity.com/id/overkilling/
  13.  
  14. Special thanks to Dikharz and Netriak
  15.  
  16. HAPPY MODDING!
  17.  
  18.  
  19.  
  20. _______________________________________________________________________________________________________________________________________
  21.  - - - - - - - - - - - - - - - - = = = = = = = = = = = = = = = ITEMS AND MORE = = = = = = = = = = = = = = = - - - - - - - - - - - - - -
  22. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  23.  
  24.  
  25.  
  26.                     This code lets items spawn
  27.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  28. <!-- enable physics, if you want the item to dissapear after some time -->
  29.  
  30.   <spawnItem item="weapon_chainsaw" area="any" nr="1" physicsEnabled="false/true" delay="0"/>
  31.  
  32. ______________________________________________________________________________________________________________________
  33. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  34.  
  35.  
  36.                     Code to remove Luggage (PvP and Challenge)
  37.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  38.  
  39.   <Trigger id="No_lugagge" repeat="True">
  40.     <Then>
  41.       <Remove type="Luggage_magick" area="any"/> <!-- works with other units too, but is a bit buggy -->
  42.       <Remove type="Luggage_item" area="any"/>
  43.     </Then>
  44.   </Trigger>
  45.  
  46. ______________________________________________________________________________________________________________________
  47. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  48.  
  49.  
  50.     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!
  51.     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  52.  
  53.   <Trigger id="Takethis" repeat="10">
  54.     <Then>
  55.       <assignItem id="weapon_default" delay="0.05"/>
  56.       <assignItem id="staff_default" delay="0.05"/>
  57.     </Then>
  58.    </Trigger>
  59.  
  60. ______________________________________________________________________________________________________________________
  61. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  62.  
  63.  
  64.  
  65. weapon_werezompire_claw
  66. weapon_ch_cursed_sword
  67. weapon_sharpe
  68. weapon_octobers_whip
  69.  
  70. weapon_sixshooter
  71. weapon_tommygun
  72. weapon_elf_slasher
  73. weapon_cromos
  74. weapon_dragonfang
  75. weapon_finglonger
  76. weapon_jailhouse_shank
  77. weapon_epic_sword_of_destruction
  78. weapon_mourning_eclipse
  79.  
  80. weapon_vlads_passion
  81. weapon_quietus
  82. weapon_striker
  83. weapon_stormbringer
  84. weapon_zeus_thunder
  85. weapon_holy_rod
  86. weapon_morning_star
  87. weapon_anger_management_stick
  88. weapon_troll_bone
  89. weapon_mace
  90.  
  91. weapon_handcannon
  92. weapon_wirts_leg
  93. weapon_diamond_pickaxe
  94. weapon_frostjoy
  95. weapon_zsaber
  96. weapon_gloryblade
  97. weapon_alien_arm_cannon
  98. weapon_cricket
  99. weapon_freeze_ray
  100.  
  101. weapon_rolling_pin
  102. weapon_tire_iron
  103. weapon_sawblade
  104. weapon_chainsaw
  105. weapon_sassar
  106. weapon_hatchet_of_the_kings
  107. weapon_spicy_meatball
  108. weapon_broken_bottle
  109. weapon_fryingpan
  110. weapon_butcherknife
  111.  
  112. weapon_barbarian_sword
  113. weapon_grayskull
  114. weapon_war_axe
  115. weapon_butterfly_axe
  116. weapon_dominor
  117. weapon_gladius
  118. weapon_mortus
  119. weapon_sinister
  120. weapon_tyrant_axe
  121. weapon_skull_club
  122.  
  123. weapon_blade_of_chill
  124. weapon_blade_of_surt
  125. weapon_blunt_blade
  126. weapon_excalibur
  127. weapon_exotic_blade
  128. weapon_goblin_captain_cleaver
  129. weapon_gram
  130. weapon_gungnr
  131. weapon_holy_divider
  132. weapon_knife_of_counterstriking
  133. weapon_light_saber
  134. weapon_m60
  135. weapon_m16
  136. weapon_mat49
  137. weapon_ak47
  138. weapon_rpg7
  139. weapon_mace_of_the_core
  140. weapon_mace_of_the_earth
  141. weapon_master_crafted_dwarf_axe
  142. weapon_mastersword
  143. weapon_mjolnr
  144. weapon_nagant
  145. weapon_ring_of_the_phantom
  146. weapon_sausage_on_stick
  147. weapon_seaward_spear
  148. weapon_soldier_axe
  149. weapon_skyward_spear
  150. weapon_stung
  151. weapon_thunderblade
  152. weapon_tyrfing
  153. weapon_warhammer
  154. weapon_wight_blade
  155. weapon_crowbar
  156. weapon_sharp_blade
  157. weapon_goblin_dirk
  158. weapon_morgul_blade
  159. weapon_ring_of_the_phantom
  160.  
  161. weapon_heirloom_assorted_body_parts
  162. weapon_heirloom_dentals
  163. weapon_heirloom_grandmother_glock
  164. weapon_heirloom_moose_hunting_trophy
  165. weapon_heirloom_mr_flintlock
  166. weapon_heirloom_ornate_war_sabre
  167.  
  168. weapon_gadget_crowd_cooler
  169. weapon_gadget_hit_n_run
  170. weapon_gadget_diplomaton
  171. weapon_gadget_failed_doomsday_launcher_prototype
  172. weapon_gadget_nanolice_applicator
  173. weapon_gadget_remote_lighter
  174. weapon_gadget_troll_hair_dryer
  175.  
  176. weapon_woot_water_bottle
  177. weapon_woot_dumbbells
  178. weapon_woot_elevennis_racket
  179. weapon_woot_humidity_dispenser
  180. weapon_woot_musketball_dunker
  181. weapon_woot_pelota_magtecka
  182. weapon_woot_zcovilleus_junior
  183.  
  184.  
  185.  
  186. staff_woot_north_vault_pole
  187. staff_woot_eternal_prosperity
  188. staff_woot_holding_apparatus_of_saumetheus
  189. staff_musician_bongo_drum
  190. staff_musician_last_mic_stand
  191. staff_musician_saxophone
  192. staff_gadget_dwarven_utility_stick
  193. staff_gadget_fission_rod
  194. staff_gadget_fusion_rod
  195. staff_heirloom_teacher_stick
  196. staff_heirloom_grandfather_clock
  197. staff_heirloom_mixed_memories
  198. staff_heirloom_umbrella_walking_cane
  199. staff_righteous_rod
  200. staff_scythe
  201. staff_emergency_teleport_rod
  202. staff_gnarled
  203. staff_goblin
  204. staff_daemon_arm
  205. staff_of_deflection
  206. staff_of_fire
  207. staff_frost
  208. staff_of_invisibility
  209. staff_of_life
  210. staff_aristo-staff
  211. staff_of_the_dead
  212. staff_of_the_white_wizard
  213. staff_of_war
  214. staff_sceptre_of_the_troll_king
  215. staff_shield
  216. staff_tesla
  217. staff_vlads_gauntlet
  218. staff_righteous_rod
  219. staff_plus
  220. staff_banner_of_the_crusade
  221. staff_flask_of_fire
  222. staff_of_deflection_v2
  223. staff_hellstaff
  224. staff_purple
  225. staff_casey_jones_hockey_stick
  226. staff_tritons_trident
  227. staff_lovestaff
  228. staff_cobra
  229. staff_sausage
  230. staff_umis_trident
  231.  
  232.  
  233.  
  234.  
  235.  
  236. __________________________________________________________________________________________________________________________
  237. - - - - - - - - - - - = = = = = = = = = = = = = = = ELEMENTS AND MAGICKS = = = = = = = = = = = = = = = - - - - - - - - - -
  238. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  239.  
  240.  
  241.                     Code to dis- and enable elements
  242.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  243.            
  244.                    
  245.   <Trigger id="xxx" repeat="235"> <!-- trigger repeats after 235 seconds/3 minutes -->
  246.    <Then>
  247.  
  248.         <disableElement element="life" delay="5"/> <!-- life is disabled -->
  249.         <enableElement element="life" delay="30"/> <!-- for 25 seconds -->
  250. <!-- all elements for 5 seconds -->
  251.       <disableElement element="earth" delay="35"/> <!-- earth is disabled -->
  252.        <enableElement element="earth" delay="60"/> <!-- for 25 seconds -->
  253. <!-- and so on -->
  254.         <disableElement element="arcane" delay="65"/>
  255.     <enableElement element="arcane" delay="90"/>
  256.  
  257.         <disableElement element="fire" delay="95"/>
  258.     <enableElement element="fire" delay="120"/>
  259.  
  260.         <disableElement element="water" delay="125"/>
  261.     <enableElement element="water" delay="150"/>
  262.  
  263.         <disableElement element="lightning" delay="155"/>
  264.     <enableElement element="ligtning" delay="180"/>
  265.  
  266.         <disableElement element="shield" delay="185"/>
  267.     <enableElement element="shield" delay="210"/>
  268.  
  269.         <disableElement element="cold" delay="215"/>
  270.     <enableElement element="cold" delay="230"/>
  271.  
  272.     </Then>
  273.   </Trigger>
  274.  
  275.  
  276. ______________________________________________________________________________________________________________________
  277. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  278.  
  279.  
  280.                     Code to dis- and enable cast types
  281.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  282.  
  283.     <disableCastType type="force"/>
  284.     <enableCastType type="force"/>
  285.  
  286.     <disableCastType type="area"/>
  287.     <enableCastType type="area"/>
  288.  
  289.     <disableCastType type="self"/>
  290.     <enableCastType type="self"/>
  291.  
  292.     <disableCastType type="weapon"/>
  293.     <enableCastType type="weapon"/>
  294.  
  295.     <disablePush/>
  296.     <enablePush/>
  297.  
  298. <!-- Simply use them like the element dis/enable code above -->
  299.  
  300.  
  301. ______________________________________________________________________________________________________________________
  302. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  303.  
  304.  
  305.                     Code to enable magicks, you can place it in waveActions or single triggers
  306.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  307.  
  308.       <unlockMagick magicktype="MeteorS" delay="0" />
  309.       <unlockMagick magicktype="TractorPull" delay="0" />
  310.       <unlockMagick magicktype="Levitate" delay="0" />
  311.       <unlockMagick magicktype="ChainLightning" delay="0" />
  312.       <unlockMagick magicktype="ProppMagick" delay="0" />
  313.       <unlockMagick magicktype="Portal" delay="0" />
  314.       <unlockMagick magicktype="napalm" delay="0" />
  315.       <unlockMagick magicktype="revive" delay="0" />
  316.       <unlockMagick magicktype="ctd" delay="0" />
  317.       <unlockMagick magicktype="confuse" delay="0" />
  318.       <unlockMagick magicktype="grease" delay="0" />
  319.       <unlockMagick magicktype="teleport" delay="0" />
  320.       <unlockMagick magicktype="timewarp" delay="0" />
  321.       <unlockMagick magicktype="Blizzard" delay="0" />
  322.       <unlockMagick magicktype="Tornado" delay="0" />
  323.       <unlockMagick magicktype="Thunderb" delay="0" />
  324.       <unlockMagick magicktype="Thunders" delay="0" />
  325.       <unlockMagick magicktype="SPhoenix" delay="0" />
  326.       <unlockMagick magicktype="rain" delay="0" />
  327.       <unlockMagick magicktype="Invisibility" delay="0" />
  328.       <unlockMagick magicktype="SElemental" delay="0" />
  329.       <unlockMagick magicktype="Sundead" delay="0" />
  330.       <unlockMagick magicktype="Fear" delay="0" />
  331.       <unlockMagick magicktype="charm" delay="0" />
  332.       <unlockMagick magicktype="Conflagration" delay="0" />
  333.       <unlockMagick magicktype="SDeath" delay="0" />
  334.       <unlockMagick magicktype="Vortex" delay="0" />
  335.       <unlockMagick magicktype="Nullify" delay="0" />
  336.       <unlockMagick magicktype="corporealize" delay="0" />
  337.       <unlockMagick magicktype="haste" delay="0" />
  338.       <unlockMagick magicktype="wave" delay="0" />
  339.       <unlockMagick magicktype="performanceenchantment" delay="0" />
  340.       <unlockMagick magicktype="judgementspray" delay="0" />
  341.      
  342.       <unlockMagick magicktype="amalgameddon" delay="0" />
  343.  
  344.  
  345.     Secret Magicks:
  346.  
  347.     magicktype="etherealize"   Effect: The user becomes a ghost. Immunity to all kinds of damage? Unavailable for players. usable for
  348.                        NPC characters, monsters, etc.
  349.  
  350. from tosotc: <magick id="#osotc_archmage1" magicktype="etherealize" />
  351.  
  352.  
  353. ______________________________________________________________________________________________________________________
  354. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  355.  
  356.  
  357.                     This code is only used for Krietor's Tourney in Versus! You can replace "start" with a number between 0.05 and 0.9
  358.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  359.  
  360.         <tournament>
  361. <magick unlock="start">MeteorS</magick>
  362. <magick unlock="start">TractorPull</magick>
  363. <magick unlock="start">Levitate</magick>
  364. <magick unlock="start">ChainLightning</magick>
  365. <magick unlock="start">ProppMagick</magick>
  366. <magick unlock="start">Portal</magick>
  367. <magick unlock="start">revive</magick>     
  368. <magick unlock="start">ctd</magick>
  369. <magick unlock="start">confuse</magick>
  370. <magick unlock="start">grease</magick>
  371. <magick unlock="start">teleport</magick>
  372. <magick unlock="start">timewarp</magick>
  373. <magick unlock="start">Blizzard</magick>
  374. <magick unlock="start">Tornado</magick>
  375. <magick unlock="start">Thunderb</magick>
  376. <magick unlock="start">Thunders</magick>
  377. <magick unlock="start">SPhoenix</magick>
  378. <magick unlock="start">rain</magick>
  379. <magick unlock="start">Invisibility</magick>
  380. <magick unlock="start">SElemental</magick>
  381. <magick unlock="start">Sundead</magick>
  382. <magick unlock="start">Fear</magick>
  383. <magick unlock="start">charm</magick>
  384. <magick unlock="start">Conflagration</magick>
  385. <magick unlock="start">SDeath</magick>
  386. <magick unlock="start">Vortex</magick>
  387. <magick unlock="start">Nullify</magick>
  388. <magick unlock="start">corporealize</magick>
  389. <magick unlock="start">haste</magick>
  390. <magick unlock="start">wave</magick>
  391. <magick unlock="start">performanceenchantment</magick>
  392. <magick unlock="start">judgementspray</magick>
  393.         </tournament>
  394.  
  395.  
  396. ______________________________________________________________________________________________________________________
  397. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  398.  
  399.  
  400.                     Auto-casts magicks which aren ...uhm
  401.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  402.  
  403.   <Trigger id="xxx" repeat="100">
  404.     <Then>
  405.         <Magick position="0,0,0" magicktype="Rain" delay="10"/>
  406.         <Magick position="0,0,0" magicktype="Blizzard" delay="20"/>
  407.         <Magick position="0,0,0" magicktype="MeteorS" delay="30"/>
  408.         <Magick position="0,0,0" magicktype="ThunderS" delay="40"/>
  409.         <Magick position="0,0,0" magicktype="Nullify" delay="50"/>
  410.         <Magick position="0,0,0" magicktype="SDeath" delay="60"/>
  411.         <Magick position="0,0,0" magicktype="corporealize" delay="70"/>
  412.         <Magick position="0,0,0" magicktype="timewarp" delay="80"/>
  413.     </Then>
  414.   </Trigger>
  415.  
  416.  
  417.                     Auto-casts magicks for IDs, no animations -> that example instantly overkills everything
  418.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  419.  
  420.     <trigger id="Armageddon" repeat="true" >
  421.    <Then>
  422.    <Magick id="player1" magicktype="Chainlightning" delay="0.1"/>
  423.    <Magick id="player1" magicktype="Conflagration" delay="0.02"/>
  424.    <Magick id="player1" magicktype="performanceenchantment" delay="4"/>
  425.    </Then>
  426. </trigger>
  427.  
  428.  
  429.  
  430.  
  431. ______________________________________________________________________________________________________________________
  432. - - - - - - - - - = = = = = = = = = = = = = = = TRIGGERS, SPAWNS & MORE = = = = = = = = = = = = = = = - - - - - - - - -
  433. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  434.  
  435.  
  436.         There is a list of spawnable creatures:
  437.         ...\Steam\SteamApps\common\magicka\Content\Data\Characters
  438.  
  439.  
  440.  
  441.                     Example for a wave in Challenge
  442.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  443.  
  444. <wave value="1">
  445.    <waveActions area="east" delay="0">
  446.        
  447.      <spawn type="orc_regular" nr="2"/>
  448.      <spawn type="shoggoth" nr="1"/>
  449.      <spawn type="cultist" nr="2"/>
  450.  
  451.      <spawn type="beastman_raider_water" nr="1"/>
  452.      <spawn type="beastman_raider_lightning" nr="1"/>
  453.    </waveActions>
  454.  
  455. <!-- The attributes 'area' and 'delay' aren't needed in the waveAction-element if you place them in the spawn-element (or reverse) -->
  456. <!-- Like this -->
  457.  
  458.    <waveActions>
  459.      <spawn type="orc_regular" nr="4" area="north" delay="1"/>
  460.      <spawn type="cultist" nr="2" area="east" delay="5"/>
  461.      <spawn type="cultist" nr="2" area="west" delay="5"/>
  462.  
  463.      <spawn type="beastman_raider_water" nr="1" area="south" delay="6.5"/>
  464.      <spawn type="beastman_raider_lightning" nr="1" area="south" delay="6.5"/>
  465.    </waveActions>
  466. </wave>
  467.  
  468.  
  469. ______________________________________________________________________________________________________________________
  470. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  471.  
  472.  
  473.                     If / then code
  474.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  475.                    
  476. <!-- informations about <present> are further down -->
  477. <trigger id="if,then_example" repeat="false/true" autorun="true/false">
  478.     <if>
  479.        <present type="wizard" area="any" compareMethod="greater/smaller/equal" nr="0"/>
  480.     </if>
  481.  
  482.     <then>
  483.        <spawn type="orc_regular" area="xxx" nr="5" delay="0.5"/>
  484.     </then>
  485. </trigger>
  486.  
  487.  
  488.                     Can be used almost everywhere, note: Units spawned like this, don't count to normal waves (Challenge)
  489.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  490.  
  491. <trigger id="wave1_player1" repeat="false">
  492. <if>
  493.  <present type="wizard" area="any" compareMethod="equal" nr="1"/>
  494. </if>
  495.     <then>
  496.     <spawn type="orc_regular" area="north" nr="2" delay="0.5"/>
  497.     </then>
  498. </trigger>
  499.  
  500. <trigger id="wave1_player2" repeat="false">
  501. <if>
  502.  <present type="wizard" area="any" compareMethod="equal" nr="2"/>
  503. </if>
  504.     <then>
  505.     <spawn type="orc_regular" area="north" nr="4" delay="0.5"/>
  506.     </then>
  507. </trigger>
  508.  
  509. <trigger id="wave1_player3" repeat="false">
  510. <if>
  511.  <present type="wizard" area="any" compareMethod="equal" nr="3"/>
  512. </if>
  513.     <then>
  514.     <spawn type="orc_regular" area="north" nr="6" delay="0.5"/>
  515.     </then>
  516. </trigger>
  517.  
  518. <trigger id="wave1_player4" repeat="false">
  519. <if>
  520.  <present type="wizard" area="any" compareMethod="equal" nr="4"/>
  521. </if>
  522.     <then>
  523.     <spawn type="orc_regular" area="north" nr="8" delay="0.5"/>
  524.     </then>
  525. </trigger>
  526.  
  527.  <wave value="1">
  528.     <waveActions area="any" delay="1">
  529.      <executeTrigger trigger="wave1_player1" delay="0.05" />
  530.      <executeTrigger trigger="wave1_player2" delay="0.1" />
  531.      <executeTrigger trigger="wave1_player3" delay="0.15" />
  532.      <executeTrigger trigger="wave1_player4" delay="0.2" />
  533.     </waveActions>
  534.  </wave>
  535.  
  536. <!-- Means, that you have to fight more orcs if there are more players -->
  537.  
  538.  
  539.  
  540.  
  541. ______________________________________________________________________________________________________________________
  542. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  543.  
  544.  
  545.                     The Counter Command
  546.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  547. Those commands are most times connected to triggers with 'if' and 'then'
  548.  
  549. <counter name="aCounter" action="set" value="0" /> <!-- aCounters value is set to 0 -->
  550. <counter name="aCounter" action="inc" value="5" /> <!-- value is increased by 5 -->
  551. <counter name="aCounter" action="dec" value="2" /> <!--  value is decreased by 2 -->
  552. <counter name="aCounter" compareMethod="less" value="4"/> <!-- checks if aCounter is less than 4 -->
  553.  
  554. <!-- can be used like this -->
  555. <trigger id="example" autorun="false" repeat="true">
  556.  <if> <counter name="aCounter" compareMethod="equal" value="4"/> </if>
  557.    
  558.  <then> <executeTrigger trigger="exe_example"/> </then>
  559. </trigger>
  560.  
  561.  
  562.  
  563.  
  564.  
  565. ______________________________________________________________________________________________________________________
  566. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  567.      
  568.      
  569.                     Timers (much the same as counters)
  570.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  571.      
  572.       <!-- timer's value increases by 1 point per second, just like a stopwatch -->
  573.      
  574.      <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 -->
  575.      
  576.      <timer name="aTimer" paused="true" /> <!-- timer in use | aTimer is paused -->
  577.      
  578.       <timer name="aTimer" value="0" /> <!-- set aTimer's value to 0 -->
  579.      
  580.       <timer name="aTimer" compareMethod="greater" value="8" /> <!-- checks if timer is greater than 8 -->
  581.      
  582.       <!-- an example -->
  583.      <trigger id="timer_spawns" autorun="true" repeat="false">
  584.       <then>  <addTimer name="aTimer"/>  </then>
  585.      </trigger>
  586.      
  587.   <trigger id="spawnOnTimer" autorun="true" repeat="true">
  588.      <if> <timer name="aTimer" compareMethod="greater" value="10"/> </if>
  589.     <then>
  590.      <spawn type="orc_regular" nr="3" area="north"/>
  591.      <timer name="aTimer" value="0"/>
  592.     </then>
  593.   </trigger>
  594.  <!-- Means:    Timer, aTimer is added and (automatically set to 0)
  595.                 aTimer runs and when it's value is at 10 (10 seconds over):  spawn 3 orcs and set aTimer to 0
  596.                 -> 3 orcs spawn every 10 seconds
  597.             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
  598.   -->
  599.    
  600.    
  601. ______________________________________________________________________________________________________________________
  602. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  603.    
  604.                     Run random commands in a trigger
  605.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  606.    
  607.     <random> <!-- start random -->
  608.     </random><!-- end random -->
  609.    
  610.     <!-- use it like this -->
  611. <trigger id="randomStuff" autorun="true" repeat="false">
  612.  <then>
  613.    <random>
  614.     <spawn type="Treespirit" area="south" nr="1"/>
  615.    </random>
  616.    <random>
  617.     <spawn type="Treespirit" area="north" nr="4"/> <!--In this case: fifty-fifty chance, that either 1 tree spirit or 4 tree spirits spawn -->
  618.    </random>
  619.  </then>
  620. </trigger>
  621.    
  622. ______________________________________________________________________________________________________________
  623. - - - - - - - - = = = = = = = = = = = = = = = = = = OTHERS = = = = = = = = = = = = = = = = = = - - - - - - - -
  624. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  625.  
  626.  
  627. Instructions for custom Levels:
  628. http://forums.steampowered.com/forums/showthread.php?t=2927694
  629.  
  630.  
  631. Modpack, made by Auron Darkmoon and me, w!z@rD
  632. http://forums.steampowered.com/forums/showthread.php?t=2759910
  633.  
  634.  
  635. KrietoR's Modpack
  636. http://steamcommunity.com/groups/Magickapvp#announcements/detail/1423366136174368285
  637.  
  638. ______________________________________________________________________________________________________________________
  639. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  640.  
  641.                     Effects for weather
  642.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  643.  
  644.               <addCameraEffect effect="weather_rain"/>  <!-- As seen in the swamp village, before fighting Vlad in his mansion-->
  645.          
  646.               <addcameraeffect effect="weather_snow"/>  <!-- little snow flakes falling -->
  647.               <addcameraeffect effect="snow_falling"/>  <!-- Same as weather_snow, but less snow flakes -->
  648.          
  649.             <addcameraeffect effect="leaves_in_wind"/>  <!-- small leaves flying around -->
  650.             <addCameraEffect effect="weather_leaves"/>  <!-- Very much the same as leaves_in_wind, but less leaves which are smaller and faster falling -->
  651.        
  652.             <addcameraeffect effect="weather_sparks"/>  <!-- Very small, red/orange particles ascending from the ground -->
  653.  
  654.            
  655.        
  656.                     Some camera effects
  657.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  658.       <CameraShake area="any" magnitude="1" time="3"/>  <!-- Shakes the screen; magnitude is the intensity of the screenshaking, time is the duration in seconds
  659.                                                              shaking fades out very quickly -->
  660.    
  661.        <cameraMagnify magnification="0.9" time="2"/>  <!-- magnifys, magnification is how much the camera zooms in/out, lower number is zooming out,
  662.                                                          higher number is zooming in; time determines how long it takes the camera to reach the final magnification -->
  663.    
  664. <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...-->
  665.    
  666.                    <cameraBias bias="0,0,0" time="2"/>  <!-- Dunno how this works, but it seems to be kinda useless; camRelease however zooms in (wo0t) -->
  667.                        
  668.                    <cameraLock area="north" time="2"/>  <!-- Locks the camera to a place -->
  669.  
  670.                            <cameraRelease time="0.1"/>  <!-- releases camera; overrides effects: Magnify, Locking, Bias, Move;
  671.                                                              time determines how long it takes the camera to return to it's normal position -->
  672.  
  673.      
  674.  
  675. ______________________________________________________________________________________________________________________
  676. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  677.  
  678.                     Change the map and set Checkpoints
  679.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  680.       <changescene scene="Name_of_the_xml-file" transition="fade/none" transitionTime="1" spawnPlayers="true/false" spawnPoint="start"/>
  681.  
  682. <!--
  683. - 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!
  684. - transition="fade"  -> screen fades to black
  685. - transition="none"  -> no to black fading
  686. - transitionTime="[number]" ->
  687. - spawnPlayers="true" to spawn the players when the next scene has opened. Use "false" if you don't want to spawn the players.
  688. - spawnPoint is obviously the area where the players spawn when they enter the new scene/map
  689. -->
  690.  
  691.  
  692. <!-- If you want to have a checkpoint spawnPoint=the area where the players spawn; can be any area, doesn't have to be start -->
  693.  
  694. <triggerCheckpoint spawnPoint="start" />
  695.  
  696. ______________________________________________________________________________________________________________________
  697. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  698.  
  699.  
  700.                     Crate/Spawns Special Effects in certain areas
  701.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  702.  
  703.     <spawnEffect effect="[effect name]" area="[area name]" delay="[delay time]" />
  704.  
  705. effects can be found here: ..\magicka\Content\Effects
  706. and it looks like we can modify them because the effects are xml files
  707.  
  708.  
  709. ______________________________________________________________________________________________________________________
  710. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  711.  
  712.                     Spawn inactive/sleeping elementals
  713.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  714.  
  715.             <spawnelemental nr="80" area="spawn_southeast" snapToNavMesh="true" proximity="1" />
  716.            
  717.     <!-- nr = how many inactive elementals spawn in the area ( smaller area -> more elementals in closer range )
  718.          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)
  719.          
  720.      -->
  721.      
  722.      
  723. ______________________________________________________________________________________________________________________
  724. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  725.      
  726.      
  727.  
  728.            <spawnCloneWizards area="past" order="idle" reactto="none" />
  729. ______________________________________________________________________________________________________________________
  730. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  731.  
  732.                     Spawn Unit as 'boss'
  733.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  734.  
  735.                    
  736.                     Checks if the unit spawned as 'boss' is alive or dead
  737.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  738.  
  739.   <trigger id="id_name" autorun="true/false" repeat="true/false">
  740.     <if>
  741.       <bosshealth comparemethod="greater" value="0"/>
  742.     </if>
  743.     <then>
  744.     [actions]
  745.     </then>
  746.   </trigger>
  747.  
  748.  
  749. ______________________________________________________________________________________________________________________
  750. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  751.  
  752.  
  753.                     This is a code placed in a map's .lvl file. It's used to force players to wear a special robe
  754.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  755. -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!
  756. You can find the robe's names here: \Steam\SteamApps\common\magicka\Content\Data\Characters\Playable
  757.  
  758.  
  759.   <AllowedAvatars>
  760.     <Avatar>wizardnec</Avatar>
  761.     <Avatar>wizardnec</Avatar>
  762.     <Avatar>wizardnec</Avatar>
  763.     <Avatar>wizardnec</Avatar>
  764.   </AllowedAvatars>
  765.  
  766.  
  767.  
  768. ______________________________________________________________________________________________________________________
  769. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  770.  
  771.  
  772.                     TUTORIAL FOR CUSTOM DIALOGS, NAMES AND MORE
  773.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  774. Every element or attribute which isn't explained, shouldn't be edited. In case you know more than we do, Go ahead!
  775.                    
  776. First thing you need, is in the .xml file!
  777. It's the trigger to activate the dialog!
  778.  
  779. <!-- Like this -->
  780.     <startDialog dialog="rally" position="interactor" />
  781. <!--
  782. dialog: points out to the name of the dialog in the Dialog.xml-file
  783. position: where the dialog pops up
  784. -->
  785.  
  786. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  787.  
  788. Then, when you are in the Dialog.xml-file, you'll see those things:
  789. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  790.  
  791.   <Dialog id="rally" iconText="TALK" repeatFrom="0">
  792.     <interact lock="false" focusOwner="false">
  793.       <message character="#SolN5" type="say">
  794.         <text sound="wavebank/HV_Text_rally2" TTL="3">#HV_Text_rally</text> <- ID >
  795.       </message>
  796.     </interact>
  797.   </Dialog>
  798. <!--
  799. id: is the name used in the level-script
  800. 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 ;)
  801. sound: the sound which is played, when the dialog is played (should sound like talking)
  802. The text inside the text-element points out to the ID of the Text in the loctable
  803. -->
  804.  
  805. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  806.  
  807. In the loctable
  808. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  809. You'll find loads of lines there, only stuff you need to edit, is the text between the Data-Elements ( the green marked text):
  810.  
  811.   <Row ss:AutoFitHeight="0" ss:Height="25.5" ss:StyleID="s103">
  812.     <Cell ss:StyleID="s68"><Data ss:Type="String"><!--#HV_Text_rally--></Data></Cell> <- ID >
  813.     <Cell ss:StyleID="s69"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
  814.     <Cell ss:StyleID="s83"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
  815.     <Cell ss:StyleID="s71"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
  816.     <Cell ss:StyleID="s71"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
  817.     <Cell ss:StyleID="s84"><Data ss:Type="String"><!--Stuff--></Data></Cell> <-- Dialog text >
  818.   </Row>
  819.  
  820. ______________________________________________________________________________________________________________________
  821. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  822.  
  823.                     Displays a headline in the middle of the screen
  824.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  825.  
  826. <!-- a big headline centered on your screen, which (dis)appears very quickly and stays on the screen for 7 seconds -->
  827.  
  828.       <displayTitleInLevel title="#xyz" DisplayTime="7" FadeIn="0.5" FadeOut="1"/>
  829.  
  830. <!-- can be extended with  subtitle="#xyz_sub"  to display a subtitle under the title; the subtitle is much smaller than the title-->
  831. <!-- you can of course, only take a subtitle, if you don't want a huge headline (title)-->
  832.  
  833.  
  834. ______________________________________________________________________________________________________________________
  835. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  836.  
  837.                     Displays popups aka. hints on the screen
  838.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  839.       <setDialogHint id="#xyz" trigger="executeTrigger"/> <!-- trigger="xyz" executes the trgger with the name xyz -->
  840.      
  841.      
  842.       <setHint id="#TIP11" position="top"/>
  843.       <removeHint />
  844.  
  845. ______________________________________________________________________________________________________________________
  846. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  847.      
  848.                     Checks if a dialog has finished
  849.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  850.      
  851.       <dialogDone dialog="forest_lumberjack2" />
  852. _______________________________________________________________________________________________________________________
  853.  - - - - - - - = = = = = = = = = = = = = = = = = = CONTROLING UNITS = = = = = = = = = = = = = = = = = = - - - - - - - -
  854. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  855.  
  856.  
  857.             Code you to set IDs position
  858.             ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  859.             <!-- Usefull if you want to fix messed up spawn points at the first loading of a map, taken from adventure or challenge -->
  860.       <setPosition id="player1" area="xxx" delay="0"/>
  861.       <setPosition id="player2" area="xxx" delay="0"/>
  862.       <setPosition id="player3" area="xxx" delay="0"/>
  863.       <setPosition id="player4" area="xxx" delay="0"/>
  864.  
  865.  
  866. ______________________________________________________________________________________________________________________
  867. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  868.  
  869.                     GivOrder - an essential code for controlling units
  870.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  871.  
  872. <!-- You need this GiveOrder Command for almost all codes below! -->
  873.  
  874.  <!-- first way to use giveOrder -->
  875.  <!-- gives the id/type/factions new behaviour -->
  876. <giveOrder id="theID" order="idle" reactto="none"/>
  877. <giveOrder type="or_regular" area="any" order="attack"/>
  878. <giveOrder factions="human" area="checkbox_humans" reactto="attack" reaction="flee"/>
  879.  
  880.  
  881. <giveOrder id="theID"> <!-- it doesn't have to be id, it can be one of the three above -->
  882.    <Move position="move0" facingDirection="false" speed="1" trigger="executeTrigger"/>  <!-- The unit with the id theID moves to position move0 with standard speed (1) -->
  883. </giveOrder>                                                                            <!-- and triggers the trigger named executeTrigger -->
  884.                                                                                         <!-- facingDirection means  -->
  885.  
  886.  
  887. ______________________________________________________________________________________________________________________
  888. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  889.  
  890.  
  891.                     Turn IDs or any kind of Character in a direction
  892.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  893.  
  894. <Face facingDirection="2,0,3" trigger="executeTrigger"/>
  895.  
  896. <Face target="#SolN4"/> <!-- the value of target is the ID (of a unit) -->
  897.  
  898. <face facingDirection="gob2" />
  899.  
  900. <!-- -->
  901.  
  902.  
  903. ______________________________________________________________________________________________________________________
  904. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  905.  
  906.  
  907.                     Disable any kind of input by the players
  908.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  909.        
  910.         <!-- works like en/disabeling cast types and elements;  blocks everything, you can't run around, you can't cast elements, etc. -->
  911.     <disableInput/>
  912.     <enableInput/>
  913.  
  914. ______________________________________________________________________________________________________________________
  915. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  916.  
  917.                     THE DAMAGE-COMMAND
  918.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  919.  
  920.             <damage id="player1" delay="0.02" ignoreShields="false">
  921.                 <damage attackProperty="Pushed" element="physical" magnitude="1" amount="10" />
  922.             </damage>
  923. <!--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-->
  924.                         <!--Like this-->
  925.             <damage area="dmg_area" type="any" ignoreShields="true">
  926.         </damage>
  927.  
  928. AttackProperty="Status"  <!-- Inflicts no damage, but causes the unit to have a status-effect, works only with cold, fire and water -->
  929. AttackProperty="damage"  <!-- Simple damage, works with water, life, cold, lightning, arcane and fire | negative damage is healing -->
  930. 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 -->
  931.  
  932.  
  933.                     Damages one unit with the same id
  934.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  935.  
  936. <trigger id="damageme" repeat="5">
  937. <then>
  938.  
  939. <!-- player 1 gets 1*140 damage every 5 seconds/can be blocked by wearing armour-->
  940.             <damage id="player1" delay="0.02" ignoreShields="false">
  941.                 <damage attackProperty="damage" element="physical" magnitude="1" amount="140" />
  942.             </damage>
  943.  
  944. </then>
  945. </trigger>
  946.  
  947.  
  948.                     Heals everything on the map
  949.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  950.  
  951. <trigger id="healothers" repeat="5">
  952. <then>
  953.  
  954. <!-- all creatures on the map get 1*(-140) damage every 5 seconds; negative damage means healing/not affected by any kind of protection-->
  955.             <damage area="any" delay="0.02" ignoreShields="true">
  956.                 <damage attackProperty="damage" element="physical" magnitude="1" amount="-140" />
  957.             </damage>
  958.  
  959. </then>
  960. </trigger>
  961.  
  962.    
  963. ______________________________________________________________________________________________________________________
  964. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  965.  
  966.  
  967.                     Checks whether a player has any status effect, such as burning, wet or healing (not affected by statuseffect"xyz")
  968.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  969.  
  970. <PlayersHaveStatusEffect statuseffect="wet" invert="true/false"/>
  971.  
  972.  
  973.  
  974. <!-- With this example, you can kinda 'control' The thunderwoot-->
  975.  
  976.     <trigger id="thunderwooot" repeat="true" >
  977.     <if>
  978.       <PlayersHaveStatusEffect statuseffect="wet"/>
  979.     </if>
  980.    <Then>
  981.      <Magick id="player1" magicktype="Thunderb" delay="0.02"/>
  982.    </Then>
  983. </trigger>
  984.  
  985.  
  986. ______________________________________________________________________________________________________________________
  987. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  988.  
  989.  
  990.                     codes to check if units are on the map
  991.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  992.  
  993.  <idPresent id="id_of_the_unit" area="any" />
  994.  
  995.  <factionPresent factions="evil" compareMethod="equal/greater/less" nr="0" area="any" /> <!-- factions can be: evil, friendly, wizard, players, human, wild -->
  996.  
  997.  <present type="goblin_shaman" compareMethod="equal/greater/less" nr="1" area="any" />
  998.                    
  999.                    
  1000. ______________________________________________________________________________________________________________________
  1001. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1002.  
  1003.                     Behavior of NPCs
  1004.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1005.  
  1006. order="idle" <!--  units spawned idle, stand around doing nothing, until  they are ordered to do something else or until they react to something -->
  1007. order="wander" <!-- units wander around aimlesly, can be extended with targetarea="xyz" to give them aim  -->
  1008. order="attack" <!-- goes straight attacking the players, even if they are somewhere else on the map -->
  1009. order="defend" <!-- units defend -->
  1010. order="flee" <!-- flees -->
  1011.  
  1012. reactto="none" <!-- no reaction to anything -->
  1013. reactto="proximity" <!-- starts attacking the players if they are in range -->
  1014. reactto="attack" <!-- units get aggressive if you mess up with them -->
  1015.  
  1016. reaction="attack <!-- attacks you -->
  1017. reaction="defend <!-- defends -->
  1018. reaction="flee <!-- flees -->
  1019.  
  1020.                 A villager who flees if you attack him
  1021.                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1022.  
  1023.     <spawn type="Villager_male01_scythe" nr="1" order="idle" reactto="attack" reaction="flee"/>
  1024.  
  1025.  
  1026.                 Three Goblin Warriors wandering around, who attack you, if you attack them or come close
  1027.                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1028.  
  1029.     <spawn type="goblin_warrior" nr="3" order="wander" reactto="proximity,attack" reaction="attack"/>
  1030.  
  1031.  
  1032. ______________________________________________________________________________________________________________________
  1033. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1034.  
  1035.  
  1036.                     Some creatures can grab you, if you wear no armour. That code makes them let you go
  1037.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1038.  
  1039.       <releasegrip area="any" type="any_unit_that_can_grab_you"/>
  1040.  
  1041.  
  1042.  
  1043. ______________________________________________________________________________________________________________________
  1044. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1045.  
  1046.                     Kill and overkill units
  1047.                     ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1048.  
  1049. <!-- lets you kill units with the same ID or the same faction -->
  1050. <!-- for more informations about factions, visit: http://forums.steampowered.com/forums/showthread.php?t=2930111 -->
  1051.  
  1052.       <kill id="player1" /> <!-- Aww, I die -->
  1053.      
  1054.       <overkill factions="evil" area="any" /> <!-- Yay, all my enemys explode :D -->
  1055.  
  1056. <!-- Doesn't work with type="..." instead of ID or faction -->   
  1057.  
  1058.  
  1059.  
  1060.  
  1061.  
  1062. ______________________________________________________________________________________________________________________
  1063. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
  1064.  
  1065.  
  1066.                     Stuff
  1067.                     ¯¯¯¯¯
  1068.  
  1069.                             tested on       effect
  1070. spec_wounded_idle
  1071. cast_magick_global
  1072. cast_self
  1073. cast_spell1-4
  1074. cast_area_blast
  1075. spec_action1                wizard          unit falls down on its back
  1076.  
  1077. blendTime="0-x" slows the animation; higher value, longer animation; value can be negative
  1078.  
  1079.  
  1080.  
  1081.       <looped>
  1082.         <spawn type="skeleton_swordsman" order="idle" reactto="none" area="spawn_skeleton0" nr="1" delay="1.1"/>
  1083.         <spawn type="skeleton_swordsman" order="idle" reactto="none" area="spawn_skeleton8" nr="1" delay="1.1"/>
  1084.       </looped>
  1085.      
  1086.      
  1087.      
  1088.       <triggered trigger="More necromancers" />
  1089.  
  1090.  
  1091.  
  1092.       <setDialog id="#ViMN6" dialog="GreatLord_pos" />
  1093.      
  1094.      
  1095.      
  1096.       <fade fadein="false" time="1" color="0.0,0.0,0.0,1" delay="2"/>
  1097.      
  1098.      
  1099.      
  1100.  
  1101. <trigger id="Init_PlayerCheck1" autorun="false" repeat="false">
  1102. <if> <factionPresent factions="players" compareMethod="equal" nr="1" area="any" /> </if>
  1103. <then> <counter name="playerCheck" action="set" value="1"/> <executeTrigger trigger="1Players"/> </then>
  1104. </trigger>
  1105.  
  1106. <trigger id="Init_PlayerCheck2" autorun="false" repeat="false">
  1107. <if> <factionPresent factions="players" compareMethod="equal" nr="2" area="any" /> </if>
  1108. <then> <counter name="playerCheck" action="set" value="2"/> <executeTrigger trigger="2Players"/> </then>
  1109. </trigger>
  1110.  
  1111. <trigger id="Init_PlayerCheck3" autorun="false" repeat="false">
  1112. <if> <factionPresent factions="players" compareMethod="equal" nr="3" area="any" /> </if>
  1113. <then> <counter name="playerCheck" action="set" value="3"/> <executeTrigger trigger="3Players"/> </then>
  1114. </trigger>
  1115.  
  1116. <trigger id="Init_PlayerCheck4" autorun="false" repeat="false">
  1117. <if> <factionPresent factions="players" compareMethod="equal" nr="4" area="any" /> </if>
  1118. <then> <counter name="playerCheck" action="set" value="4"/> <executeTrigger trigger="4Players"/> </then>
  1119. </trigger>
  1120.  
  1121.  
  1122. <trigger id="1Players" autorun="false" repeat="true">
  1123. <if> <factionPresent factions="players" compareMethod="less" nr="1" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
  1124. <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
  1125. </trigger>
  1126.  
  1127. <trigger id="2Players" autorun="false" repeat="true">
  1128. <if> <factionPresent factions="players" compareMethod="less" nr="2" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
  1129. <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
  1130. </trigger>  
  1131.  
  1132. <trigger id="3Players" autorun="false" repeat="true">
  1133. <if> <factionPresent factions="players" compareMethod="less" nr="3" area="any" /> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
  1134. <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
  1135. </trigger>
  1136.  
  1137. <trigger id="4Players" autorun="false" repeat="true">
  1138. <if> <factionPresent factions="players" compareMethod="less" nr="4" area="any"/> <counter name="KeepChecking" compareMethod="equal" value="1"/> </if>
  1139. <then> <executeTrigger trigger="HardEnd"/> <counter name="KeepChecking" action="set" value="2"/> </then>
  1140. </trigger>
  1141.  
  1142.  
  1143.  <trigger id="KeepCheckingT" autorun="true" repeat="false">
  1144. <then> <counter name="KeepChecking" action="set" value="1"/>
  1145. </trigger>
  1146.  
  1147.  
  1148.  
  1149.      <trigger id="overkillscript" repeat="true">
  1150.     <if>
  1151.       <PlayersHaveStatusEffect statuseffect="wet"/>
  1152.     </if>
  1153.    <Then>
  1154.      <Magick id="player1" magicktype="Thunderb" delay="0.01"/>
  1155.      <Magick id="player1" magicktype="rain" delay="3"/>
  1156.      <Magick id="player1" magicktype="performanceenchantment" delay="4"/>
  1157.      <Magick id="player1" magicktype="Levitate" delay="1"/>
  1158.      <Magick id="player1" magicktype="judgementspray" delay="0.02"/>
  1159.    </Then>
  1160. </trigger>
  1161.  
  1162. <spawn type="wizard_hat_evil" nr="1" area="any" id="god_wizard"/>
  1163.  
  1164. <trigger id="god_wizard_trigger" repeat="false" autorun="false">
  1165.     <if>
  1166.        <idPresent id="god_wizard" area="any" />
  1167.     </if>
  1168.     <then>
  1169.         <random>
  1170.             <magick id="god_wizard" magicktype="Thunderb" delay="5"/>
  1171.         </random>
  1172.         <random>
  1173.             <magick id="god_wizard" magicktype="ChainLightning" delay="20"/>
  1174.             <magick id="god_wizard" magicktype="ChainLightning" delay="20.5"/>
  1175.             <magick id="god_wizard" magicktype="ChainLightning" delay="21"/>
  1176.                             <executeTrigger trigger="god_wizard_trigger" delay="25"/>
  1177.         </random>
  1178.         <random>
  1179.             <magick id="god_wizard" magicktype="Haste" delay="1"/>
  1180.             <executeTrigger trigger="god_wizard_trigger" delay="2"/>
  1181.         </random>
  1182.         <random>
  1183.             <magick id="god_wizard" magicktype="Teleport" delay="10"/>
  1184.             <magick id="god_wizard" magicktype="Teleport" delay="15"/>
  1185.                             <executeTrigger trigger="god_wizard_trigger" delay="17"/>
  1186.         </random>
  1187.         <random>
  1188.             <magick id="god_wizard" magicktype="Sundead" delay="10"/>
  1189.             <magick id="god_wizard" magicktype="Sundead" delay="15"/>
  1190.                             <executeTrigger trigger="god_wizard_trigger" delay="19"/>
  1191.         </random>
  1192.         <random>
  1193.             <magick id="god_wizard" magicktype="ChainLightning" delay="10"/>
  1194.                             <executeTrigger trigger="god_wizard_trigger" delay="11"/>
  1195.         </random>
  1196.         <random>
  1197.             <magick id="god_wizard" magicktype="Conflagration" delay="10"/>
  1198.                             <executeTrigger trigger="god_wizard_trigger" delay="12"/>
  1199.         </random>
  1200.         <random>
  1201.             <magick id="god_wizard" magicktype="Conflagration" delay="10"/>
  1202.             <magick id="god_wizard" magicktype="ChainLightning" delay="12"/>
  1203.                             <executeTrigger trigger="god_wizard_trigger" delay="18"/>
  1204.            
  1205.         </random>
  1206.         <random>
  1207.             <magick id="god_wizard" magicktype="Haste" delay="10"/>
  1208.             <magick id="god_wizard" magicktype="Thunderb" delay="12"/>
  1209.                             <executeTrigger trigger="god_wizard_trigger" delay="16"/>
  1210.         </random>
  1211.         <random>
  1212.             <magick id="god_wizard" magicktype="confuse" delay="9"/>
  1213.             <magick id="god_wizard" magicktype="Tornado" delay="10"/>
  1214.             <magick id="god_wizard" magicktype="Tornado" delay="11"/>
  1215.             <magick id="god_wizard" magicktype="Tornado" delay="12"/>
  1216.             <magick id="god_wizard" magicktype="Tornado" delay="13"/>
  1217.             <magick id="god_wizard" magicktype="Tornado" delay="14"/>
  1218.                             <executeTrigger trigger="god_wizard_trigger" delay="23"/>
  1219.         </random>
  1220.         <random>
  1221.             <magick id="god_wizard" magicktype="confuse" delay="9"/>
  1222.             <magick id="god_wizard" magicktype="confuse" delay="9"/>
  1223.             <magick id="god_wizard" magicktype="judgementspray" delay="10"/>
  1224.             <magick id="god_wizard" magicktype="ChainLightning" delay="12"/>
  1225.             <magick id="god_wizard" magicktype="napalm" delay="14"/>
  1226.             <magick id="god_wizard" magicktype="confuse" delay="16"/>
  1227.                             <executeTrigger trigger="god_wizard_trigger" delay="30"/>
  1228.         </random>
  1229.     </then>
  1230. </trigger>
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