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Triggers
Clash of the Footmen v G-Final 2.w3x
Variables
Initialization
Map Credits:
Additions By:
Initialization
Remove Unused
Leaderboard
Leaderboard Init
Update Leaderboard
Race Picker
Builds Altar
Hero Trained
Spawn Units
New Create Footmen
Detect Defeat
Player Dies
Winning
Detect Victory
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
ActivePlayers
force
No
Player
player
Yes
Score
integer
Yes
SpawnRegion
rect
Yes
Team
force
Yes
TeamAlive
boolean
Yes
true
TotalAliveTeams
integer
No
Map by: NAGA_Bruce & Soopa-Pimp
Lead Tester: motive
Special Thanks: Hoophca[AoA], motive
Send E-mail to: [email protected]
- Suggestions, Comments, Or Bugs!
Additions by: Hoophca[AoA]
Props AoA clan
E-mail: [email protected]
Chan#: Clan A0A (yes, with a zero)
Homepage: www.geocities.com/sophosneko/ (temporarily)
Initialization
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Terrain with the description In Clash of the Footmen v G-7.00 and up will include a newly created terrain from all of the previous versions of Clash of the Footmen Gold. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleDoodads.blp
Quest - Create a Required quest titled Version Gold with the description Clash of the Footmen Gold is made up from the original Clash of the Footmen By: NAGA_Bruce, Clash of the Footmen Gold By: Soopa-Pimp with the help of NAGA_Bruce , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Quest - Create a Required quest titled Version 8.00 with the description In version 8.00, I have finished my website, http://soopa.tk, which is a re-direct to http://angelfire.com/mech/soopa.With version 1.14 of Warcraft III out, this map is automaticlly re-balanced (Agility for heroes wasn't working properly for version 1.13)Also, because of the 1.13 patch, I was able to fix all of the effects and buffs of the custom spells, making them truely custom! I also completely re-made the towers, now they are just arrow towers that are powerful. the Guard Towers SHOULD hit up to 3 enemy units at a time, please E-mail me if you notice that it isn't working. [email protected] , using icon path ReplaceableTextures\CommandButtons\BTNFootman.blp
Quest - Create a Required quest titled v G-10.00 with the description In Clash of the Footmen Gold 10.00, there have been many balanced changes. The Shadow Archer has lost Stealth Run, and gained Scout. Her spells have been balanced. The Swordsman's Stats and spells have been changed also, he is now a better hero. The Bonemancer has been re-balanced, his spells have been reduced. , using icon path ReplaceableTextures\CommandButtons\BTNAbsorbMagic.blp
Quest - Create a Required quest titled Final Version with the description This is the Final version of Clash of the Footmen Gold. There have been bugs fixed, and slightly more balanced. I fixed the Far Seer, which somehow gained the Tranquility ability, and I took out Far Sight and replaced it with Lightning Strike, which is much like Searing Arrows. , using icon path UI\Minimap\MinimapIconCreepLoc2.blp
Quest - Create a Required quest titled Thanks with the description I want to thank many people. First, the people at my old school, Coshocton High School, in Coshcoton, Ohio. If it wasn't for the people in that school, I probably wouldn't even have thought about buying Warcraft 3 and TFT. I also want to thank people that you should at least have heard about. I want to thank Duke Wintermaul, I know that his Wintermaul TD don't have anything to do with Footmen wars, but I wanted to just point out the his TD is the best. I also want to thank NAGA_Bruce, of course for making this map, and actully caring about balanced. Those are all the people I want to thank...for now. Thanks Guys! , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Quest - Create a Optional quest titled Information with the description Here is some general Information. First, I put all of my Clash of the Footmen Gold maps on www.warcraftiii.net, also, I every now and then upgrade my own website, so the newest version can sometimes be there. http://soopa-pimp.tripod.com. If you want to contact me about anything, my Email address is [email protected]. I also want to make another footmen map, but I can't do anything with triggers, so someone would need to help me, if you are interested, Email me! , using icon path ReplaceableTextures\WorldEditUI\DoodadPlaceholder.blp
Quest - Create a Optional quest titled Custom Spells with the description In Clash of the Footmen v G-7.00 and up All 7 custom heroes, have all custom spells. Many of these spells are very interesting, and none of them should be over looked. In version 8.00 and up, all spells have their own custom made effect/buffs! So now, when a unit is under Frozen Aura, it won't show up as Unholy Aura! , using icon path ReplaceableTextures\CommandButtons\BTNBlizzard.blp
Quest - Create a Optional quest titled Custom Items with the description In Clash of the Footmen Gold, there have been many custom items added, all of which are balanced, in power, and in cost. The 5 custom items are:- Orb of Auras- Excalibur- Bracers of Haste- Lion's Ring- Wand of Visability , using icon path ReplaceableTextures\CommandButtons\BTNRingLionHead.blp
Quest - Create a Optional quest titled v G-11.00 with the description Well, I've realized how overpowered the Shadow Archer really was, so now I really nerfed her. How ever, she is still VERY good! So give the NEW Shadow Archer a spin! Tell me what you think about the new Shadow Archer! http://soopa.tk [email protected] , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled 8.00 Upgrades with the description In Clash of the Footmen v G-8.00, there are major changes in the Footmen Upgrades. For the sake of balance, bash has been removed. Now there is Critical Strike, Cleaving Strike, Evasion, and Advanced War Training. , using icon path ReplaceableTextures\CommandButtons\BTNBox.blp
Quest - Create a Optional quest titled Custom Heroes with the description Clash of the Footmen Gold includes 7, well balanced, custom heroes, all custom heroes have custom spells. The custom heroes in Clash of the Footmen Gold are:- Novamancer- Electromancer- Pyromancer- Bonemancer- Shadow Archer- Holy Knight- Swordsman , using icon path ReplaceableTextures\CommandButtons\BTNAltarOfKings.blp
Quest - Create a Required quest titled Spell Changes with the description In Clash of the Footmen v G-7.00 and up, all normal spells, go to level 4 instead of level 3. Many people would say that doing something like this would make the map very unbalanced, but because of how powerful footmen can get from a few upgrades, this was needed. , using icon path ReplaceableTextures\CommandButtons\BTNGlacier.blp
Quest - Create a Optional quest titled Website and Forums with the description I now have a website and forums for all my map making! http://soopa.tk -or- http://angelfire.com/mech/soopa. There are many links to my forums from the website. , using icon path ReplaceableTextures\WorldEditUI\StartingLocation.blp
Quest - Create a Required quest titled Gold Change with the description In Clash of the Footmen v G-7.00 and up some slight gold changes have been made, you now get 200 gold for killing a hero, up from 100. You now get 30 gold per footmen kill, up from 25. , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Game - Display to (All players) the text: |cffffcc00Build an Altar to choose a Hero!|rPress F9 to see major changes and information about the map, and the creators!
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
-------- Added Triggers By Hoophca[AoA] --------
Set Variable Set Player[1] = Player 1 (Red)
Set Variable Set Player[2] = Player 2 (Blue)
Set Variable Set Player[3] = Player 3 (Teal)
Set Variable Set Player[4] = Player 4 (Purple)
Set Variable Set Player[5] = Player 5 (Yellow)
Set Variable Set Player[6] = Player 6 (Orange)
Set Variable Set Player[7] = Player 7 (Green)
Set Variable Set Player[8] = Player 8 (Pink)
Set Variable Set Player[9] = Player 9 (Gray)
Set Variable Set Player[10] = Player 10 (Light Blue)
Set Variable Set Player[11] = Player 11 (Dark Green)
Set Variable Set Player[12] = Player 12 (Brown)
For each (Integer A) from 1 to 4 , do (Set VariableSet Team[(Integer A)] = (All allies of Player[(3 x (Integer A))].))
For each (Integer A) from 1 to 12 , do (If ((Player[(Integer A)] slot status) Equal to Is playing) then do (Add Player[(Integer A)] to ActivePlayers) else do (Do nothing))
Set Variable Set SpawnRegion[1] = PlayerSpawn01 <gen>
Set Variable Set SpawnRegion[2] = PlayerSpawn02 <gen>
Set Variable Set SpawnRegion[3] = PlayerSpawn03 <gen>
Set Variable Set SpawnRegion[4] = PlayerSpawn04 <gen>
Set Variable Set SpawnRegion[5] = PlayerSpawn05 <gen>
Set Variable Set SpawnRegion[6] = PlayerSpawn06 <gen>
Set Variable Set SpawnRegion[7] = PlayerSpawn07 <gen>
Set Variable Set SpawnRegion[8] = PlayerSpawn08 <gen>
Set Variable Set SpawnRegion[9] = PlayerSpawn09 <gen>
Set Variable Set SpawnRegion[10] = PlayerSpawn10 <gen>
Set Variable Set SpawnRegion[11] = PlayerSpawn11 <gen>
Set Variable Set SpawnRegion[12] = PlayerSpawn12 <gen>
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Set Variable Set Score[(Integer A)] = "0"
Trigger - Run Remove_Unused <gen> (ignoring conditions)
-------- End Added Triggers By Hoophca[AoA] --------
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 10
Player - Turn Gives bounty On for (Picked player)
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Battlefield <gen>
Selection - Select (Random unit from (Units owned by (Picked player) of type Hero Race Selector)) for (Picked player)
Wait 20.00 seconds
Quest - Display to (All players) the Hint message: You can upgrade your footmen and revive your heroes at your Barracks!If your barracks is destroyed, you lose!
Remove Unused
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
-------- Edited Triggers By Hoophca[AoA] --------
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Not equal to Is playing
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
-------- Added Display if player leaves --------
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player[(Integer A)] slot status) Not equal to Is playing
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player[(Integer A)] is in ActivePlayers.) Equal to True
Then - Actions
Game - Display to (All players) the text: ((Name of Player[(Integer A)]) + has left the game!)
Player Group - Remove Player[(Integer A)] from ActivePlayers .
Leaderboard - Remove Player[(Integer A)] from (Last created leaderboard) .
Else - Actions
Do nothing
Else - Actions
Do nothing
Trigger - Run Detect_Victory <gen> (ignoring conditions)
-------- End Edited Triggers By Hoophca[AoA] --------
Leaderboard Init
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Player Group - Pick every player in ActivePlayers and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
Leaderboard - Show (Last created leaderboard)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Update Leaderboard
Events
Unit - A unit Dies
Conditions
Actions
Set Variable Set Score[(Player number of (Owner of (Killing unit)))] = (Score[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Score[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Builds Altar
Events
Unit - A unit Finishes construction
Conditions
Actions
Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type Hero Race Selector)) from the game
Hero Trained
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 (Triggering unit)) Not equal to Barracks (Mad)
Then - Actions
Unit - Remove (Triggering unit) from the game
Else - Actions
Changed this trigger so that you don't get footmen when your barracks is gone and you don't leave the game.
New Create Footmen
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player[(Integer A)] is in ActivePlayers.) Equal to True
Then - Actions
Unit - Create 1 Footman (Mad) for Player[(Integer A)] at (Center of SpawnRegion[(Integer A)]) facing (Center of Battlefield <gen>)
Else - Actions
Hoophca: Cut other 12 Player die triggers into 1 with less lines and more efficient.
Bruce: I had to change this function, due to a bug in TFT 1.11. If you 'Defeat' a player, all other players in the game lost their tooltips and mouse-over hp bars. Now, we just remove the units and let them observe.
Player Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Barracks (Mad)
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + has been defeated!)
Player Group - Remove (Owner of (Dying unit)) from ActivePlayers .
Leaderboard - Remove (Owner of (Dying unit)) from (Last created leaderboard) .
-------- NAGA_Bruce added triggers --------
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
-------- End NAGA_Bruce added triggers --------
Trigger - Run Detect_Victory <gen> (ignoring conditions)
Every team with a living member will get a 'TeamAlive = True' setting, used to calculate Victory from amount of living teams.
If total Teams that are alive are 1 or less - so only 1 team or somehow it screwed up - then it gives victory to the living team(s), and defeat to the others.
The edited portion was checking to see if they were playing, but you had this "ActivePlayers" unit group that you set up and never used. I used it here since players are no longer "defeated" upon Barracks destruction and may remain in-game as observers.
Detect Victory
Events
Conditions
Actions
For each (Integer A) from 1 to 4 , do (Set VariableSet TeamAlive[(Integer A)] = "false")
-------- Edited by NAGA_Bruce --------
For each (Integer A) from 1 to 4 , do (Pick every player in Team[(Integer A)] and do (If (((Picked player) is in ActivePlayers.) Equal to True) then do (Set VariableSet TeamAlive[(Integer A)] = "true") else do (Do nothing)))
-------- End Edited by NAGA_Bruce --------
Set Variable Set TotalAliveTeams = "0"
For each (Integer A) from 1 to 4 , do (If (TeamAlive[(Integer A)] Equal to True) then do (Set VariableSet TotalAliveTeams = (TotalAliveTeams + 1)) else do (Do nothing))
If (TotalAliveTeams Less than or equal to 1) then do (For each (Integer A) from 1 to 4, do (If (TeamAlive[(Integer A)] Equal to True) then do (Pick every player in Team[(Integer A)] and do (Victory (Picked player) (Show dialogs, Show scores))) else do (Pick every player in Team[(Integer A)] and do (Defeat (Picked player) with the message: Defeat!)))) else do (Do nothing)
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