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Triggers
Camp Fights 2.w3x
Variables
Initialization
Melee Initialization
Revive Snow
Snowman Marader
Snowman Breaking
Snowball Cration
Iceball Cration
Hero Kill
Ice Cave East
Ice Cave West
Help
Victory
Snowfort break
Hot Chocolate
Code ending
Passage Closing
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
HelpPlayer
player
No
Temppoint
location
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Animation - Play Villager 0001 <gen> 's Stand Work animation
Game - Display to (All players) the text: Type "-help" for information.
Unit Group - Order (Units in (Playable map area)) to Orc Burrow - Battle Stations
Revive Snow
Events
Unit - A unit Finishes reviving
Conditions
Actions
Hero - Create Snow Ball and give it to (Reviving Hero)
Hero - Create Snow Ball and give it to (Reviving Hero)
Hero - Create Ice Ball and give it to (Reviving Hero)
Hero - Create Ice Ball and give it to (Reviving Hero)
Snowman Marader
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Marading Snowman
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Trained unit) using Doodads\Icecrown\Props\SnowMan\SnowMan.mdl
Snowman Breaking
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Marading Snowman
(Unit-type of (Dying unit)) Equal to Deranged Snowman
Actions
Set Variable Set Temppoint = (Position of (Dying unit))
Special Effect - Create a special effect at Temppoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Custom script: call RemoveLocation(udg_Temppoint)
Snowball Cration
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Snow-Ball
Actions
Set Variable Set Temppoint = (Position of (Constructed structure))
Unit - Remove (Constructed structure) from the game
Item - Create Snow Ball at Temppoint
Custom script: call RemoveLocation(udg_Temppoint)
Iceball Cration
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Ice-Ball
Actions
Set Variable Set Temppoint = (Position of (Constructed structure))
Unit - Remove (Constructed structure) from the game
Item - Create Ice Ball at Temppoint
Custom script: call RemoveLocation(udg_Temppoint)
Hero Kill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Display to (All enemies of (Owner of (Dying unit)).) the text: Tee he he! We got him!
Set Variable Set Temppoint = (Position of (Dying unit))
Special Effect - Create a special effect at Temppoint using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Custom script: call RemoveLocation(udg_Temppoint)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Dying unit)) Current gold) Equal to 0
Then - Actions
Do nothing
Else - Actions
Player - Set (Owner of (Dying unit)) . Current gold to (((Owner of (Dying unit)) Current gold) - 1)
Ice Cave East
Events
Map initialization
Conditions
Actions
Wait 60.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Random item in Ice_cave_East <gen>)) Equal to Icicle
Then - Actions
Do nothing
Else - Actions
Set Variable Set Temppoint = (Center of Ice_cave_East <gen>)
Item - Create Icicle at Temppoint
Custom script: call RemoveLocation(udg_Temppoint)
Trigger - Run (This trigger) (checking conditions)
Ice Cave West
Events
Map initialization
Conditions
Actions
Wait 60.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Random item in Ice_Cave_West <gen>)) Equal to Icicle
Then - Actions
Do nothing
Else - Actions
Set Variable Set Temppoint = (Center of Ice_Cave_West <gen>)
Item - Create Icicle at Temppoint
Custom script: call RemoveLocation(udg_Temppoint)
Trigger - Run (This trigger) (checking conditions)
Help
Events
Player - Player 1 (Red) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players matching ((Matching player) Equal to (Triggering player)).) for 30 seconds the text: Build snowballs and pick them up to hurl them at your enemies. If you die, you loose one gold. Revive yourself by selecting your ice crystle and clicking "revive hero." For killing an enemy hero, you gain 2 gold. With gold, you can by items at the caring mother in the top right, train marading snowme at your ice crystle, or build extra igloos or deranged snowmen.Agility gives: 1 armore, 5 movement speed, 5% attack rate.Strenth gives: 10 hp, normal regeneration.Intelegence gives: 10 mp, normal regeneration.You should avoid the polar bear while it is awake, during the day, and make shure you don't get squished by a seel. To win, you must kill all your enemies igloos.Te get lumber, kill frosty trees. A frosty tree has 50 hp, a normal one has 5000.
Victory
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Snow Fort
(Number of living Snow Fort units owned by (Owner of (Dying unit))) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Snow Fort units owned by Player 1 (Red)) Equal to 0
(Number of living Snow Fort units owned by Player 2 (Blue)) Equal to 0
(Number of living Snow Fort units owned by Player 3 (Teal)) Equal to 0
(Number of living Snow Fort units owned by Player 4 (Purple)) Equal to 0
(Number of living Snow Fort units owned by Player 5 (Yellow)) Equal to 0
(Number of living Snow Fort units owned by Player 6 (Orange)) Equal to 0
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of living Snow Fort units owned by Player 7 (Green)) Equal to 0
(Number of living Snow Fort units owned by Player 8 (Pink)) Equal to 0
(Number of living Snow Fort units owned by Player 9 (Gray)) Equal to 0
(Number of living Snow Fort units owned by Player 10 (Light Blue)) Equal to 0
(Number of living Snow Fort units owned by Player 11 (Dark Green)) Equal to 0
(Number of living Snow Fort units owned by Player 12 (Brown)) Equal to 0
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 7 (Green) with the message: Defeat!
Else - Actions
Do nothing
Snowfort break
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Deranged Snowman
(Unit-type of (Dying unit)) Equal to Snow Fort
Actions
Set Variable Set Temppoint = (Position of (Dying unit))
Special Effect - Create a special effect at Temppoint using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at Temppoint using Abilities\Weapons\GlaiveMissile\GlaiveMissileTarget.mdl
Unit - Remove (Dying unit) from the game
Custom script: call RemoveLocation(udg_Temppoint)
Hot Chocolate
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hot Chocolate
Actions
Unit - Set life of (Hero manipulating item) to ((Life of (Hero manipulating item)) + 50.00)
Code ending
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Trigger - Turn off Passage_Closing <gen>
Passage Closing
Events
Player - Player 1 (Red) types a chat message containing -botwolf (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -midwolf (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -topwolf (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -botwolf
Then - Actions
Set Variable Set Temppoint = (Center of Bottom_Passage <gen>)
Unit - Create 1 . Watching Wolf for Neutral Hostile at Temppoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_Temppoint)
Game - Display to (All players) the text: The bottom passage has bean manned by a wolf.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -midwolf
Then - Actions
Unit - Remove Big Polar Bear 0010 <gen> from the game
Set Variable Set Temppoint = (Center of Middle_Passage <gen>)
Unit - Create 1 . Watching Wolf for Neutral Hostile at Temppoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_Temppoint)
Game - Display to (All players) the text: The middle passage has bean manned by a wolf.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -topwolf
Then - Actions
Unit - Remove Seal 0025 <gen> from the game
Unit - Remove Seal 0066 <gen> from the game
Set Variable Set Temppoint = (Center of Top_Passage <gen>)
Unit - Create 1 . Watching Wolf for Neutral Hostile at Temppoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_Temppoint)
Game - Display to (All players) the text: The top passage has bean manned by a wolf.
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