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Triggers
Bandit escape.w3x
Variables
Start units
Start red
Start blue
Start teal
Start purple
Start yellow
Start Guard 1 orange
Start Guard 2 green
Text shop
Oppen close
Open
Close
No leave
no leave 1
no leave 2
no leave 3
no leave 4
no leave 5
no leave 6
no leave 7
no leave 8
Buerry gold
no stash area
Make stash
Kill
Tresure death
kill next
Kill
kill
Jail out
Kill Main guards
Jail out
Steel
steel 10
steel 5
steel 3
steel 2
steel 1
Assasinate
revive unit
End game
No guards
No people
Thief loose
Kill bunnys
Kill the basterds
City guard
Alliance
Thief
Name
Type
is_array
initial_value
Storage
boolean
No
Start red
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Camera - Pan camera for Player 1 (Red) to (Center of Save <gen>) over 0 seconds
Unit - Create 1 . Dieb for Player 1 (Red) at (Random point in Save <gen>) facing 0.00 degrees
Selection - Select (Last created unit) for Player 1 (Red)
Else - Actions
Unit - Create 1 . Dieb for Player 1 (Red) at (Center of No_play <gen>) facing 0.00 degrees
Start blue
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Dieb for Player 2 (Blue) at (Random point in Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 2 (Blue) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 2 (Blue)
Else - Actions
Unit - Create 1 . Dieb for Player 2 (Blue) at (Center of No_play <gen>) facing 0.00 degrees
Start teal
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Dieb for Player 3 (Teal) at (Random point in Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 3 (Teal) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 3 (Teal)
Else - Actions
Unit - Create 1 . Dieb for Player 3 (Teal) at (Center of No_play <gen>) facing 0.00 degrees
Start purple
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Dieb for Player 4 (Purple) at (Random point in Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 4 (Purple) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 4 (Purple)
Else - Actions
Unit - Create 1 . Dieb for Player 4 (Purple) at (Center of No_play <gen>) facing 0.00 degrees
Start yellow
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Dieb for Player 5 (Yellow) at (Random point in Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 5 (Yellow) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 5 (Yellow)
Else - Actions
Unit - Create 1 . Dieb for Player 5 (Yellow) at (Center of No_play <gen>) facing 0.00 degrees
Start Guard 1 orange
Events
Time - Elapsed game time is 15.00 seconds
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Create 1 . Wächter for Player 6 (Orange) at (Center of Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 6 (Orange) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 6 (Orange)
Start Guard 2 green
Events
Time - Elapsed game time is 15.00 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Wächter for Player 7 (Green) at (Center of Save <gen>) facing 0.00 degrees
Camera - Pan camera for Player 7 (Green) to (Center of Save <gen>) over 0 seconds
Selection - Select (Last created unit) for Player 7 (Green)
Text shop
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads I dont buy stolen stuff! at (Position of Panderen Trader 0001 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Open
Events
Unit - A unit enters Save <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Entering unit)) Equal to Dieb
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Then - Actions
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Light_up <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Light_up <gen>
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Center of Save <gen>) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
Game - Display to (All allies of Player 6 (Orange).) the text: The Gate has been oppened
Wait 3.00 seconds
Destructible - Open Iron Gate 0190 <gen>
Destructible - Open Iron Gate 0191 <gen>
Visibility - Create an initially Disabled visibility modifier for Player 6 (Orange) emitting Visibility across Light_up <gen>
Visibility - Create an initially Disabled visibility modifier for Player 7 (Green) emitting Visibility across Light_up <gen>
Animation - Play Lever 0503 <gen> 's death animation
Else - Actions
Do nothing
Close
Events
Unit - A unit enters Save <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 7 (Green)
Actions
Wait 3.00 seconds
Animation - Play Lever 0503 <gen> 's stand animation
Destructible - Close Iron Gate 0191 <gen>
Destructible - Close Iron Gate 0190 <gen>
no leave 1
Events
Unit - A unit leaves Dont_leave <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_leave <gen>)
no leave 2
Events
Unit - A unit leaves Dont_leave_2 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_leave_2 <gen>)
no leave 3
Events
Unit - A unit leaves Dont_leave_3 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_leave_3 <gen>)
no leave 4
Events
Unit - A unit leaves Dont_leave_4 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_leave_4 <gen>)
no leave 5
Events
Unit - A unit leaves Dont_leave_5 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_leave_5 <gen>)
no leave 6
Events
Unit - A unit leaves Dont_Leave_6 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_Leave_6 <gen>)
no leave 7
Events
Unit - A unit leaves Dont_Leave_7 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_Leave_7 <gen>)
no leave 8
Events
Unit - A unit leaves Dont_Leave_8 <gen>
Conditions
((Owner of (Leaving unit)) controller) Equal to (Neutral Passive controller)
Actions
Unit - Order (Leaving unit) to Move To . (Random point in Dont_Leave_8 <gen>)
no stash area
Events
Unit - A unit enters Light_up <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Secret Stash
Actions
Unit - Remove (Entering unit) from the game
Make stash
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Secret Stash
Actions
Set Variable Set Storage = "true"
Unit - Create 1 . Secret Stash for (Owner of (Casting unit)) at (Target point of ability being cast) facing 0.00 degrees
Unit - Move (Casting unit) instantly to (Position of (Last created unit))
Unit - Remove Secret Stash from (Casting unit)
Kill
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Destroy Secret Stash
Actions
Unit - Kill (Casting unit)
Set Variable Set Storage = "false"
Tresure death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Secret Stash
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Add Secret Stash to (Picked unit))
kill next
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Secret Stash
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Storage Equal to True
Then - Actions
Unit - Remove (Last created unit) from the game
Unit - Remove Secret Stash from (Casting unit)
Else - Actions
Do nothing
kill
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Dieb
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Move (Dying unit) instantly to (Center of Jail <gen>) , facing 0.00 degrees
Item - Remove (Item carried by (Dying unit) in slot 1)
Item - Remove (Item carried by (Dying unit) in slot 2)
Item - Remove (Item carried by (Dying unit) in slot 3)
Item - Remove (Item carried by (Dying unit) in slot 4)
Item - Remove (Item carried by (Dying unit) in slot 5)
Item - Remove (Item carried by (Dying unit) in slot 6)
Hero - Instantly revive (Dying unit) at (Center of Jail <gen>) , Hide revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Jail <gen>) over 0.50 seconds
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 0
Else - Actions
Do nothing
Kill Main guards
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Wächter
Actions
Player - Set (Owner of (Dying unit)) . Current gold to 0
Unit - Remove (Dying unit) from the game
Unit - Create 1 . Wächter for (Owner of (Dying unit)) at (Center of Jail <gen>) facing 0.00 degrees
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Jail <gen>) over 0.50 seconds
Jail out
Events
Unit - A unit enters Jail_out_3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Wächter
Actions
Unit - Move (Entering unit) instantly to (Center of jail_ou_t_go <gen>)
Game - Display to (All allies of Player 6 (Orange).) the text: Guards may not enter the Prison!
steel 10
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Wächter
Hero - Create (Random level 5.Artifact item-type) and give it to (Casting unit)
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
steel 5
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Target unit of ability being cast)) Equal to City Guard
Hero - Create (Random level 4.Artifact item-type) and give it to (Casting unit)
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
steel 3
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Target unit of ability being cast)) Equal to Villager (Male 2)) or ((Unit-type of (Target unit of ability being cast)) Equal to Villager (Male))
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
Hero - Create (Random level 3.Artifact item-type) and give it to (Casting unit)
steel 2
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Target unit of ability being cast)) Equal to Villager (Female)) or ((Unit-type of (Target unit of ability being cast)) Equal to Priest)
Hero - Create (Random level 2.Artifact item-type) and give it to (Casting unit)
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
steel 1
Events
Unit - A unit Begins casting an ability
Conditions
((Unit-type of (Target unit of ability being cast)) Equal to Child) or ((Unit-type of (Target unit of ability being cast)) Equal to Child (2))
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
Hero - Create (Random level 1.Artifact item-type) and give it to (Casting unit)
revive unit
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Assination
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Target unit of ability being cast)) Equal to Neutral Passive
Then - Actions
Hero - Create (Random level 3.Artifact item-type) and give it to (Casting unit)
Player - Add 50 to (Owner of (Casting unit)) . Current lumber
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
Unit - Create 1 . (Unit-type of (Target unit of ability being cast)) for Neutral Passive at (Position of (Target unit of ability being cast)) facing 0.00 degrees
Unit - Hide (Last created unit)
Wait 5.00 seconds
Unit - Unhide (Last created unit)
Else - Actions
Cinematic - Ping minimap for (All enemies of Player 1 (Red).) at (Position of (Casting unit)) for 10.00 seconds, using a Flashy ping of color ( 100 %, 0.00 %, 0.00 %)
Player - Add 50 to (Owner of (Casting unit)) . Current lumber
Hero - Create (Random level 5.Artifact item-type) and give it to (Casting unit)
No guards
Events
Time - Elapsed game time is 5 seconds
Conditions
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
Actions
Game - Defeat Player 2 (Blue) with the message: Niederlage!
Game - Defeat Player 3 (Teal) with the message: Niederlage!
Game - Defeat Player 4 (Purple) with the message: Niederlage!
Game - Defeat Player 5 (Yellow) with the message: Niederlage!
No people
Events
Time - Elapsed game time is 5 seconds
Conditions
(Player 1 (Red) slot status) Equal to Is unused
(Player 2 (Blue) slot status) Equal to Is unused
(Player 3 (Teal) slot status) Equal to Is unused
(Player 4 (Purple) slot status) Equal to Is unused
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Game - Defeat Player 1 (Red) with the message: Niederlage!
Game - Defeat Player 2 (Blue) with the message: Niederlage!
Game - Defeat Player 3 (Teal) with the message: Niederlage!
Game - Defeat Player 4 (Purple) with the message: Niederlage!
Game - Defeat Player 5 (Yellow) with the message: Niederlage!
Game - Defeat Player 6 (Orange) with the message: Niederlage!
Game - Defeat Player 7 (Green) with the message: Niederlage!
Thief loose
Events
Unit - A unit enters Jail_out_3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Dieb
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Jail_out_3 <gen>)) Equal to 5
Then - Actions
Game - Defeat Player 1 (Red) with the message: Niederlage!
Game - Defeat Player 2 (Blue) with the message: Niederlage!
Game - Defeat Player 3 (Teal) with the message: Niederlage!
Game - Defeat Player 4 (Purple) with the message: Niederlage!
Game - Defeat Player 5 (Yellow) with the message: Niederlage!
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Else - Actions
Do nothing
Kill bunnys
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to Rabbit
Actions
Unit - Remove (Entering unit) from the game
Kill the basterds
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Target item of ability being cast)) Equal to Poison Blowdart
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: Niederlage!
Game - Defeat Player 7 (Green) with the message: Niederlage!
Alliance
Events
Map initialization
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Thief
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Steel
(City <gen> contains (Casting unit)) Equal to True
Actions
Unit - Order City Guard 0033 <gen> to Patrol To . (Position of (Casting unit))
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