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Triggers
Assasination.w3x
Variables
Initialization
Init
Kill choose
Spawn P1
Spawn P2
Spawn P3
Spawn P4
Random Move
Decoy
Disguise
Multiboard
Kill
Portal In
Portal Out
Satan
Ma Ale
Invis1 In
Invis1 Out
Invis2 In
Invis2 Out
Invis3 In
Invis3 Out
Invis4 In
Invis4 Out
Invis5 In
Invis5 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
Hashtable
hashtable
No
KillsToWin
integer
No
Multiboard
multiboard
No
PlayerScoreDeath
integer
Yes
PlayerScoreKill
integer
Yes
Static_Group
group
No
Targets_Group
group
No
Init
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Set the time of day to 0.00
Game - Turn the day/night cycle Off
Wait ((Source X of current camera view) / 100.00) game-time seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Mountain King 0108 <gen> using Abilities\Spells\Other\StrongDrink\BrewmasterTarget.mdl
-------- Static Groups --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit Group - Pick every unit in (Units in Static6 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static10 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static5 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static4 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in StaticInvisWhole5 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static2 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static1 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static15 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static14 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static13 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in StaticInvisWhole4 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static8 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static7 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static12 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in Static11 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in StaticInvisWhole1 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in StaticInvisWhole2 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Unit Group - Pick every unit in (Units in StaticInvisWhole3 <gen>) and do (Actions)
Loop - Actions
Unit Group - Add (Picked unit) to Static_Group
Else - Actions
Game - Set ally color filtering to 0
Game - Disable ally color button and Disable creep camp button
Game - Display to (All players) for 1000000000.00 seconds the text: Player 1 must pick the number of kills required to win.
Game - Display to (Player group(Player 1 (Red))) for 1000000000.00 seconds the text: Write the kill requirements: -k #
Cinematic - Fade in over 1000000000.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait until (KillsToWin Greater than 0) , checking every 2.00 seconds
Trigger - Turn on Random_Move <gen>
Cinematic - Clear the screen of text messages for (All players) .
Cinematic - Fade in over 1.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
-------- Player 1 --------
Trigger - Run Spawn_P1 <gen> (checking conditions)
-------- Player 2 --------
Trigger - Run Spawn_P2 <gen> (checking conditions)
-------- Player 3 --------
Trigger - Run Spawn_P3 <gen> (checking conditions)
-------- Player 4 --------
Trigger - Run Spawn_P4 <gen> (checking conditions)
Game - Enable pre-selection functionality ( Disable pre-selection circles, life bars, and object info)
Player - Change color of Player 1 (Red) to Maroon , Changing color of existing units
Player - Change color of Player 2 (Blue) to Maroon , Changing color of existing units
Player - Change color of Player 3 (Teal) to Maroon , Changing color of existing units
Player - Change color of Player 4 (Purple) to Maroon , Changing color of existing units
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Enemy
Player - Make Player 1 (Red) treat Neutral Passive as an Enemy
Player - Make Player 2 (Blue) treat Neutral Passive as an Enemy
Player - Make Player 3 (Teal) treat Neutral Passive as an Enemy
Player - Make Player 4 (Purple) treat Neutral Passive as an Enemy
Trigger - Run Multiboard <gen> (checking conditions)
Wait 5.00 seconds
Trigger - Turn on Ma_Ale <gen>
Kill choose
Events
Player - Player 1 (Red) types a chat message containing -k (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Set Variable Set KillsToWin = (Integer((Substring((Entered chat string), 4, (Length of (Entered chat string))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
KillsToWin Greater than 0
Then - Actions
Trigger - Turn off (This trigger)
Else - Actions
Game - Display to (All players) for 15.00 seconds the text: |c00FF0000Invalid Number!|r
Spawn P1
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to User
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 10.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 25.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 40.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 60.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 75.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
Unit - Create 1 . Dalaran Occupant for Player 1 (Red) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Camera - Pan camera for Player 1 (Red) to (Position of (Last created unit)) over 1.00 seconds
Unit Group - Add (Last created unit) to Targets_Group
Else - Actions
Spawn P2
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to User
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 10.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 25.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 40.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 60.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 75.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
Unit - Create 1 . Dalaran Occupant for Player 2 (Blue) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Camera - Pan camera for Player 2 (Blue) to (Position of (Last created unit)) over 1.00 seconds
Unit Group - Add (Last created unit) to Targets_Group
Else - Actions
Spawn P3
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to User
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 10.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 25.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 40.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 60.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 75.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
Unit - Create 1 . Dalaran Occupant for Player 3 (Teal) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Camera - Pan camera for Player 3 (Teal) to (Position of (Last created unit)) over 1.00 seconds
Unit Group - Add (Last created unit) to Targets_Group
Else - Actions
Spawn P4
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to User
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 10.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 25.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 40.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 60.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 75.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random percentage) Less than or equal to 100.00
Then - Actions
Unit - Create 1 . Dalaran Occupant for Player 4 (Purple) at (Random point in MoveBoundaries <gen>) facing Default building facing degrees
Else - Actions
Camera - Pan camera for Player 4 (Purple) to (Position of (Last created unit)) over 1.00 seconds
Unit Group - Add (Last created unit) to Targets_Group
Else - Actions
Random Move
Events
Time - Every 1.50 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Units in (Entire map) matching (((Owner of (Matching unit)) Equal to Neutral Passive) and (((Matching unit) is in Static_Group.) Equal to False)))) to Move To . (Random point in MoveBoundaries <gen>)
Decoy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Decoy
Actions
Unit - Turn collision for (Triggering unit) Off .
Wait 0.01 seconds
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing (Facing of (Triggering unit)) degrees
AI - Ignore (Last created unit) 's guard position
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Unit - Remove Assasinate from (Last created unit)
Unit - Remove Decoy from (Last created unit)
Unit - Remove Track from (Last created unit)
Unit - Turn collision for (Last created unit) Off .
Unit - Turn collision for (Last created unit) On .
Wait 0.01 seconds
Unit - Turn collision for (Triggering unit) On .
Disguise
Events
Unit - A unit Starts the effect of an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Unit-type of (Target unit of ability being cast)) Equal to Dalaran Occupant
(Ability being cast) Equal to Disguise
Actions
Unit Group - Remove (Triggering unit) from Targets_Group .
Unit - Replace (Triggering unit) with a (Unit-type of (Target unit of ability being cast)) using The old unit's relative life and mana
Selection - Select (Last replaced unit) for (Owner of (Triggering unit))
Player - Disable Disguise for (Owner of (Triggering unit))
Unit Group - Add (Last replaced unit) to Targets_Group
Wait 300.00 seconds
Player - Enable Disguise for (Owner of (Triggering unit))
Multiboard
Events
Conditions
Actions
Multiboard - Create a multiboard with 3 columns and 5 rows, titled Score (K/D): .
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
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to (|c00FF0000 + ((Name of Player 1 (Red)) + |r))
Else - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to |c00808080Empty|r
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
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to (|c000000FF + ((Name of Player 2 (Blue)) + |r))
Else - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to |c00808080Empty|r
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
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to (|c0000FFFF + ((Name of Player 3 (Teal)) + |r))
Else - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to |c00808080Empty|r
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
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to (|c00400080 + ((Name of Player 4 (Purple)) + |r))
Else - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to |c00808080Empty|r
Multiboard - Maximize (Last created multiboard)
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 1 to 7.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 2 to 7.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 3 to 7.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 4 to 7.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 5 to 7.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 1 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 2 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 3 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 4 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 5 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3 , row 1 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3 , row 2 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3 , row 3 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3 , row 4 to 2.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 3 , row 5 to 2.00 % of the total screen width
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 1 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 2 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 3 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 4 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 1 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 2 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 3 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 4 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 3 , row 1 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 3 , row 2 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 3 , row 3 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 3 , row 4 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 1 , row 5 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 2 , row 5 to Show text and Hide icons
Multiboard - Set the display style for (Last created multiboard) item in column 3 , row 5 to Show text and Show icons
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to 0
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to 0
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 3 to 0
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 4 to 0
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 1 to 0
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 2 to 0
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 3 to 0
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to Required Kills:
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 5 to (String(KillsToWin))
Multiboard - Set the text for (Last created multiboard) item in column 3 , row 5 to
Multiboard - Set the icon for (Last created multiboard) item in column 3 , row 5 to ReplaceableTextures\CommandButtons\BTNSacrifice.blp
Set Variable Set Multiboard = (Last created multiboard)
Kill
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in Targets_Group.) Equal to True
Actions
Unit - Remove (Load (Key Invis1.) of (Key (Triggering unit).) in Hashtable.) from the game
Unit - Remove (Load (Key Invis2.) of (Key (Triggering unit).) in Hashtable.) from the game
Unit - Remove (Load (Key Invis3.) of (Key (Triggering unit).) in Hashtable.) from the game
Unit - Remove (Load (Key Invis4.) of (Key (Triggering unit).) in Hashtable.) from the game
Unit - Remove (Load (Key Invis5.) of (Key (Triggering unit).) in Hashtable.) from the game
-------- Death --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set PlayerScoreDeath[1] = (PlayerScoreDeath[1] + 1)
Game - Display to (All players) for 6.00 seconds the text: ((|c00FF0000 + ((Name of Player 1 (Red)) + |r)) + has been slain!)
Wait 10.00 seconds
Trigger - Run Spawn_P1 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set PlayerScoreDeath[2] = (PlayerScoreDeath[2] + 1)
Game - Display to (All players) for 6.00 seconds the text: ((|c000000FF + ((Name of Player 2 (Blue)) + |r)) + has been slain!)
Wait 10.00 seconds
Trigger - Run Spawn_P2 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set PlayerScoreDeath[3] = (PlayerScoreDeath[3] + 1)
Game - Display to (All players) for 6.00 seconds the text: ((|c0000FFFF + ((Name of Player 3 (Teal)) + |r)) + has been slain!)
Wait 10.00 seconds
Trigger - Run Spawn_P3 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set PlayerScoreDeath[4] = (PlayerScoreDeath[4] + 1)
Game - Display to (All players) for 6.00 seconds the text: ((|c00400080 + ((Name of Player 4 (Purple)) + |r)) + has been slain!)
Wait 10.00 seconds
Trigger - Run Spawn_P4 <gen> (checking conditions)
Else - Actions
-------- Kill --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set PlayerScoreKill[1] = (PlayerScoreKill[1] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayerScoreKill[1] Greater than or equal to KillsToWin
Then - Actions
Game - Display to (All players) for 30 seconds the text: (|c00FF0000 + ((Name of Player 1 (Red)) + |r wins!))
Cinematic - Fade in over 100000000.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 15.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set PlayerScoreKill[2] = (PlayerScoreKill[2] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayerScoreKill[2] Greater than or equal to KillsToWin
Then - Actions
Game - Display to (All players) for 30 seconds the text: (|c000000FF + ((Name of Player 2 (Blue)) + |r wins!))
Cinematic - Fade in over 100000000.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 15.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set PlayerScoreKill[3] = (PlayerScoreKill[3] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayerScoreKill[3] Greater than or equal to KillsToWin
Then - Actions
Game - Display to (All players) for 30 seconds the text: (|c0000FFFF + ((Name of Player 3 (Teal)) + |r wins!))
Cinematic - Fade in over 100000000.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 15.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Defeat!
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set PlayerScoreKill[4] = (PlayerScoreKill[4] + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PlayerScoreKill[4] Greater than or equal to KillsToWin
Then - Actions
Game - Display to (All players) for 30 seconds the text: (|c00400080 + ((Name of Player 4 (Purple)) + |r wins!))
Cinematic - Fade in over 100000000.00 seconds using texture Black Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 15.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Else - Actions
Else - Actions
Multiboard - Set the text for Multiboard item in column 2 , row 1 to (String(PlayerScoreKill[1]))
Multiboard - Set the text for Multiboard item in column 2 , row 2 to (String(PlayerScoreKill[2]))
Multiboard - Set the text for Multiboard item in column 2 , row 3 to (String(PlayerScoreKill[3]))
Multiboard - Set the text for Multiboard item in column 2 , row 4 to (String(PlayerScoreKill[4]))
Multiboard - Set the text for Multiboard item in column 3 , row 1 to (String(PlayerScoreDeath[1]))
Multiboard - Set the text for Multiboard item in column 3 , row 2 to (String(PlayerScoreDeath[2]))
Multiboard - Set the text for Multiboard item in column 3 , row 3 to (String(PlayerScoreDeath[3]))
Multiboard - Set the text for Multiboard item in column 3 , row 4 to (String(PlayerScoreDeath[4]))
Portal In
Events
Unit - A unit enters PortToTower <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect at (Center of PortToTower <gen>) using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Special Effect - Create a special effect at (Center of PortIn <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Unit - Move (Triggering unit) instantly to (Center of PortIn <gen>)
Wait 2 seconds
Trigger - Turn on (This trigger)
Portal Out
Events
Unit - A unit enters PortOutOfTower <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect at (Center of PortOutOfTower <gen>) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl
Special Effect - Create a special effect at (Center of PortOut <gen>) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Unit - Move (Triggering unit) instantly to (Center of PortOut <gen>)
Wait 2 seconds
Trigger - Turn on (This trigger)
Satan
Events
Unit - A unit enters Satan <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect at (Center of Satan <gen>) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Create 1 . Demon Hunter for Neutral Passive at (Center of Satan <gen>) facing 0.00 degrees
Unit - Add a 90.00 second Animate Dead expiration timer to (Last created unit)
Unit - Order (Last created unit) to Follow . (Entering unit)
Wait 180.00 seconds
Trigger - Turn on (This trigger)
Ma Ale
Events
Unit - A unit comes within 250.00 of Mountain King 0108 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Order Mountain King 0108 <gen> to Human Mountain King - Storm Bolt . (Triggering unit)
Cinematic - Send transmission to (All allies of (Owner of (Triggering unit)).) from Mountain King 0108 <gen> named Brann : Play No sound and display No one ain't touching m'ale! . Modify duration: Set to 3.00 seconds and Wait
Unit - Make Mountain King 0108 <gen> face 75.00 over 0.80 seconds
Wait 20.00 seconds
Trigger - Turn on (This trigger)
Invis1 In
Events
Unit - A unit enters StaticInvis1 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Victim
(Owner of (Triggering unit)) Not equal to Neutral Extra
(Owner of (Triggering unit)) Not equal to Neutral Passive
(Unit-type of (Triggering unit)) Not equal to Revealer
And - All (Conditions) are true
Conditions
(Dalaran Occupant 0091 <gen> is alive) Equal to True
(Dalaran Occupant 0092 <gen> is alive) Equal to True
(Dalaran Occupant 0093 <gen> is alive) Equal to True
(Dalaran Occupant 0094 <gen> is alive) Equal to True
Actions
Unit - Add Hide to (Triggering unit)
Unit - Create 1 . Revealer for (Owner of (Triggering unit)) at (Center of StaticInvis1 <gen>) facing Default building facing degrees
Hashtable - Save Handle Of (Last created unit) as (Key Invis1.) of (Key (Triggering unit).) in Hashtable .
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Invis1 Out
Events
Unit - A unit leaves StaticInvis1 <gen>
Conditions
Actions
Unit - Remove Hide from (Triggering unit)
Unit - Remove (Load (Key Invis1.) of (Key (Triggering unit).) in Hashtable.) from the game
Invis2 In
Events
Unit - A unit enters StaticInvis2 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Victim
(Owner of (Triggering unit)) Not equal to Neutral Extra
(Owner of (Triggering unit)) Not equal to Neutral Passive
(Unit-type of (Triggering unit)) Not equal to Revealer
And - All (Conditions) are true
Conditions
(Dalaran Occupant 0098 <gen> is alive) Equal to True
(Dalaran Occupant 0097 <gen> is alive) Equal to True
(Dalaran Occupant 0100 <gen> is alive) Equal to True
(Dalaran Occupant 0099 <gen> is alive) Equal to True
Actions
Unit - Add Hide to (Triggering unit)
Unit - Create 1 . Revealer for (Owner of (Triggering unit)) at (Center of StaticInvis2 <gen>) facing Default building facing degrees
Hashtable - Save Handle Of (Last created unit) as (Key Invis2.) of (Key (Triggering unit).) in Hashtable .
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Invis2 Out
Events
Unit - A unit leaves StaticInvis2 <gen>
Conditions
Actions
Unit - Remove Hide from (Triggering unit)
Unit - Remove (Load (Key Invis2.) of (Key (Triggering unit).) in Hashtable.) from the game
Invis3 In
Events
Unit - A unit enters StaticInvis3 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Victim
(Owner of (Triggering unit)) Not equal to Neutral Extra
(Owner of (Triggering unit)) Not equal to Neutral Passive
(Unit-type of (Triggering unit)) Not equal to Revealer
And - All (Conditions) are true
Conditions
(Dalaran Occupant 0101 <gen> is alive) Equal to True
(Dalaran Occupant 0103 <gen> is alive) Equal to True
(Dalaran Occupant 0102 <gen> is alive) Equal to True
(Dalaran Occupant 0104 <gen> is alive) Equal to True
Actions
Unit - Add Hide to (Triggering unit)
Unit - Create 1 . Revealer for (Owner of (Triggering unit)) at (Center of StaticInvis3 <gen>) facing Default building facing degrees
Hashtable - Save Handle Of (Last created unit) as (Key Invis3.) of (Key (Triggering unit).) in Hashtable .
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Invis3 Out
Events
Unit - A unit leaves StaticInvis3 <gen>
Conditions
Actions
Unit - Remove Hide from (Triggering unit)
Unit - Remove (Load (Key Invis3.) of (Key (Triggering unit).) in Hashtable.) from the game
Invis4 In
Events
Unit - A unit enters StaticInvis4 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Victim
(Owner of (Triggering unit)) Not equal to Neutral Extra
(Owner of (Triggering unit)) Not equal to Neutral Passive
(Unit-type of (Triggering unit)) Not equal to Revealer
And - All (Conditions) are true
Conditions
(Dalaran Occupant 0084 <gen> is alive) Equal to True
(Dalaran Occupant 0030 <gen> is alive) Equal to True
(Dalaran Occupant 0020 <gen> is alive) Equal to True
(Dalaran Occupant 0019 <gen> is alive) Equal to True
Actions
Unit - Add Hide to (Triggering unit)
Unit - Create 1 . Revealer for (Owner of (Triggering unit)) at (Center of StaticInvis4 <gen>) facing Default building facing degrees
Hashtable - Save Handle Of (Last created unit) as (Key Invis4.) of (Key (Triggering unit).) in Hashtable .
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Invis4 Out
Events
Unit - A unit leaves StaticInvis4 <gen>
Conditions
Actions
Unit - Remove Hide from (Triggering unit)
Unit - Remove (Load (Key Invis4.) of (Key (Triggering unit).) in Hashtable.) from the game
Invis5 In
Events
Unit - A unit enters StaticInvis5 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
(Owner of (Triggering unit)) Not equal to Neutral Victim
(Owner of (Triggering unit)) Not equal to Neutral Extra
(Owner of (Triggering unit)) Not equal to Neutral Passive
(Unit-type of (Triggering unit)) Not equal to Revealer
And - All (Conditions) are true
Conditions
(Dalaran Occupant 0084 <gen> is alive) Equal to True
(Dalaran Occupant 0030 <gen> is alive) Equal to True
(Dalaran Occupant 0020 <gen> is alive) Equal to True
(Dalaran Occupant 0019 <gen> is alive) Equal to True
Actions
Unit - Add Hide to (Triggering unit)
Unit - Create 1 . Revealer for (Owner of (Triggering unit)) at (Center of StaticInvis5 <gen>) facing Default building facing degrees
Hashtable - Save Handle Of (Last created unit) as (Key Invis5.) of (Key (Triggering unit).) in Hashtable .
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Invis5 Out
Events
Unit - A unit leaves StaticInvis5 <gen>
Conditions
Actions
Unit - Remove Hide from (Triggering unit)
Unit - Remove (Load (Key Invis5.) of (Key (Triggering unit).) in Hashtable.) from the game
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