Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Classic Survival.w3x
Variables
Initialization
Melee Initialization
Detect Unit
Show Damages
Health MB Create
Health MB Update
Deaths
Item Stacking
Waves
Level 1 Initial Wave
Level 1 Wave 1
Level 1 Wave 2
Level 1 Wave 3
Level 1 Complete
Level 2 Wave 1
Level 2 Wave 2
Level 2 Wave 3
Level 2 Complete
Level 3 Wave 1
Level 3 Wave 2
Level 3 Wave 3
Level 3 Complete
Abilities
General Abilities
Commands
Heal
Sacred Relic
Inner Fire
Disarm
Replenishment Potion
Ring Gain
Ring Lose
Cleanse
Mark
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
Green
integer
Yes
Health
multiboard
No
Loc
location
No
NPC
unit
Yes
Quest
quest
Yes
QuestReq
questitem
Yes
Ready
integer
No
Red
integer
Yes
Wave
timer
Yes
Notes:
Terrain = FINISHED
Player Units = FINISHED
Enemy Waves = 10%
Items&NPC = 0%
Misc = Largely finished
Melee Initialization
Events
Map initialization
Conditions
Actions
Player - Set the current research level of Rhpt (Unexpected type: 'techcode') to 1 for Player 1 (Red)
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 1 for Player 3 (Teal)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 2 (Blue)
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 1 for Player 4 (Purple)
Game - Disable selection and deselection functionality ( Disable selection circles)
Game - Enable pre-selection functionality ( Disable pre-selection circles, life bars, and object info)
Game - Disable drag-selection functionality ( Disable drag-selection box)
Camera - Lock camera target for Player 1 (Red) to Priest 0011 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Footman 0001 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Archer 0013 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Sorceress 0012 <gen> , offset by ( 0 , 0 ) using Default rotation
Melee Game - Use melee time of day (for all players)
Melee Game - Run melee AI scripts (for computer players)
Set Variable Set Loc = (Center of (Playable map area))
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from Loc to a radius of 600.00 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from Loc to a radius of 600.00 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from Loc to a radius of 600.00 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from Loc to a radius of 600.00 .
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility from Loc to a radius of 600.00 .
Visibility - Create an initially Enabled visibility modifier for Neutral Hostile emitting Visibility across (Entire map)
Custom script: call RemoveLocation(udg_Loc)
Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Priest|rTaught in the arts of healing magic the priest is skilled with abilities of purity. His main roles are healing and supporting allies.
Game - Display to Player Group - Player 2 (Blue) the text: |cffffcc00Footman|rPhysically toughened and strengthend the footman can take some hard punches. His main roles are taking damage and supporting allies.
Game - Display to Player Group - Player 3 (Teal) the text: |cffffcc00Archer|rSkilled in the path of the bow the archer has trained tirelessly. Her main role is damage per second.
Game - Display to Player Group - Player 4 (Purple) the text: |cffffcc00Sorceress|rSkilled in the arts of arcanity the sorceress can cast spells with various effects. Her main roles are dealing damage and disabling enemies.
Selection - Select Priest 0011 <gen> for Player 1 (Red)
Selection - Select Footman 0001 <gen> for Player 2 (Blue)
Selection - Select Archer 0013 <gen> for Player 3 (Teal)
Selection - Select Sorceress 0012 <gen> for Player 4 (Purple)
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally
Detect Unit
Events
Unit - A unit enters (Playable map area)
Conditions
Actions
Trigger - Add to Show_Damages <gen> the event ((Triggering unit) Takes damage)
Show Damages
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Damage taken) Greater than 0.00
Then - Actions
Set Variable Set Loc = (Position of (Triggering unit))
Floating Text - Create floating text that reads (String((Integer((Damage taken))))) at Loc with Z offset 0 , using font size 8.00 , color ( 100.00 %, 18.80 %, 18.80 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
Health MB Create
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and 4 rows, titled Status .
Set Variable Set Health = (Last created multiboard)
Multiboard - Set the display style for Health item in column 2 , row 1 to Show text and Hide icons
Multiboard - Set the display style for Health item in column 2 , row 2 to Show text and Hide icons
Multiboard - Set the display style for Health item in column 2 , row 3 to Show text and Hide icons
Multiboard - Set the display style for Health item in column 2 , row 4 to Show text and Hide icons
Multiboard - Set the color for Health item in column 2 , row 1 to ( 25.50 %, 41.20 %, 88.20 %) with 0 % transparency
Multiboard - Set the color for Health item in column 2 , row 4 to ( 25.50 %, 41.20 %, 88.20 %) with 0 % transparency
Multiboard - Set the text for Health item in column 2 , row 2 to N/A
Multiboard - Set the text for Health item in column 2 , row 3 to N/A
Multiboard - Set the color for Health item in column 2 , row 2 to ( 50.00 %, 50.00 %, 50.00 %) with 0.00 % transparency
Multiboard - Set the color for Health item in column 2 , row 3 to ( 50.00 %, 50.00 %, 50.00 %) with 0.00 % transparency
Multiboard - Set the width for Health item in column 1 , row 1 to 4.50 % of the total screen width
Multiboard - Set the width for Health item in column 1 , row 2 to 4.50 % of the total screen width
Multiboard - Set the width for Health item in column 1 , row 3 to 4.50 % of the total screen width
Multiboard - Set the width for Health item in column 1 , row 4 to 4.50 % of the total screen width
Multiboard - Set the icon for Health item in column 1 , row 1 to ReplaceableTextures\CommandButtons\BTNPriest.blp
Multiboard - Set the icon for Health item in column 1 , row 2 to ReplaceableTextures\CommandButtons\BTNFootman.blp
Multiboard - Set the icon for Health item in column 1 , row 3 to ReplaceableTextures\CommandButtons\BTNHighElvenArcher.blp
Multiboard - Set the icon for Health item in column 1 , row 4 to ReplaceableTextures\CommandButtons\BTNSorceress.blp
Trigger - Run Health_MB_Update <gen> (checking conditions)
Multiboard - Maximize Health
Multiboard - Show Health
Health MB Update
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
-------- Health --------
Multiboard - Set the text for Health item in column 1 , row 1 to ((String((Integer((Percentage life of Priest 0011 <gen>))))) + %)
Multiboard - Set the text for Health item in column 1 , row 2 to ((String((Integer((Percentage life of Footman 0001 <gen>))))) + %)
Multiboard - Set the text for Health item in column 1 , row 3 to ((String((Integer((Percentage life of Archer 0013 <gen>))))) + %)
Multiboard - Set the text for Health item in column 1 , row 4 to ((String((Integer((Percentage life of Sorceress 0012 <gen>))))) + %)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Percentage life of Priest 0011 <gen>))) Greater than 50
Then - Actions
Set Variable Set Red[1] = (2 x (100 - (Integer((Percentage life of Priest 0011 <gen>)))))
Set Variable Set Green[1] = "100"
Else - Actions
Set Variable Set Green[1] = (2 x (Integer((Percentage life of Priest 0011 <gen>))))
Set Variable Set Red[1] = "100"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Percentage life of Footman 0001 <gen>))) Greater than 50
Then - Actions
Set Variable Set Red[2] = (2 x (100 - (Integer((Percentage life of Footman 0001 <gen>)))))
Set Variable Set Green[2] = "100"
Else - Actions
Set Variable Set Green[2] = (2 x (Integer((Percentage life of Footman 0001 <gen>))))
Set Variable Set Red[2] = "100"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Percentage life of Archer 0013 <gen>))) Greater than 50
Then - Actions
Set Variable Set Red[3] = (2 x (100 - (Integer((Percentage life of Archer 0013 <gen>)))))
Set Variable Set Green[3] = "100"
Else - Actions
Set Variable Set Green[3] = (2 x (Integer((Percentage life of Archer 0013 <gen>))))
Set Variable Set Red[3] = "100"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Percentage life of Sorceress 0012 <gen>))) Greater than 50
Then - Actions
Set Variable Set Red[4] = (2 x (100 - (Integer((Percentage life of Sorceress 0012 <gen>)))))
Set Variable Set Green[4] = "100"
Else - Actions
Set Variable Set Green[4] = (2 x (Integer((Percentage life of Sorceress 0012 <gen>))))
Set Variable Set Red[4] = "100"
Multiboard - Set the color for Health item in column 1 , row 1 to ( (Real(Red[1])) %, (Real(Green[1])) %, 0.00 %) with 0 % transparency
Multiboard - Set the color for Health item in column 1 , row 2 to ( (Real(Red[2])) %, (Real(Green[2])) %, 0.00 %) with 0 % transparency
Multiboard - Set the color for Health item in column 1 , row 3 to ( (Real(Red[3])) %, (Real(Green[3])) %, 0.00 %) with 0 % transparency
Multiboard - Set the color for Health item in column 1 , row 4 to ( (Real(Red[4])) %, (Real(Green[4])) %, 0.00 %) with 0 % transparency
-------- Mana --------
Multiboard - Set the text for Health item in column 2 , row 1 to ((String((Integer((Percentage mana of Priest 0011 <gen>))))) + %)
Multiboard - Set the text for Health item in column 2 , row 4 to ((String((Integer((Percentage mana of Sorceress 0012 <gen>))))) + %)
Deaths
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) belongs to an ally of Player 1 (Red).) Equal to True
(Unit-type of (Dying unit)) Not equal to DUMMY UNIT
(Unit-type of (Dying unit)) Not equal to Merchant
(Unit-type of (Dying unit)) Not equal to Pack Mule
Then - Actions
Game - Display to (All players) the text: (|cffffcc00 + ((Name of (Dying unit)) + |r has fallen in battle.))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Brood Mother
Then - Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Set Variable Set Loc = (Center of (Playable map area))
Special Effect - Create a special effect at Loc using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Item - Create Simple Flute at Loc
Custom script: call RemoveLocation(udg_Loc)
Trigger - Run Level_1_Complete <gen> (checking conditions)
Player - Set the current research level of Rhpt (Unexpected type: 'techcode') to 2 for Player 1 (Red)
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 2 for Player 3 (Teal)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Player 2 (Blue)
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 2 for Player 4 (Purple)
Unit - Set life of Archer 0013 <gen> to 100 %
Unit - Set life of Footman 0001 <gen> to 100 %
Unit - Set life of Priest 0011 <gen> to 100 %
Unit - Set life of Sorceress 0012 <gen> to 100 %
Unit - Set mana of Archer 0013 <gen> to 100 %
Unit - Set mana of Footman 0001 <gen> to 100 %
Unit - Set mana of Priest 0011 <gen> to 100 %
Unit - Set mana of Sorceress 0012 <gen> to 100 %
Set Variable Set Loc = (Position of Priest 0011 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Footman 0001 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Archer 0013 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Sorceress 0012 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Quest - Mark QuestReq[1] as Completed
Quest - Mark QuestReq[2] as Completed
Quest - Mark Quest[1] as Completed
Quest - Flash the quest dialog button
Game - Display to (All players) the text: |cffffcc00Quest Completed:|r VerminEach player gained improved stats and learnt one new ability. The party was also rewarded with a Simple Flute.
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Bandit Lord
Then - Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Wait 2 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Skip scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Skip scores)
Else - Actions
Item Stacking
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item being manipulated)
Then - Actions
Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer A)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) + (Charges remaining in (Item being manipulated)))
Item - Remove (Item being manipulated)
Else - Actions
Level 1 Initial Wave
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Vermin with the description Spiders are attacking you and your party. You must kill them off before they grow too many in numbers and surround you completely. , using icon path ReplaceableTextures\CommandButtons\BTNSpiderBlack.blp
Quest - Create a quest requirement for (Last created quest) with the description At least one from the party must survive.
Set Variable Set QuestReq[1] = (Last created quest requirement)
Game - Display to (All players) the text: |cffffcc00Quest Gained:|r VerminSpiders are attacking you and your party. You must kill them off before they grow too many in numbers and surround you completely.- Survive until Brood Mother appears.- At least one from the party must survive.
Quest - Flash the quest dialog button
Set Variable Set Quest[1] = (Last created quest)
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 4 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 4 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 4 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 4 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[1] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_1_Wave_1 <gen>
Trigger - Turn off (This trigger)
Level 1 Wave 1
Events
Time - Wave[1] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 3 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 3 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 3 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 3 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[2] as a One-shot timer that will expire in 25.00 seconds
Trigger - Turn on Level_1_Wave_2 <gen>
Trigger - Turn off (This trigger)
Level 1 Wave 2
Events
Time - Wave[2] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 2 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 2 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Black Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[3] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_1_Wave_3 <gen>
Trigger - Turn off (This trigger)
Level 1 Wave 3
Events
Time - Wave[3] expires
Conditions
Actions
Quest - Change the description of Quest[1] to Spiders are attacking you and your party. You must kill them off before they grow too many in numbers and surround you completely. The Brood Mother has appeared. Slay her!
Quest - Create a quest requirement for (Last created quest) with the description Kill the Brood Mother.
Set Variable Set QuestReq[2] = (Last created quest requirement)
Game - Display to (All players) the text: |cffffcc00Quest Update:|r The Brood Mother has appeared. Slay her!- Kill the Brood Mother.- At least one from the party must survive.
Quest - Flash the quest dialog button
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brood Mother for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 2 . Green Spider for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Trigger - Turn off (This trigger)
Level 1 Complete
Events
Conditions
Actions
Set Variable Set Loc = ((Center of (Playable map area)) offset by 1000.00 towards 40.00 degrees.)
Unit - Create 1 . Merchant for Neutral Passive at Loc facing Default building facing degrees
Set Variable Set NPC[1] = (Last created unit)
Unit - Create 1 . Pack Mule for Neutral Passive at Loc facing Default building facing degrees
Set Variable Set NPC[2] = (Last created unit)
Unit - Order NPC[2] to Follow . NPC[1]
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = ((Center of (Playable map area)) offset by 160.00 towards 30.00 degrees.)
Unit - Order NPC[1] to Move To . Loc
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[4] as a One-shot timer that will expire in 40.00 seconds
Trigger - Turn on Level_2_Wave_1 <gen>
Wait 6.00 seconds
Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Merchant says:|r Good lord, those spiders were everywhere. I watched you from a distance and saw you killed the Brood Mother. Good job! The spiders won't bother us now for a while. But these lands are dangerous, more creatures will come. You may need some empowerment. Here, browse my goods.
Cinematic - Flash a speech indicator for NPC[1] of color ( 100 %, 100 %, 100 %) with 0 % transparency
Selection - Select NPC[1] for Player 1 (Red)
Selection - Select NPC[1] for Player 2 (Blue)
Selection - Select NPC[1] for Player 3 (Teal)
Selection - Select NPC[1] for Player 4 (Purple)
Wait 10.00 seconds
Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Merchant says:|r Oh geez! Something is coming! I better hit the road. Best of luck to you, couragous warriors.
Selection - Select Priest 0011 <gen> for Player 1 (Red)
Selection - Select Footman 0001 <gen> for Player 2 (Blue)
Selection - Select Archer 0013 <gen> for Player 3 (Teal)
Selection - Select Sorceress 0012 <gen> for Player 4 (Purple)
Set Variable Set Loc = ((Center of (Playable map area)) offset by 1000.00 towards 220.00 degrees.)
Unit - Add a 5.00 second Generic expiration timer to NPC[1]
Unit - Add a 5.00 second Generic expiration timer to NPC[2]
Quest - Create a Required quest titled Unknown Threat with the description Unknown creatures appear and are attacking you and your party. Fend them off before they slaughter you! , using icon path ReplaceableTextures\CommandButtons\BTNGhoul.blp
Set Variable Set Quest[2] = (Last created quest)
Quest - Create a quest requirement for Quest[2] with the description At least one from the party must survive.
Set Variable Set QuestReq[3] = (Last created quest requirement)
Game - Display to (All players) the text: |cffffcc00Quest Gained:|r Unknown ThreatUnknown creatures appear and are attacking you and your party. Fend them off before they slaughter you!- At least one from the party must survive.
Quest - Flash the quest dialog button
Custom script: call RemoveLocation(udg_Loc)
Level 2 Wave 1
Events
Time - Wave[4] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[5] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_2_Wave_2 <gen>
Trigger - Turn off (This trigger)
Level 2 Wave 2
Events
Time - Wave[5] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Abomination for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Abomination for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[6] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_2_Wave_3 <gen>
Trigger - Turn off (This trigger)
Level 2 Wave 3
Events
Time - Wave[6] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 3 . Ghoul for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Trigger - Run Level_2_Complete <gen> (checking conditions)
Trigger - Turn off (This trigger)
Level 2 Complete
Events
Conditions
Actions
-------- Rewards --------
Quest - Mark QuestReq[3] as Completed
Quest - Mark Quest[2] as Completed
Quest - Flash the quest dialog button
Game - Display to (All players) the text: |cffffcc00Quest Completed:|r Unknown ThreatEach player gained improved stats and learnt one new ability. The party was also rewarded with a Sacred Relic.
Set Variable Set Loc = (Center of (Playable map area))
Special Effect - Create a special effect at Loc using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Item - Create Sacred Relic at Loc
Custom script: call RemoveLocation(udg_Loc)
Player - Set the current research level of Rhpt (Unexpected type: 'techcode') to 3 for Player 1 (Red)
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 3 for Player 3 (Teal)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 3 for Player 2 (Blue)
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 3 for Player 4 (Purple)
Set Variable Set Loc = (Position of Priest 0011 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Footman 0001 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Archer 0013 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Position of Sorceress 0012 <gen>)
Special Effect - Create a special effect at Loc using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Custom script: call RemoveLocation(udg_Loc)
-------- Send Caravans --------
Set Variable Set Loc = ((Center of (Playable map area)) offset by 2000.00 towards 300.00 degrees.)
Unit - Create 1 . Caravan for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[4] = (Last created unit)
Unit - Create 1 . Caravan for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[5] = (Last created unit)
Unit - Create 1 . Caravan for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[6] = (Last created unit)
Unit - Order NPC[5] to Follow . NPC[4]
Unit - Order NPC[6] to Follow . NPC[5]
Unit - Create 1 . Militia for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[2] = (Last created unit)
Unit - Create 1 . Militia for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[3] = (Last created unit)
Unit - Create 1 . Militia for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[7] = (Last created unit)
Unit - Create 1 . Militia for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[8] = (Last created unit)
Custom script: call RemoveLocation(udg_Loc)
Unit - Order NPC[2] to Follow . NPC[4]
Unit - Order NPC[3] to Follow . NPC[5]
Unit - Order NPC[7] to Follow . NPC[6]
Unit - Order NPC[8] to Follow . NPC[6]
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = ((Center of (Playable map area)) offset by 2000.00 towards 120.00 degrees.)
Unit - Order NPC[4] to Move To . Loc
Custom script: call RemoveLocation(udg_Loc)
-------- Send Vanguard --------
Set Variable Set Loc = ((Center of (Playable map area)) offset by 1000.00 towards 300.00 degrees.)
Unit - Create 1 . Captain for Player 10 (Light Blue) at Loc facing Default building facing degrees
Set Variable Set NPC[1] = (Last created unit)
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = ((Center of (Playable map area)) offset by 160.00 towards 300.00 degrees.)
Unit - Order NPC[1] to Move To . Loc
Custom script: call RemoveLocation(udg_Loc)
-------- Entrance --------
Countdown Timer - Start Wave[7] as a One-shot timer that will expire in 120.00 seconds
Countdown Timer - Start Wave[8] as a One-shot timer that will expire in 20.00 seconds
Trigger - Turn on Level_3_Wave_1 <gen>
Wait 4.00 seconds
Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Captain says:|r Some dark power is giving life to these creatures. But as of now we have more pressing concerns. A caravan is soon passing through these lands and we have reason to believe outlaws are trying to raid it. Help us protect the caravan and you'll be greatly rewarded.
Cinematic - Flash a speech indicator for NPC[1] of color ( 100 %, 100 %, 100 %) with 0 % transparency
Wait 9.00 seconds
Game - Display to Player Group - Player 1 (Red) the text: |cffffcc00Captain says:|r Oh it's here already! Arm yourselves and prepare for bloodshed. For honor and the Alliance!
Unit - Order NPC[1] to Human Footman - Defend .
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
Trigger - Run Level_3_Wave_1 <gen> (checking conditions)
Level 3 Wave 1
Events
Time - Wave[8] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[9] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_2_Wave_2 <gen>
Trigger - Turn off (This trigger)
Level 3 Wave 2
Events
Time - Wave[9] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 1 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 1 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 1 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 1 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Countdown Timer - Start Wave[10] as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Level_2_Wave_3 <gen>
Trigger - Turn off (This trigger)
Level 3 Wave 3
Events
Time - Wave[10] expires
Conditions
Actions
Set Variable Set Loc = (Random point in North_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in West_Spawn <gen>)
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in South_Spawn <gen>)
Unit - Create 2 . Bandit for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Brigand for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Set Variable Set Loc = (Random point in East_Spawn <gen>)
Unit - Create 2 . Priest for Neutral Hostile at Loc facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Neutral Hostile at Loc facing Default building facing degrees
Custom script: call RemoveLocation(udg_Loc)
Trigger - Turn off (This trigger)
Level 3 Complete
Events
Time - Wave[7] expires
Conditions
Actions
Unit - Remove NPC[4] from the game
Wait 1.00 seconds
Unit - Remove NPC[5] from the game
Wait 1.00 seconds
Unit - Remove NPC[6] from the game
General Abilities
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Disarm (Dummy)
(Ability being cast) Equal to Mark (Dummy)
(Ability being cast) Equal to Cleanse (Dummy)
(Ability being cast) Equal to Inner Fire (Dummy)
Then - Actions
Else - Actions
Set Variable Set Loc = (Position of (Triggering unit))
Floating Text - Create floating text that reads (Name of (Ability being cast)) at Loc with Z offset 0 , using font size 8.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Commands
Events
Unit - A unit Is issued an order with no target
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Issued order) Equal to (Order(defend))
Then - Actions
Set Variable Set Loc = (Position of (Triggering unit))
Floating Text - Create floating text that reads Defend at Loc with Z offset 0 , using font size 8.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
Heal
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Heal
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has buff Banish) Equal to True
Then - Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Floating Text - Create floating text that reads 75 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 100.00 %, 18.80 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Floating Text - Create floating text that reads 45 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 100.00 %, 18.80 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Sacred Relic
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sacred Relic
Actions
Set Variable Set Loc = (Position of (Hero manipulating item))
Unit Group - Pick every unit in (Units within 600.00 of Loc.) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of Player 1 (Red).) Not equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Banish) Equal to True
Then - Actions
Set Variable Set Loc = (Position of (Picked unit))
Floating Text - Create floating text that reads 50 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 100.00 %, 18.80 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Floating Text - Create floating text that reads 25 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 18.80 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
Set Variable Set Loc = (Position of (Picked unit))
Floating Text - Create floating text that reads 30 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 100.00 %, 18.80 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Floating Text - Create floating text that reads 15 at Loc with Z offset 0 , using font size 8.00 , color ( 18.80 %, 18.80 %, 100.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90 degrees
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Custom script: call RemoveLocation(udg_Loc)
Else - Actions
Custom script: call RemoveLocation(udg_Loc)
Inner Fire
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Inner Fire
Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Unit - Create 1 . DUMMY UNIT for (Owner of (Triggering unit)) at Loc facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Human Priest - Inner Fire . (Target unit of ability being cast)
Custom script: call RemoveLocation(udg_Loc)
Disarm
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Disarm
Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Unit - Create 1 . DUMMY UNIT for (Owner of (Triggering unit)) at Loc facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Dark Ranger - Silence . Loc
Unit - Cause (Triggering unit) to damage (Target unit of ability being cast) , dealing 25.00 damage of attack type Pierce and damage type Normal
Custom script: call RemoveLocation(udg_Loc)
Replenishment Potion
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Replenishment Potion
Actions
Unit - Reset ability cooldowns for (Hero manipulating item) .
Ring Gain
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ring
(Unit-type of (Hero manipulating item)) Not equal to Footman
(Unit-type of (Hero manipulating item)) Not equal to Archer
Actions
Unit - Add Item Mana Bonus (20) to (Hero manipulating item)
Ring Lose
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ring
(Unit-type of (Hero manipulating item)) Not equal to Footman
(Unit-type of (Hero manipulating item)) Not equal to Archer
Actions
Unit - Remove Item Mana Bonus (20) from (Hero manipulating item)
Cleanse
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cleanse
Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Unit - Create 1 . DUMMY UNIT for (Owner of (Triggering unit)) at Loc facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Dryad - Abolish Magic . (Target unit of ability being cast)
Unit - Remove Disease buff from (Target unit of ability being cast)
Unit - Remove Slow buff from (Target unit of ability being cast)
Unit - Remove Ensnare (ed) buff from (Target unit of ability being cast)
Unit - Remove Stunned (Pause) buff from (Target unit of ability being cast)
Unit - Remove Stunned buff from (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has buff Disease) Equal to True
Then - Actions
Unit - Remove Disease buff from (Target unit of ability being cast)
Else - Actions
Custom script: call RemoveLocation(udg_Loc)
Mark
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Mark
Actions
Set Variable Set Loc = (Position of (Target unit of ability being cast))
Unit - Create 1 . DUMMY UNIT for (Owner of (Triggering unit)) at Loc facing Default building facing degrees
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Druid Of The Talon - Faerie Fire . (Target unit of ability being cast)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.