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Triggers
civilizations 2p.w3x
Variables
Initialization
Melee Initialization
multiboard
new farm p1
new farm p2
destroyed farm p1
destroyed farm p2
vic p1
vic p2
alt vic p1
alt vic p2
woman forage
wolves
wolves 2
wolves 3
wolves 4
kill wolves
kill wolves 2
kill wolves 3
kill wolves 4
turn on wolves 2
turn on wolves 3
turn on wolves 4
roving monsters
deer gold
more deer
birth boy
birth girl
boy grows 1
girl grows 1
boy grows 2
girl grows 2
arm worker
back to worker
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
Farmcount1
integer
Yes
Farmcount2
integer
Yes
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)
Player - Set Player 1 (Red) . Current gold to 100
Player - Set Player 2 (Blue) . Current gold to 100
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Trigger - Turn off wolves_2 <gen>
Trigger - Turn off wolves_3 <gen>
Trigger - Turn off wolves_4 <gen>
multiboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and 2 rows, titled Farms built by each player .
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to P1:
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 1 , row 2 to P2:
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to 0
Multiboard - Show (Last created multiboard)
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 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
new farm p1
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Variable Set Farmcount1[(Player number of (Triggering player))] = (Farmcount1[(Player number of (Triggering player))] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to (String(Farmcount1[(Player number of (Triggering player))]))
new farm p2
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Variable Set Farmcount2[(Player number of (Triggering player))] = (Farmcount2[(Player number of (Triggering player))] + 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(Farmcount2[(Player number of (Triggering player))]))
destroyed farm p1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Variable Set Farmcount1[(Player number of (Triggering player))] = (Farmcount1[(Player number of (Triggering player))] - 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to (String(Farmcount1[(Player number of (Triggering player))]))
destroyed farm p2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Variable Set Farmcount2[(Player number of (Triggering player))] = (Farmcount2[(Player number of (Triggering player))] - 1)
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(Farmcount2[(Player number of (Triggering player))]))
vic p1
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Conditions
Farmcount1[(Player number of (Triggering player))] Equal to 50
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
vic p2
Events
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Conditions
Farmcount2[(Player number of (Triggering player))] Equal to 50
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
alt vic p1
Events
Unit - A unit Dies
Conditions
(Number of units in (Units owned by Player 2 (Blue).)) Equal to 0
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
alt vic p2
Events
Unit - A unit Dies
Conditions
(Number of units in (Units owned by Player 1 (Red).)) Equal to 0
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
woman forage
Events
Unit - A unit owned by Player 1 (Red) . Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Woman
Actions
Player - Add 1 to Player 1 (Red) . Current gold
wolves
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
wolves 2
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
wolves 3
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
wolves 4
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Timber Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Giant Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Dire Wolf for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
kill wolves
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
kill wolves 2
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
kill wolves 3
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
kill wolves 4
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Timber Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Giant Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
Unit - Kill (Random unit from (Units owned by Neutral Hostile of type Dire Wolf))
turn on wolves 2
Events
Time - Elapsed game time is 500.00 seconds
Conditions
Actions
Trigger - Turn on wolves_2 <gen>
turn on wolves 3
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Trigger - Turn on wolves_3 <gen>
turn on wolves 4
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Trigger - Turn on wolves_4 <gen>
roving monsters
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Random 1 units from (Units in (Playable map area) owned by Neutral Hostile)) to Attack-Move To . (Random point in (Playable map area))
deer gold
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Deer
Actions
Player - Add 10 to (Owner of (Killing unit)) . Current gold
more deer
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Deer for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
birth boy
Events
Time - Every 10.00 seconds of game time
Conditions
(Random real number between 1.00 and 100.00) Greater than or equal to 50.00
Actions
Unit - Create 1 . Boy for Player 1 (Red) at (Position of (Random unit from (Units owned by Player 1 (Red) of type Woman))) facing Default building facing degrees
Unit - Create 1 . Boy for Player 2 (Blue) at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Woman))) facing Default building facing degrees
birth girl
Events
Time - Every 10.00 seconds of game time
Conditions
(Random real number between 1.00 and 100.00) Less than or equal to 49.00
Actions
Unit - Create 1 . Girl for Player 1 (Red) at (Position of (Random unit from (Units owned by Player 1 (Red) of type Woman))) facing Default building facing degrees
Unit - Create 1 . Girl for Player 2 (Blue) at (Position of (Random unit from (Units owned by Player 2 (Blue) of type Woman))) facing Default building facing degrees
boy grows 1
Events
Unit - A unit owned by Player 1 (Red) . Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Boy
Actions
Unit - Replace (Triggering unit) with a Man (worker) using The old unit's relative life and mana
girl grows 1
Events
Unit - A unit owned by Player 1 (Red) . Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Girl
Actions
Unit - Replace (Triggering unit) with a Woman using The old unit's relative life and mana
boy grows 2
Events
Unit - A unit owned by Player 2 (Blue) . Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Boy
Actions
Unit - Replace (Triggering unit) with a Man (worker) using The old unit's relative life and mana
girl grows 2
Events
Unit - A unit owned by Player 2 (Blue) . Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Girl
Actions
Unit - Replace (Triggering unit) with a Woman using The old unit's relative life and mana
arm worker
Events
Unit - A unit Begins casting an ability
Conditions
((Triggering unit) is A peon-type unit) Equal to True
(Ability being cast) Equal to Take up arms!
(Target unit of ability being cast) Equal to (Random unit from (Units owned by (Owner of (Triggering unit)) of type Armory))
Actions
Unit - Replace (Triggering unit) with a Man (warrior) using The old unit's relative life and mana
back to worker
Events
Unit - A unit Begins casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Man (warrior)
Actions
Unit - Replace (Triggering unit) with a Man (worker) using The old unit's relative life and mana
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