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Triggers
Citadel of Time - Scourge Invasion V 1.1.w3x
Variables
Initialization
Credits
end
Melee Initialization
test
Revive
Life
life 2
Triggers
Patchwerk Trigger
Portal in
portal out
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
deathgripunit
unit
No
playerlife
texttag
Yes
Thanks to
Models
YetFangInferno
Champara Bros
Shamanyouranus
Gameplay
Me
Testing
Me
Credits
Events
Conditions
Actions
end
Events
Unit - Cryptlord 0726 <gen> Dies
Unit - Death Knight 0461 <gen> Dies
Conditions
And - All (Conditions) are true
Conditions
(Cryptlord 0726 <gen> is dead) Equal to True
(Death Knight 0461 <gen> is dead) Equal to True
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
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 - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Run melee AI scripts (for computer players)
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Zombie corpse for Player 1 (Red) at (Random point in Region_013 <gen>) facing (Random angle) degrees
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Region_015 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Region_018 <gen>
Visibility - Enable fog of war
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Fog of war across Region_017 <gen>
Floating Text - Create floating text that reads (String((Percentage life of Mountain King 0051 <gen>))) above Mountain King 0051 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Set Variable Set playerlife[1] = (Last created floating text)
Floating Text - Create floating text that reads (String((Percentage life of Paladin 0052 <gen>))) above Paladin 0052 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Set Variable Set playerlife[2] = (Last created floating text)
Floating Text - Create floating text that reads (String((Percentage life of Blood Mage 0054 <gen>))) above Blood Mage 0054 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Set Variable Set playerlife[3] = (Last created floating text)
Floating Text - Create floating text that reads (String((Percentage life of Shadow Hunter 0053 <gen>))) above Shadow Hunter 0053 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Set Variable Set playerlife[4] = (Last created floating text)
Floating Text - Show playerlife[1] for (All players)
Floating Text - Change playerlife[1] : Enable permanence
Floating Text - Change the color of playerlife[1] to ( 100 %, 100 %, 100 %) with 0 % transparency
Quest - Create a Required quest titled Help with the description This is a dungeon that requires tactics and teamwork to complete.There are 4 characters that have unique spell and have variable status. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOff.blp
Quest - Create a Required quest titled Controls with the description The controls are exactly the same as the normal WC3. , using icon path ReplaceableTextures\CommandButtons\BTNGolemThunderclap.blp
Quest - Create a Required quest titled Warrior with the description This is the tank of the team.He is made to take massive damage and should take al the attention of the enemies.Taunt: Tauts the enemies to attack the warrior directly.Storm Bolt: Stuns the enemy and deals heavy damage.Thunder Clap: Slows down nearby enemies and deals damage.Evasion: makes you dodge enemy attacks.Avatar: The warrior turn in to a metal militia. His health and armor has now increased.Battle Roar: Gives the nearby friend increased attack power. , using icon path ReplaceableTextures\CommandButtons\BTNHeroMountainKing.blp
Quest - Create a Required quest titled Paladin with the description This is the offtank and healer of the team.He is made to take some damage and can heal.He is also a good DPS.Heal: Heals a friendly Target.Divine Storm:The paladin swings his weapon around creates a divine storm that deal damage to nearby enemies.Divine Shield: Makes the paladin invurnable for some time.Judgement:Judges the enemy and deals damage.Devotion Aura:Increases party members armor. , using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
Quest - Create a Required quest titled Warlock with the description This is the DPS of the team.He is made to do damage.Firebolt:Deals damage and interrupts spellcasting.Summon Felhunter:Summons a felhunter. a compinion that helps the warlock.Siphon Mana:Drains the enemies mana.Drain Life:Drains the enemies Health.Rain of Fire:Creates a rain of fire in a selected area that deals damage to everyone in it. , using icon path ReplaceableTextures\CommandButtons\BTNHeroBloodElfPrince.blp
Quest - Create a Required quest titled Shaman with the description This is the healer of the team.He is made to heal and do some damage.Chain Lighning:Creates a lighning strike that hits multiple tagerts.Healing Wave:Heals multiple friend nearby.Atribute Bonus:Gives the shaman additionel status points.Feral Spirit:Summons Spirits wolves that help the shaman.Fire Ward:Places a ward that shoots fireballs to nearby enemies. , using icon path ReplaceableTextures\CommandButtons\BTNShadowHunter.blp
Quest - Create a Required quest titled Tactics with the description The best tactic is to place the warrior at the front so the enemies will attack him.After that the paladin should join and then the rest.The warrior should taunt when he is losing attention so that the enemies can't reach the warlock or shaman.This is a basic tactic.There is more teamwork required and it is up to you to make your own tactics. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Flash the quest dialog button
test
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Death Grip
Actions
Unit - Move (Target unit of ability being cast) instantly to (Position of (Triggering unit)) , facing (Position of (Triggering unit))
Revive
Events
Unit - Mountain King 0051 <gen> Dies
Unit - Shadow Hunter 0053 <gen> Dies
Unit - Blood Mage 0054 <gen> Dies
Unit - Paladin 0052 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Your hero will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Region_000 <gen>) , Show revival graphics
Life
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Floating Text - Change text of playerlife[1] to (String((Percentage life of Mountain King 0051 <gen>), 0, 0)) using font size 10
Floating Text - Change text of playerlife[2] to (String((Percentage life of Paladin 0052 <gen>), 0, 0)) using font size 10
Floating Text - Change text of playerlife[3] to (String((Percentage life of Blood Mage 0054 <gen>), 0, 0)) using font size 10
Floating Text - Change text of playerlife[4] to (String((Percentage life of Shadow Hunter 0053 <gen>), 0, 0)) using font size 10
Floating Text - Change the position of playerlife[1] to Mountain King 0051 <gen> with Z offset 0.00 .
Floating Text - Change the position of playerlife[2] to Paladin 0052 <gen> with Z offset 0.00 .
Floating Text - Change the position of playerlife[3] to Blood Mage 0054 <gen> with Z offset 0.00 .
Floating Text - Change the position of playerlife[4] to Shadow Hunter 0053 <gen> with Z offset 0.00 .
life 2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If ((Percentage life of Mountain King 0051 <gen>) Less than or equal to 30.00) then do (Change the color of playerlife[1] to (100%, 0.00%, 0.00%) with 0% transparency) else do (If ((Percentage life of Mountain King 0051 <gen>) Less than or equal to 60.00) then do (Change the color of playerlife[1] to (100%, 100%, 20.00%) with 0% transparency) else do (Do nothing))
If ((Percentage life of Mountain King 0051 <gen>) Greater than 60.00) then do (Change the color of playerlife[1] to (100%, 100.00%, 100.00%) with 0% transparency) else do (Do nothing)
If ((Percentage life of Paladin 0052 <gen>) Less than or equal to 30.00) then do (Change the color of playerlife[2] to (100%, 0.00%, 0.00%) with 0% transparency) else do (If ((Percentage life of Paladin 0052 <gen>) Less than or equal to 60.00) then do (Change the color of playerlife[2] to (100%, 100%, 20.00%) with 0% transparency) else do (Do nothing))
If ((Percentage life of Paladin 0052 <gen>) Greater than or equal to 60.00) then do (Change the color of playerlife[2] to (100%, 100.00%, 100.00%) with 0% transparency) else do (Do nothing)
If ((Percentage life of Blood Mage 0054 <gen>) Less than or equal to 30.00) then do (Change the color of playerlife[3] to (100%, 0.00%, 0.00%) with 0% transparency) else do (If ((Percentage life of Blood Mage 0054 <gen>) Less than or equal to 60.00) then do (Change the color of playerlife[3] to (100%, 100%, 20.00%) with 0% transparency) else do (Do nothing))
If ((Percentage life of Blood Mage 0054 <gen>) Greater than 60.00) then do (Change the color of playerlife[3] to (100%, 100.00%, 100.00%) with 0% transparency) else do (Do nothing)
If ((Percentage life of Shadow Hunter 0053 <gen>) Less than or equal to 30.00) then do (Change the color of playerlife[4] to (100%, 0.00%, 0.00%) with 0% transparency) else do (If ((Percentage life of Shadow Hunter 0053 <gen>) Less than or equal to 60.00) then do (Change the color of playerlife[4] to (100%, 100.00%, 20.00%) with 0% transparency) else do (Do nothing))
If ((Percentage life of Shadow Hunter 0053 <gen>) Greater than 60.00) then do (Change the color of playerlife[4] to (100%, 100.00%, 100.00%) with 0% transparency) else do (Do nothing)
Patchwerk Trigger
Events
Unit - A unit enters Region_012 <gen>
Conditions
Actions
Unit - Order Patchwerk 0118 <gen> to Move To . (Center of Region_009 <gen>)
Portal in
Events
Unit - A unit enters Region_002 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_007 <gen>)
portal out
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_005 <gen>)
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