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Triggers
Assault on the Dark Portal.w3x
Variables
Settings
Hello, Lurker
Starting Settings
Waygate
Human Shield
Leaver Message
AI Stuff
AI Income
Allied AI
SP AI
LR = Low Resources
Ally LR
Green LR
HU LR
Other LR
Quest
---Part 1
Key Dropped
Key Received
Key Used
---Part 2
Green Destroyed
Portal Guardians Destroyed
Dark Portal Activated
Humans Defeated
Players Defeated
Endgame
Spells
Big Bad Voodoo Start
Big Bad Voodoo End
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
GateOpened
boolean
No
Key
item
No
QuestReq
questitem
Yes
TheOneAndOnlyQuest
quest
No
Victory
boolean
No
Greetings, person-that-lurks-and-looks at my triggers
If you're here to spot any leaks, then please report any and tell me in which trigger(s) if you do find any.
If you're here to learn something from my triggers...well, I don't think you'll learn much.
Now if you'll excuse me, I must finish writing this obnoxious text rather than finishing the map. This also adds half a KB of extra filesize! :D
Err...starting settings.
Starting Settings
Events
Map initialization
Conditions
Actions
-------- MELEE STUFF --------
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
-------- GAME STUFF --------
Destructible - Make Sealed Gate 3360 <gen> Invulnerable
AI - Start melee AI script for Player 11 (Dark Green) : AOTDP_NE.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 12 (Brown) : AOTDP_UD.ai (Unexpected type: 'aiscript')
-------- PLAYER STUFF --------
Unit Group - Pick every unit in (Units in RedPeons01 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Harvest . Gold Mine 0000 <gen>
Unit Group - Pick every unit in (Units in RedPeons02 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Harvest . Barrens Tree Wall 0213 <gen>
Unit Group - Pick every unit in (Units in BluePeons01 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Harvest . Gold Mine 0001 <gen>
Unit Group - Pick every unit in (Units in BluePeons02 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Harvest . Barrens Tree Wall 0660 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Hold Position .
Player - Limit training of Heroes to 4 for Player 1 (Red)
Player - Limit training of Heroes to 4 for Player 2 (Blue)
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Neutral
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Neutral
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Neutral
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Neutral
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Neutral
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Neutral
Player - Set Player 1 (Red) . Current gold to 750
Player - Set Player 1 (Red) . Current lumber to 500
Player - Set Player 2 (Blue) . Current gold to 750
Player - Set Player 2 (Blue) . Current lumber to 500
Player - Hide Player 4 (Purple) in the post-game score screen
Unit - Hide Doom Guard 0124 <gen>
Unit - Hide Doom Guard 0123 <gen>
Unit - Hide Doom Guard 0122 <gen>
Unit - Hide Doom Guard 0125 <gen>
-------- QUEST STUFF --------
Quest - Create a Required, undiscovered quest titled The Dark Portal with the description After being defeated by a human expedition freeing Halahk, your life and the ones of your soldiers hang by a rope, and it is being decided by your daemon masters wether they should dispose of you or use you for another task. The Dark Portal is the key to summoning your daemons into the world; defeat its guardians and summon your masters into this world. Complete this task, and you may live: for now. , using icon path ReplaceableTextures\CommandButtons\BTNDemonGate.blp
Set Variable Set TheOneAndOnlyQuest = (Last created quest)
Quest - Create a quest requirement for (Last created quest) with the description Collect the key to open tha Sealed Door
Set Variable Set QuestReq[0] = (Last created quest requirement)
Quest - Create a quest requirement for (Last created quest) with the description Destroy the Infernal Blood Clan's base
Set Variable Set QuestReq[1] = (Last created quest requirement)
Quest - Create a quest requirement for (Last created quest) with the description Defeat the remaining guardians of the Dark Portal
Set Variable Set QuestReq[2] = (Last created quest requirement)
Quest - Create a quest requirement for (Last created quest) with the description Crush the humans once you gain access to the Portal
Set Variable Set QuestReq[3] = (Last created quest requirement)
Quest - Create a Optional quest titled Credits with the description |cff00FF00MODELS:|r|cff8080FFlevigeorge1617|r for the Axe Troll model (|cffC0C0C0used by the Troll Headhunter|r)Also thanks to my friends |cffFFFF00Danker|r, for the motivation to start and complete this map and to |cffFFFF00Purple Psycho Sandwich|r for helping me with some ideas. Thanks guys! :] , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Optional quest titled Misc Info with the description Some changes have been made, which alter the map's gameplay from a regular melee map. Here's a few of them:- Upkeep has been completely removed.- Max food is now 300, as opposed to 100.- You can train up to 4 heroes instead of 3.- Heroes can level up to 20, having 2-level ultimates (learnable at level 10 and 20) and 6-level normal abilities.- A new building and some new units have been added! , using icon path ReplaceableTextures\CommandButtons\BTNOrcBattleStandard.blp
-------- MESSAGE --------
Wait 5.00 seconds
Quest - Display to (All players) the Quest Discovered message: |cffffcc00QUEST DISCOVERED|rThe Dark Portal - Collect the key to open the sealed gate - Destroy the Infernal Blood Clan's base - Defeat the remaining guardians of the Dark Portal - Crush the humans once you gain access to the Portal
Quest - Mark TheOneAndOnlyQuest as Discovered
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Fog of war across Gate <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Dark_Portal <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Fog of war across Dark_Portal <gen>
Cinematic - Ping minimap for (All players) at (Center of Gate <gen>) for 6.00 seconds
Cinematic - Ping minimap for (All players) at (Center of Dark_Portal <gen>) for 6.00 seconds
Wait 40.00 seconds
Quest - Display to (All players) the Hint message: |cff00FFFFHint|r - Once you acquire the key to open the sealed gate your Way Gates will be enabled, allowing you to teleport to the gate's location instantly.
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across WayGateRed <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Fog of war across WayGateBlue <gen>
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of WayGateRed <gen>) for 3.00 seconds
Cinematic - Ping minimap for Player Group - Player 2 (Blue) at (Center of WayGateBlue <gen>) for 3.00 seconds
Wait 120.00 seconds
Quest - Display to (All players) the Hint message: |cff00FFFFHint|r - Destroy the Tree of Eternity or Black Citadel to acquire the key of the sealed gate.
Teleports units to the middle of the map when enabled.
Waygate
Events
Unit - A unit enters WayGateRed <gen>
Unit - A unit enters WayGateBlue <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
GateOpened Equal to True
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit - Move (Triggering unit) instantly to (Random point in Circle_of_Power <gen>)
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Human Shield
Events
Unit - A unit enters HumanBases <gen>
Conditions
And - All (Conditions) are true
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Leaver Message
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Quest - Display to (All players) the Warning message: |cffFF0000Your ally has left the game!|rTheir units are now being controlled by an AI.
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : AOTDP_Orc.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : AOTDP_OrcFriendly.ai (Unexpected type: 'aiscript')
Else - Actions
Givess basic income to enemy AIs.
AI Income
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player - Add 15 to Player 7 (Green) . Current gold
Player - Add 15 to Player 7 (Green) . Current lumber
Player - Add 8 to Player 8 (Pink) . Current gold
Player - Add 8 to Player 8 (Pink) . Current lumber
Player - Add 8 to Player 10 (Light Blue) . Current gold
Player - Add 8 to Player 10 (Light Blue) . Current lumber
Player - Add 4 to Player 11 (Dark Green) . Current gold
Player - Add 4 to Player 11 (Dark Green) . Current lumber
Just clarifyin'.
Add AI or remove the inactive player.
SP AI
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Camera - . Apply . gg_cam_Red for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Blue for Player 2 (Blue) over 0 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : AOTDP_Orc.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : AOTDP_OrcFriendly.ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across BlueBase <gen>
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Set (Picked player) handicap to 75.00 %
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Black mask across RedBase <gen>
Player Group - Pick every player in (All enemies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Player - Set (Picked player) handicap to 75.00 %
Else - Actions
Just clarifyin'.
Gives bonus resources to the enemy AI when it's low on either.
Ally LR
Events
Player - Player 1 (Red) 's Current gold becomes Less than or equal to 250.00
Player - Player 1 (Red) 's Current lumber becomes Less than or equal to 250.00
Player - Player 2 (Blue) 's Current gold becomes Less than or equal to 250.00
Player - Player 2 (Blue) 's Current lumber becomes Less than or equal to 250.00
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Player - Add 250 to Player 1 (Red) . Current gold
Player - Add 250 to Player 1 (Red) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Player - Add 250 to Player 2 (Blue) . Current gold
Player - Add 250 to Player 2 (Blue) . Current lumber
Else - Actions
Gives bonus resources to the enemy AI when it's low on either.
Green LR
Events
Player - Player 7 (Green) 's Current gold becomes Less than or equal to 750.00
Player - Player 7 (Green) 's Current lumber becomes Less than or equal to 750.00
Conditions
Actions
Player - Add 750 to Player 7 (Green) . Current gold
Player - Add 750 to Player 7 (Green) . Current lumber
Gives bonus resources to the enemy AI when it's low on either.
HU LR
Events
Player - Player 8 (Pink) 's Current gold becomes Less than or equal to 500.00
Player - Player 8 (Pink) 's Current lumber becomes Less than or equal to 500.00
Player - Player 10 (Light Blue) 's Current gold becomes Less than or equal to 500.00
Player - Player 10 (Light Blue) 's Current lumber becomes Less than or equal to 500.00
Conditions
Actions
Player - Add 500 to Player 8 (Pink) . Current gold
Player - Add 500 to Player 8 (Pink) . Current lumber
Player - Add 500 to Player 10 (Light Blue) . Current gold
Player - Add 500 to Player 10 (Light Blue) . Current lumber
Gives bonus resources to the enemy AI when it's low on either.
Other LR
Events
Player - Player 11 (Dark Green) 's Current gold becomes Less than or equal to 350.00
Player - Player 11 (Dark Green) 's Current lumber becomes Less than or equal to 350.00
Player - Player 12 (Brown) 's Current gold becomes Less than or equal to 350.00
Player - Player 12 (Brown) 's Current lumber becomes Less than or equal to 350.00
Conditions
Actions
Player - Add 250 to Player 11 (Dark Green) . Current gold
Player - Add 250 to Player 11 (Dark Green) . Current lumber
Player - Add 250 to Player 12 (Brown) . Current gold
Player - Add 250 to Player 12 (Brown) . Current lumber
Creates a key at the death location of the ToT or BC.
Key Dropped
Events
Unit - Tree of Eternity 0017 <gen> Dies
Unit - Black Citadel 0230 <gen> Dies
Conditions
Actions
Item - Create Silver Key at (Position of (Triggering unit))
Trigger - Turn off (This trigger)
Registers the key in a variable for later use, or drops it if picked by AI.
Key Received
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Silver Key
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) controller) Not equal to User
Then - Actions
Hero - Drop (Item being manipulated) from (Triggering unit) .
Else - Actions
Set Variable Set Key = (Item being manipulated)
Quest - Display to (All players) the Quest Update message: A |cffffcc00Key|r has been acquired. Proceed to the sealed gate to open it.
Trigger - Turn off (This trigger)
Removes the key, enables the Waygate and opens the gate.
Key Used
Events
Unit - A unit enters Circle_of_Power <gen>
Conditions
((Triggering unit) has an item of type Silver Key) Equal to True
Actions
Destructible - Open Sealed Gate 3360 <gen>
Item - Remove Key
Set Variable Set GateOpened = "true"
Quest - Mark QuestReq[0] as Completed
AI - Start melee AI script for Player 8 (Pink) : AOTDP_HUPink.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 10 (Light Blue) : AOTDP_HUBlue.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 10 (Light Blue) : AOTDP_Orc.ai (Unexpected type: 'aiscript')
Destructible - Pick every destructible in Gate <gen> and do (Actions)
Loop - Actions
Destructible - Kill (Picked destructible)
Trigger - Turn off (This trigger)
Wait 30.00 seconds
Quest - Display to (All players) the Hint message: |cff00FFFFHint|r - The human bases are protected with a magical field that kills demon that crosses it, provided it is not enchanted by its masters; liberate the Dark Portal to be enchanted.
Green Orc is completely destroyed.
Green Destroyed
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Count structures controlled by Player 7 (Green) (Include incomplete structures)) + (Count non-structure units controlled by Player 7 (Green) (Exclude incomplete units))) Equal to 0
Actions
Quest - Mark QuestReq[1] as Completed
Trigger - Turn off (This trigger)
The Pit Lord is dead.
Portal Guardians Destroyed
Events
Unit - Lord of the Pit 0446 <gen> 's life becomes Less than 200.00
Conditions
Actions
Unit - Make Lord of the Pit 0446 <gen> Invulnerable
Cinematic - Send transmission to (All players) from Lord of the Pit 0446 <gen> named Bruttilidon : Play No sound and display No! I-I will not be undone! This...can't be happening... . Modify duration: Set to 3.00 seconds and Wait
Unit - Pause Lord of the Pit 0446 <gen>
Wait 3.00 seconds
Unit - Kill Lord of the Pit 0446 <gen>
Both the Green and Purple forces have been destroyed, the enemy reinforcements are deactivated and bonus allies for you have been summoned.
Also energy field has been disabled for the Human bases.
Dark Portal Activated
Events
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
And - All (Conditions) are true
Conditions
((Count structures controlled by Player 7 (Green) (Include incomplete structures)) + (Count non-structure units controlled by Player 7 (Green) (Exclude incomplete units))) Equal to 0
(Count non-structure units controlled by Player 4 (Purple) (Exclude incomplete units)) Equal to 0
Actions
Trigger - Turn off Human_Shield <gen>
Sound - Play Doom <gen>
Unit - Unhide Doom Guard 0122 <gen>
Unit - Unhide Doom Guard 0123 <gen>
Unit - Unhide Doom Guard 0124 <gen>
Unit - Unhide Doom Guard 0125 <gen>
Quest - Mark QuestReq[2] as Completed
Animation - Play Dark Portal 0316 <gen> 's stand work animation
Special Effect - Create a special effect at (Position of Doom Guard 0125 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of Doom Guard 0122 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of Doom Guard 0123 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of Doom Guard 0124 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
(Player 2 (Blue) controller) Equal to User
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Change ownership of Doom Guard 0125 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Doom Guard 0122 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Doom Guard 0123 <gen> to Player 2 (Blue) and Change color
Unit - Change ownership of Doom Guard 0124 <gen> to Player 2 (Blue) and Change color
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
Or - Any (Conditions) are true
Conditions
(Player 2 (Blue) controller) Equal to Computer
(Player 2 (Blue) slot status) Equal to Is unused
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of Doom Guard 0125 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Doom Guard 0122 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Doom Guard 0123 <gen> to Player 1 (Red) and Change color
Unit - Change ownership of Doom Guard 0124 <gen> to Player 1 (Red) and Change color
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 2 (Blue) controller) Equal to User
(Player 2 (Blue) slot status) Equal to Is playing
Or - Any (Conditions) are true
Conditions
(Player 1 (Red) controller) Equal to Computer
(Player 1 (Red) slot status) Equal to Is unused
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of Doom Guard 0125 <gen> to Player 2 (Blue) and Change color
Unit - Change ownership of Doom Guard 0122 <gen> to Player 2 (Blue) and Change color
Unit - Change ownership of Doom Guard 0123 <gen> to Player 2 (Blue) and Change color
Unit - Change ownership of Doom Guard 0124 <gen> to Player 2 (Blue) and Change color
Else - Actions
Humans Defeated
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
And - All (Conditions) are true
Conditions
((Count structures controlled by Player 8 (Pink) (Include incomplete structures)) + (Count non-structure units controlled by Player 8 (Pink) (Exclude incomplete units))) Equal to 0
((Count structures controlled by Player 10 (Light Blue) (Include incomplete structures)) + (Count non-structure units controlled by Player 10 (Light Blue) (Exclude incomplete units))) Equal to 0
Actions
Trigger - Turn off Players_Defeated <gen>
Sound - Play OrcVictory <gen>
Quest - Mark QuestReq[3] as Completed
Quest - Mark TheOneAndOnlyQuest as Completed
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
Loop - Actions
Animation - Play (Picked unit) 's victory animation
Cinematic - Fade out over 15.00 seconds using texture White Mask and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 15.00 seconds
Game - Display to (All players) the text: |cff00FF00Congratsulations!|r You have crushed your foes, and completed the map, and now your enemies now tremble before you!To end the game, press ESC.
Set Variable Set Victory = "true"
Trigger - Turn on Endgame <gen>
Players Defeated
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
And - All (Conditions) are true
Conditions
((Count structures controlled by Player 1 (Red) (Include incomplete structures)) + (Count non-structure units controlled by Player 1 (Red) (Exclude incomplete units))) Equal to 0
((Count structures controlled by Player 2 (Blue) (Include incomplete structures)) + (Count non-structure units controlled by Player 2 (Blue) (Exclude incomplete units))) Equal to 0
Actions
Trigger - Turn off Humans_Defeated <gen>
Sound - Play OrcDefeat <gen>
Quest - Mark TheOneAndOnlyQuest as Failed
Cinematic - Fade out over 15.00 seconds using texture White Mask and color ( 100.00 %, 0 %, 0 %) with 0 % transparency
Wait 15.00 seconds
Game - Display to (All players) the text: |cff00FF00You have been defeated!|r Your masters are displeased, and your souls have been forever captured by them.To end the game, press ESC.
Set Variable Set Victory = "false"
Trigger - Turn on Endgame <gen>
Endgame
Events
Player - Player 1 (Red) skips a cinematic sequence
Player - Player 2 (Blue) skips a cinematic sequence
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Victory Equal to True
Then - Actions
Game - Victory (Triggering player) ( Skip dialogs, Show scores)
Else - Actions
Game - Defeat (Triggering player) with the message: You have been defeated!
Makes Shadow Hunter invulnerable.
Big Bad Voodoo Start
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Big Bad Voodoo
(Level of (Ability being cast) for (Triggering unit)) Equal to 2
Actions
Unit - Make (Triggering unit) Invulnerable
Makes Shadow Hunter vulnerable again.
Big Bad Voodoo End
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Big Bad Voodoo
(Level of (Ability being cast) for (Triggering unit)) Equal to 2
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