Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Battlesong - Beta - v0.10.w3x
Variables
Starting
Disable Fog of War
Computers Human
Computer Red 01
Computer Blue 01
Computer Teal 01
Computer Purple 01
Computer Yellow 01
Computer Red 02
Computer Blue 02
Computer Teal 02
Computer Purple 02
Computer Yellow 02
Spawning Human
Spawning
Spawning 02
Spawning 03
Spawning Orcs
Spawning 2
Spawning 2 02
Spawning 2 03
Moveing
Orcs Move 01
Orcs Move 02
Orcs Move 03
Humans Move 01
Humans Move 02
Humans Move 03
Orc Destroyed 01
Orc Destroyed 02
Human Destroyed 01
Human Destroyed 02
Hero Triggers
Revive Red
Revive Blue
Revive Teal
Revive Purple
Revive Yellow
Revive Green
Revive Pink
Revive Grey
Revive Light blue
Revive Dark Green
Orc Heroes Bought
Human Heroes Bought
Gold
Gold Income
Buildings Destroyed
Human Towers
Human Barracks 01
Human Barracks 02
Orc Barracks 01
Orc Barracks 02
Orc Towers
Winning
Orc Wins
Human Wins
Leaderboard
Create
Kill Counter 7
Kill Counter 8
Kill Counter 9
Kill Counter 10
Kill Counter 11
Items
Classification
Weapons
Shields
Spells
Teleport
War Stomp
Arcane Release
Gold
Angel Form
Name
Type
is_array
initial_value
Floating_Text
texttag
No
Gold_Income
location
No
Player_Kills
integer
No
Shield
itemtype
No
Weapon
itemtype
No
Disable Fog of War
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Computer Red 01
Events
Time - Elapsed game time is 35.00 seconds
Conditions
((Owner of Player 0045 <gen>) controller) Equal to Computer
Actions
Unit - Create 1 . Blood Elf Paladin for Player 1 (Red) at (Center of Human_Revive <gen>) facing Default building facing degrees
Computer Blue 01
Events
Time - Elapsed game time is 35.00 seconds
Conditions
((Owner of Player 0044 <gen>) controller) Equal to Computer
Actions
Unit - Create 1 . Dwarf Commander for Player 2 (Blue) at (Center of Human_Revive <gen>) facing Default building facing degrees
Computer Teal 01
Events
Time - Elapsed game time is 35.00 seconds
Conditions
((Owner of Player 0043 <gen>) controller) Equal to Computer
Actions
Unit - Create 1 . Human Mage for Player 3 (Teal) at (Center of Human_Revive <gen>) facing Default building facing degrees
Computer Purple 01
Events
Time - Elapsed game time is 35.00 seconds
Conditions
((Owner of Player 0042 <gen>) controller) Equal to Computer
Actions
Unit - Create 1 . Human Assassin for Player 4 (Purple) at (Center of Human_Revive <gen>) facing Default building facing degrees
Computer Yellow 01
Events
Time - Elapsed game time is 35.00 seconds
Conditions
((Owner of Player 0041 <gen>) controller) Equal to Computer
Actions
Unit - Create 1 . Human Ranger for Player 5 (Yellow) at (Center of Human_Revive <gen>) facing Default building facing degrees
Computer Red 02
Events
Unit - A unit enters Human_Revive <gen>
Conditions
(Player 1 (Red) controller) Equal to Computer
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_02 <gen>)
Computer Blue 02
Events
Unit - A unit enters Human_Revive <gen>
Conditions
(Player 2 (Blue) controller) Equal to Computer
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_01 <gen>)
Computer Teal 02
Events
Unit - A unit enters Human_Revive <gen>
Conditions
(Player 3 (Teal) controller) Equal to Computer
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_03 <gen>)
Computer Purple 02
Events
Unit - A unit enters Human_Revive <gen>
Conditions
(Player 4 (Purple) controller) Equal to Computer
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_01 <gen>)
Computer Yellow 02
Events
Unit - A unit enters Human_Revive <gen>
Conditions
(Player 5 (Yellow) controller) Equal to Computer
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_03 <gen>)
Spawning
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Human Soldier for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Enforcer for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Rifleman for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Unit - Create 1 . Human Knight for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Archer for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Mortar Team for Player 6 (Orange) at (Center of Spawner_04 <gen>) facing Default building facing degrees
Spawning 02
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Human Soldier for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Enforcer for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Rifleman for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Unit - Create 1 . Human Knight for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Archer for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Mortar Team for Player 6 (Orange) at (Center of Spawner_05 <gen>) facing Default building facing degrees
Spawning 03
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Human Soldier for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Enforcer for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Rifleman for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Unit - Create 1 . Human Knight for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Blood Elf Archer for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Unit - Create 1 . Dwarf Mortar Team for Player 6 (Orange) at (Center of Spawner_06 <gen>) facing Default building facing degrees
Spawning 2
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Orc Warrior for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Orc Rider for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Witchdoctor for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Unit - Create 1 . Tauren Basher for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Troll Spearthrower for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Catapult for Player 12 (Brown) at (Center of Spawner_01 <gen>) facing Default building facing degrees
Spawning 2 02
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Orc Warrior for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Orc Rider for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Witchdoctor for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Unit - Create 1 . Tauren Basher for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Troll Spearthrower for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Catapult for Player 12 (Brown) at (Center of Spawner_02 <gen>) facing Default building facing degrees
Spawning 2 03
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Orc Warrior for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Orc Rider for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Witchdoctor for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Unit - Create 1 . Tauren Basher for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Unit - Create 2 . Troll Spearthrower for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Unit - Create 1 . Orc Catapult for Player 12 (Brown) at (Center of Spawner_03 <gen>) facing Default building facing degrees
Orcs Move 01
Events
Unit - A unit enters Spawner_01 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_06 <gen>)
Orcs Move 02
Events
Unit - A unit enters Spawner_02 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_05 <gen>)
Orcs Move 03
Events
Unit - A unit enters Spawner_03 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_04 <gen>)
Humans Move 01
Events
Unit - A unit enters Spawner_06 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_01 <gen>)
Humans Move 02
Events
Unit - A unit enters Spawner_05 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_02 <gen>)
Humans Move 03
Events
Unit - A unit enters Spawner_04 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_03 <gen>)
Orc Destroyed 01
Events
Unit - A unit enters Spawner_01 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_02 <gen>)
Orc Destroyed 02
Events
Unit - A unit enters Spawner_03 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_02 <gen>)
Human Destroyed 01
Events
Unit - A unit enters Spawner_06 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_05 <gen>)
Human Destroyed 02
Events
Unit - A unit enters Spawner_04 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Spawner_05 <gen>)
Revive Red
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Human_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Human_Revive <gen>) over 0 seconds
Revive Blue
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 2 (Blue)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Human_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Human_Revive <gen>) over 0 seconds
Revive Teal
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 3 (Teal)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Human_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Human_Revive <gen>) over 0 seconds
Revive Purple
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 4 (Purple)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Human_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Human_Revive <gen>) over 0 seconds
Revive Yellow
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 5 (Yellow)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Human_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Human_Revive <gen>) over 0 seconds
Revive Green
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 7 (Green)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Orc_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Orc_Revive <gen>) over 0 seconds
Revive Pink
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 8 (Pink)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Orc_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Orc_Revive <gen>) over 0 seconds
Revive Grey
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 9 (Gray)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Orc_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Orc_Revive <gen>) over 0 seconds
Revive Light blue
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 10 (Light Blue)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Orc_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Orc_Revive <gen>) over 0 seconds
Revive Dark Green
Events
Unit - A unit Becomes revivable
Conditions
(Owner of (Revivable Hero)) Equal to Player 11 (Dark Green)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Revivable Hero))) + 's Hero has been Slayed, his hero will be revived within 10sec.)
Wait 10.00 seconds
Hero - Instantly revive (Revivable Hero) at (Center of Orc_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Reviving Hero)) to (Center of Orc_Revive <gen>) over 0 seconds
Orc Heroes Bought
Events
Unit - A unit Sells a unit
Conditions
(Selling unit) Equal to Orc Hero Bomber 0035 <gen>
Actions
Unit - Move (Sold unit) instantly to (Center of Orc_Revive <gen>)
Camera - Pan camera for (Owner of (Buying unit)) to (Center of Orc_Revive <gen>) over 0 seconds
Game - Display to (All players) the text: (((Name of (Owner of (Buying unit))) + Has chosen the ) + ((Name of (Sold unit)) + to battle with!))
Unit - Kill (Buying unit)
Hero - Create Ankh and give it to (Sold unit)
Hero - Create Minor Potion and give it to (Sold unit)
Hero - Create Minor Potion and give it to (Sold unit)
Player - Add 100 to (Owner of (Sold unit)) . Current gold
Human Heroes Bought
Events
Unit - A unit Sells a unit
Conditions
(Selling unit) Equal to Human Hero Bomber 0034 <gen>
Actions
Unit - Move (Sold unit) instantly to (Center of Human_Revive <gen>)
Camera - Pan camera for (Owner of (Buying unit)) to (Center of Human_Revive <gen>) over 0 seconds
Game - Display to (All players) the text: (((Name of (Owner of (Buying unit))) + Has chosen the ) + ((Name of (Sold unit)) + to battle with!))
Unit - Kill (Buying unit)
Hero - Create Ankh and give it to (Sold unit)
Hero - Create Minor Potion and give it to (Sold unit)
Hero - Create Minor Potion and give it to (Sold unit)
Player - Add 100 to (Owner of (Sold unit)) . Current gold
Gold Income
Events
Unit - A unit Dies
Conditions
Actions
Player - Add (Point-value of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Floating Text - Create floating text that reads ((String((Point-value of (Dying unit)))) + Gold!) above (Dying unit) with Z offset 0.00 , using font size 9.00 , color ( 100 %, 100 %, 0.00 %), and 0 % transparency
Floating Text - Hide (Last created floating text) for (All players)
Floating Text - Show (Last created floating text) for (Player group((Owner of (Killing unit))))
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90 degrees
Human Towers
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Orc Tower
Actions
Game - Display to (All players) the text: |cffff0000The Humans has destroyed an Orc Tower!!!|r
Human Barracks 01
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Human Barracks 0050 <gen>
Actions
Game - Display to (All players) the text: |cffff0000The Orcs has destroyed an Human Barracks!!!|r
Trigger - Turn off Spawning_03 <gen>
Human Barracks 02
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Human Barracks 0049 <gen>
Actions
Game - Display to (All players) the text: |cffff0000The Orcs has destroyed an Human Barracks!!!|r
Trigger - Turn off Spawning <gen>
Orc Barracks 01
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Orc Barracks 0054 <gen>
Actions
Game - Display to (All players) the text: |cffff0000The Humans has destroyed an Orc Barracks!!!|r
Trigger - Turn off Spawning_2_03 <gen>
Orc Barracks 02
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Orc Barracks 0053 <gen>
Actions
Game - Display to (All players) the text: |cffff0000The Humans has destroyed an Orc Barracks!!!|r
Trigger - Turn off Spawning_2 <gen>
Orc Towers
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Human Tower
Actions
Game - Display to (All players) the text: |cffff0000The Orcs has destroyed an Human Tower!!!|r
Orc Wins
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Human Castle
Actions
Game - Display to (All players) the text: |cffff0000The Orcs has Won!!!|r
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: NOOB LOSER!
Game - Defeat Player 2 (Blue) with the message: NOOB LOSER!
Game - Defeat Player 3 (Teal) with the message: NOOB LOSER!
Game - Defeat Player 4 (Purple) with the message: NOOB LOSER!
Game - Defeat Player 5 (Yellow) with the message: NOOB LOSER!
Game - Defeat Player 6 (Orange) with the message: NOOB LOSER!
Human Wins
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Orc Stronghold
Actions
Game - Display to (All players) the text: |cffff0000The Humans has Won!!!|r
Game - Defeat Player 7 (Green) with the message: NOOB LOSER!
Game - Defeat Player 8 (Pink) with the message: NOOB LOSER!
Game - Defeat Player 9 (Gray) with the message: NOOB LOSER!
Game - Defeat Player 10 (Light Blue) with the message: NOOB LOSER!
Game - Defeat Player 11 (Dark Green) with the message: NOOB LOSER!
Game - Defeat Player 12 (Brown) with the message: NOOB LOSER!
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 - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Create
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Battlesong v0.08
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) controller) Equal to User
Then - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value Player_Kills
Else - Actions
Leaderboard - Show (Last created leaderboard)
Kill Counter 7
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Set Variable Set Player_Kills = (Player_Kills + 1)
Leaderboard - Change the value for Player 7 (Green) in (Last created leaderboard) to Player_Kills
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Kill Counter 8
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Set Variable Set Player_Kills = (Player_Kills + 1)
Leaderboard - Change the value for Player 8 (Pink) in (Last created leaderboard) to Player_Kills
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Kill Counter 9
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 9 (Gray)
Actions
Set Variable Set Player_Kills = (Player_Kills + 1)
Leaderboard - Change the value for Player 9 (Gray) in (Last created leaderboard) to Player_Kills
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Kill Counter 10
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 10 (Light Blue)
Actions
Set Variable Set Player_Kills = (Player_Kills + 1)
Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to Player_Kills
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Kill Counter 11
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Equal to Player 11 (Dark Green)
Actions
Set Variable Set Player_Kills = (Player_Kills + 1)
Leaderboard - Change the value for Player 11 (Dark Green) in (Last created leaderboard) to Player_Kills
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Classification
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Set Variable Set Shield = Charged
Set Variable Set Weapon = Artifact
Weapons
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Weapon
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Hero manipulating item) in slot (Integer A))) Equal to Weapon
(Item carried by (Hero manipulating item) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffff0000You can only carry 1 Weapon|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
Do nothing
Shields
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Shield
Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-class of (Item carried by (Hero manipulating item) in slot (Integer B))) Equal to Shield
(Item carried by (Hero manipulating item) in slot (Integer B)) Not equal to (Item being manipulated)
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cffff0000You can only carry 1 Shield|r
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
Else - Actions
Do nothing
Teleport
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Teleport
Actions
Wait 1.90 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl
War Stomp
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Storm Stomp
Actions
Environment - Create a 2.00 second Normal ripple deformation at (Position of (Casting unit)) with starting radius 500.00 , ending radius 500.00 , and depth 30.00 , using 1 second ripples spaced 200.00 apart
Wait 0.05 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Wait 0.05 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Wait 0.05 seconds
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Arcane Release
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Arcane Release
Actions
Lightning - Create a Mana Burn lightning effect from source (Position of (Casting unit)) to target (Position of (Target unit of ability being cast))
Wait 0.20 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Mana Burn lightning effect from source (Position of (Casting unit)) to target (Position of (Target unit of ability being cast))
Wait 0.20 seconds
Lightning - Destroy (Last created lightning effect)
Lightning - Create a Mana Burn lightning effect from source (Position of (Casting unit)) to target (Position of (Target unit of ability being cast))
Wait 0.20 seconds
Lightning - Destroy (Last created lightning effect)
Gold
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Treasure Expert
Actions
Player - Add 50 to (Owner of (Casting unit)) . Current gold
Floating Text - Create floating text that reads (50 + Gold!) above (Casting unit) with Z offset 0.00 , using font size 9.00 , color ( 100 %, 100 %, 0.00 %), and 0 % transparency
Floating Text - Hide (Last created floating text) for (All players)
Floating Text - Show (Last created floating text) for (Player group((Owner of (Casting unit))))
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 3.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90 degrees
Angel Form
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Transformation
Actions
Unit - Replace (Casting unit) with a Divine Paladin using The old unit's relative life and mana
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Other\Awaken\Awaken.mdl
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Items\AIda\AIdaCaster.mdl
Game - Display to (All players) the text: ((Name of (Owner of (Casting unit))) + Has turned into a |cff995500Divine Being|r)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.