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If (((Player 1 (Red) slot status) Equal to Is playing) and ((Player 1 (Red) controller) Equal to User)) then do (Set VariableSet red = "true") else do (Set VariableSet red = "false")
If (((Player 2 (Blue) slot status) Equal to Is playing) and ((Player 2 (Blue) controller) Equal to User)) then do (Set VariableSet blue = "true") else do (Set VariableSet blue = "false")
If (((Player 3 (Teal) slot status) Equal to Is playing) and ((Player 3 (Teal) controller) Equal to User)) then do (Set VariableSet teal = "true") else do (Set VariableSet teal = "false")
If (((Player 4 (Purple) slot status) Equal to Is playing) and ((Player 4 (Purple) controller) Equal to User)) then do (Set VariableSet purple = "true") else do (Set VariableSet purple = "false")
If (((Player 5 (Yellow) slot status) Equal to Is playing) and ((Player 5 (Yellow) controller) Equal to User)) then do (Set VariableSet yellow = "true") else do (Set VariableSet yellow = "false")
If (((Player 6 (Orange) slot status) Equal to Is playing) and ((Player 6 (Orange) controller) Equal to User)) then do (Set VariableSet orange = "true") else do (Set VariableSet orange = "false")
If (((Player 7 (Green) slot status) Equal to Is playing) and ((Player 7 (Green) controller) Equal to User)) then do (Set VariableSet green = "true") else do (Set VariableSet green = "false")
If (((Player 8 (Pink) slot status) Equal to Is playing) and ((Player 8 (Pink) controller) Equal to User)) then do (Set VariableSet pink = "true") else do (Set VariableSet pink = "false")
If (red Equal to False) then do (Explode Keep 0384 <gen>.) else do (Do nothing)
If (blue Equal to False) then do (Explode Keep 0385 <gen>.) else do (Do nothing)
If (teal Equal to False) then do (Explode Keep 0388 <gen>.) else do (Do nothing)
If (purple Equal to False) then do (Explode Keep 0389 <gen>.) else do (Do nothing)
If (yellow Equal to False) then do (Explode Keep 0386 <gen>.) else do (Do nothing)
If (orange Equal to False) then do (Explode Keep 0387 <gen>.) else do (Do nothing)
Player Number
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Equal to 2
Then - Actions
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to 1 for Player 7 (Green)
Player - Set the current research level of Rhrt (Unexpected type: 'techcode') to 1 for Player 7 (Green)
Game - Display to (All players) the text: Online Player : 2
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Equal to 3
Then - Actions
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to 2 for Player 7 (Green)
Player - Set the current research level of Rhrt (Unexpected type: 'techcode') to 2 for Player 7 (Green)
Game - Display to (All players) the text: Online Player : 3
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Equal to 4
Then - Actions
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to 3 for Player 7 (Green)
Player - Set the current research level of Rhrt (Unexpected type: 'techcode') to 3 for Player 7 (Green)
Game - Display to (All players) the text: Online Player : 4
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Equal to 5
Then - Actions
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to 4 for Player 7 (Green)
Player - Set the current research level of Rhrt (Unexpected type: 'techcode') to 4 for Player 7 (Green)
Game - Display to (All players) the text: Online Player : 5
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player number of (Triggering player)) Equal to 6
Then - Actions
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to 5 for Player 7 (Green)
Player - Set the current research level of Rhrt (Unexpected type: 'techcode') to 5 for Player 7 (Green)
Game - Display to (All players) the text: Online Player : 6
Else - Actions
Elves Castle
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Keeper of the Grove
Actions
Unit - Make Elves Castle 0311 <gen> Vulnerable
Game - Display to (All players) the text: |CFFFFFF01News:|R The Elves King Has Been Kill.
Limits
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Limit training of House to 10 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Melee Camp to 1 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Armory to 1 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Lumber Mill to 1 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Mercenary Camp to 1 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Ranger Camp to 1 for (Picked player))
Player Group - Pick every player in (All players) and do (Limit training of Market to 1 for (Picked player))
Tower Destroy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Elves Protector
Actions
Game - Display to (All players) the text: |CFFFFFF01News:|R THE TOWER HAS BEEN DESTROY!!
Cinematic - Ping minimap for (All players) at (Position of (Dying unit)) for 4.00 seconds, using a Simple ping of color ( 100 %, 0.00 %, 0.00 %)
House
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to House
Actions
Unit - Create 1 . Worker for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Market
Events
Unit - A unit Finishes training a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Gold to Lumber [10] [Gold to lumber 1]
Then - Actions
Unit - Remove (Trained unit) from the game
Player - Add 10 to (Owner of (Trained unit)) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Gold to Lumber [100] [Gold to lumber 2]
Then - Actions
Unit - Remove (Trained unit) from the game
Player - Add 100 to (Owner of (Trained unit)) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Gold to Lumber [500] [Gold to lumber 3]
Then - Actions
Unit - Remove (Trained unit) from the game
Player - Add 500 to (Owner of (Trained unit)) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Lumber to Gold [10] [Lumber to Gold 1]
Then - Actions
Unit - Remove (Trained unit) from the game
Player - Add 10 to (Owner of (Trained unit)) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Lumber to Gold [100] [Lumber to Gold 2]
Then - Actions
Player - Add 100 to (Owner of (Trained unit)) . Current gold
Unit - Remove (Trained unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Trained unit)) Equal to Lumber to Gold [500] [Lumber to Gold 3]
Then - Actions
Player - Add 500 to (Owner of (Trained unit)) . Current gold
Unit - Remove (Trained unit) from the game
Else - Actions
North
Events
Destructible - Elven Gate 0002 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Outer Northern Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
North West
Events
Destructible - Elven Gate 0000 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Outer Northern West Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
West
Events
Destructible - Elven Gate 0001 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Outer Western Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
Inner West
Events
Destructible - Elven Gate 0004 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Inner Western Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
Inner North
Events
Destructible - Elven Gate 0005 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Inner Northern Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
Main Gate
Events
Destructible - Elven Gate 0003 <gen> dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01News:|R The Main Gate Has Been Destroy!!
Cinematic - Ping minimap for (All players) at (Position of (Dying destructible)) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
Defeat
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Trigger - Turn on Player_Number <gen>
Trigger - Run Player_Number <gen> (checking conditions)
Game - Display to (All players) for 30 seconds the text: |CFFFFFF01Objective:|R Destroy Elves Castle, In 1 Hour!
Cinematic - Ping minimap for (All players) at (Position of Elves Castle 0311 <gen>) for 10.00 seconds, using a Simple ping of color ( 55.00 %, 55.00 %, 1.00 %)
Wait 3.00 seconds
Countdown Timer - Start Defeat as a One-shot timer that will expire in 3600.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Defeat at :
Wait 3600.00 seconds
Countdown Timer - Destroy (Last created timer window)
Player Group - Pick every player in (All players) and do (Defeat (Picked player) with the message: Defeat!)
Victory
Events
Unit - Elves Castle 0311 <gen> Dies
Conditions
Actions
Unit - Pause all units
Trigger - Turn off Defeat <gen>
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Position of Elves Castle 0311 <gen>) over 0 seconds)
Player Group - Pick every player in (All players) and do (Lock camera target for (Picked player) to Elves Castle 0311 <gen>, offset by (0, 0) using Default rotation)
Cinematic - Disable user control for (All players) .
Wait 5.00 seconds
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
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