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Triggers
Archer Mania! 2.0.w3x
Variables
Initialization
Melee Initialization
Untitled Trigger 002
Spawn
Upgrade
Actual Spawn
Kills
Revive
Lose
Win
Leaderboard Create
Leaderboard Update
Leavers
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
HeroYet
boolean
Yes
Maximum_Tier
integer
No
5
Old_Kills
integer
Yes
Player_Tier
integer
Yes
Tier_Message
string
Yes
Tier_Units
unitcode
Yes
Timers
timer
Yes
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set Tier_Units[1] = "earc"
Set Variable Set Tier_Units[2] = "e000"
Set Variable Set Tier_Units[3] = "e001"
Set Variable Set Tier_Units[4] = "e002"
Set Variable Set Tier_Units[5] = "e003"
Set Variable Set Tier_Message[2] = "You will now spawn Rank II Archers. They have no abilities."
Set Variable Set Tier_Message[3] = "You will now spawn Elune III Archers. They have slow poison."
Set Variable Set Tier_Message[4] = "You will now spawn Frostbite Archers. They have a frost attack and spirit link."
Set Variable Set Tier_Message[5] = "You will now spawn Bloodbane Archers. They have spirit link, cripple and bloodlust."
For each (Integer A) from 1 to 8 , do (Actions)
Loop - Actions
Set Variable Set Player_Tier[(Integer A)] = "1"
Set Variable Set Old_Kills[(Integer A)] = "0"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Not equal to Is playing
Then - Actions
Player Group - Remove (Player((Integer A))) from (All players) .
Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)
Else - Actions
Untitled Trigger 002
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Upgrade
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) Units Killed) Greater than or equal to (Old_Kills[(Player number of (Picked player))] + (Player_Tier[(Player number of (Picked player))] x 130))
Player_Tier[(Player number of (Picked player))] Less than Maximum_Tier
Then - Actions
Set Variable Set Player_Tier[(Player number of (Picked player))] = (Player_Tier[(Player number of (Picked player))] + 1)
Set Variable Set Old_Kills[(Player number of (Picked player))] = ((Picked player) Units Killed)
Game - Display to (Player group((Picked player))) the text: You have obtained enough kills for a new tier!
Game - Display to (Player group((Picked player))) the text: Tier_Message[Player_Tier[(Player number of (Picked player))]]
Else - Actions
Actual Spawn
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Hunter's Hall) and do (Actions)
Loop - Actions
Unit - Create 2 . Tier_Units[Player_Tier[(Player number of (Owner of (Picked unit)))]] for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Kills
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) Units Killed) Greater than or equal to 100
HeroYet[(Player number of (Picked player))] Equal to False
Then - Actions
Game - Display to (Player group((Picked player))) the text: Here is a Warden. Do not worry, she revives.
Unit - Create 1 . Warden for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Set Variable Set HeroYet[(Player number of (Picked player))] = "true"
Else - Actions
Revive
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Triggering unit)) start location) , Show revival graphics
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Remove (Triggering unit) from the game
Else - Actions
Lose
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Hunter's Hall
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + LOST)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Remove (Picked unit) from the game)
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across (Playable map area)
Leaderboard - Change the label for (Owner of (Triggering unit)) in (Last created leaderboard) to ---Gone---
Player Group - Remove (Owner of (Triggering unit)) from (All players) .
Win
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units of type Hunter's Hall)) Equal to 1
Then - Actions
Unit Group - Pick every unit in (Units of type Hunter's Hall) and do (Actions)
Loop - Actions
Game - Victory (Owner of (Picked unit)) ( Show dialogs, Show scores)
Player Group - Pick every player in (All enemies of (Owner of (Picked unit)).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: You Lost.
Trigger - Turn off (This trigger)
Else - Actions
Leaderboard Create
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
Leaderboard Update
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Change the value for (Picked player) in (Last created leaderboard) to ((Picked player) Units Killed)
Leavers
Events
Time - Every 2 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Has left the game
Then - Actions
Game - Display to (All players) the text: ((Name of (Picked player)) + left the game.)
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
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