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Triggers
CSR v1.1d.w3x
Variables
Geld
Timer setzen
Removen
Removen 2
Jede Runde Geld
Anfangsgeld
Geldbetrag setzen
Timer anzeigen
Board
ERstellen
Aktuallisieren
Gebaeude
Gebaeude uebernehmen
WennSieZerstoertWerden
Rückkauf
City
Harbour
Schrein
Crabby Harbour
Ancient Temple
Airport
Poison Factory
Tauren CIty
Spinnennest
Latisfondista
Hellgate
Brewery
Mountain Giant
Graveyard
Old Kingdom
Kleinigkeiten
Mittag
Flags
Warcraftkonstanten austricksen
Schildkroete Mensch aufsetzen
TeleportSystem
tod remove
Leaver Trigger
Items
Ring of Birth
Sphere of Birth
Claws of Turtle
Intro
Fading
Introabfrage
Intro gewaehlt
Intro vorgang
Intro fertig
Sicht
Alle bekommen Gottessicht
Sieg/Niederlage
Niederlage
Unbesetzte Slots Removen
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
Geld_Timer
timer
No
Geld_was_bezahl_twird
integer
Yes
Intro
dialog
No
IntroJa
button
No
multiboard
leaderboard
No
Timer setzen
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Countdown Timer - Start Geld_Timer as a Repeating timer that will expire in 60.00 seconds
Removen
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units of type The leading Ghost) 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 - Kill (Picked unit)
Else - Actions
Removen 2
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units of type City) 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
(Owner of (Picked unit)) Not equal to Player 12 (Brown)
(Owner of (Picked unit)) Not equal to Neutral Passive
Then - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
Jede Runde Geld
Events
Time - Geld_Timer expires
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add Geld_was_bezahl_twird[(Player number of (Picked player))] to (Picked player) . Current gold
Anfangsgeld
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 100
Geldbetrag setzen
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Set Variable Set Geld_was_bezahl_twird[(Player number of (Picked player))] = (100 + (10 x (Number of living Guard Tower units owned by (Picked player))))
Timer anzeigen
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for Geld_Timer with title Money in:
Wait 0.10 seconds
Countdown Timer - Show (Last created timer window)
ERstellen
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Income-Board
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value Geld_was_bezahl_twird[(Player number of (Picked player))]
Wait 0.01 seconds
Leaderboard - Hide multiboard
Aktuallisieren
Events
Time - Every 2 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Change the value for (Picked player) in (Last created leaderboard) to Geld_was_bezahl_twird[(Player number of (Picked player))]
Gebaeude uebernehmen
Events
Unit - A unit enters k1 <gen>
Unit - A unit enters k2 <gen>
Unit - A unit enters k1_Kopieren_10 <gen>
Unit - A unit enters k1_Kopieren_11 <gen>
Unit - A unit enters k1_Kopieren_12 <gen>
Unit - A unit enters k1_Kopieren_13 <gen>
Unit - A unit enters k1_Kopieren_14 <gen>
Unit - A unit enters k1_Kopieren_15 <gen>
Unit - A unit enters k1_Kopieren_16 <gen>
Unit - A unit enters k1_Kopieren_17 <gen>
Unit - A unit enters k1_Kopieren_18 <gen>
Unit - A unit enters k1_Kopieren_19 <gen>
Unit - A unit enters k1_Kopieren_2 <gen>
Unit - A unit enters Z1 <gen>
Unit - A unit enters k1_Kopieren_20 <gen>
Unit - A unit enters k1_Kopieren_21 <gen>
Unit - A unit enters k1_Kopieren_22 <gen>
Unit - A unit enters k1_Kopieren_23 <gen>
Unit - A unit enters k1_Kopieren_24 <gen>
Unit - A unit enters k1_Kopieren_25 <gen>
Unit - A unit enters k1_Kopieren_26 <gen>
Unit - A unit enters k1_Kopieren_27 <gen>
Unit - A unit enters k1_Kopieren_28 <gen>
Unit - A unit enters k1_Kopieren_29 <gen>
Unit - A unit enters k1_Kopieren_3 <gen>
Unit - A unit enters k1_Kopieren_30 <gen>
Unit - A unit enters k1_Kopieren_31 <gen>
Unit - A unit enters k1_Kopieren_32 <gen>
Unit - A unit enters k1_Kopieren_33 <gen>
Unit - A unit enters k1_Kopieren_34 <gen>
Unit - A unit enters k1_Kopieren_35 <gen>
Unit - A unit enters k1_Kopieren_36 <gen>
Unit - A unit enters k1_Kopieren_37 <gen>
Unit - A unit enters k1_Kopieren_38 <gen>
Unit - A unit enters k1_Kopieren_39 <gen>
Unit - A unit enters k1_Kopieren_4 <gen>
Unit - A unit enters k1_Kopieren_40 <gen>
Unit - A unit enters k1_Kopieren_41 <gen>
Unit - A unit enters k1_Kopieren_42 <gen>
Unit - A unit enters k1_Kopieren_44 <gen>
Unit - A unit enters k1_Kopieren_45 <gen>
Unit - A unit enters k1_Kopieren_46 <gen>
Unit - A unit enters k1_Kopieren_47 <gen>
Unit - A unit enters k1_Kopieren_48 <gen>
Unit - A unit enters k1_Kopieren_49 <gen>
Unit - A unit enters k1_Kopieren_5 <gen>
Unit - A unit enters k1_Kopieren_6 <gen>
Unit - A unit enters k1_Kopieren_7 <gen>
Unit - A unit enters k1_Kopieren_8 <gen>
Unit - A unit enters k1_Kopieren_9 <gen>
Unit - A unit enters k1_Kopieren <gen>
Unit - A unit enters forgetten <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to The leading Ghost
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units within 550.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).)) Equal to 0
Then - Actions
Unit Group - Pick every unit in (Units within 550.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of units in (Units within 550.00 of (Position of (Triggering unit)).)) Equal to ((Number of units in (Units within 550.00 of (Position of (Triggering unit)) matching ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit))).)) + ((Number of units in (Units within 550.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).)) + (Number of units in (Units within 550.00 of (Position of (Triggering unit)) matching (((Owner of (Matching unit)) Equal to Neutral Passive) and (((Matching unit) is A structure) Equal to False)).))))
Then - Actions
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to City
(Unit-type of (Picked unit)) Equal to Shrine
(Unit-type of (Picked unit)) Equal to Harbour
(Unit-type of (Picked unit)) Equal to Guard Tower
(Unit-type of (Picked unit)) Equal to Circle of Power
(Unit-type of (Picked unit)) Equal to Circle of Power (medium)
(Unit-type of (Picked unit)) Equal to Circle of Power (large)
(Unit-type of (Picked unit)) Equal to Circle of Power (large)
(Unit-type of (Picked unit)) Equal to Airport
(Unit-type of (Picked unit)) Equal to Brewery
(Unit-type of (Picked unit)) Equal to Crabby Harbour
(Unit-type of (Picked unit)) Equal to Old Kingdom
(Unit-type of (Picked unit)) Equal to Evil Farmer's Farm
(Unit-type of (Picked unit)) Equal to Graveyard
(Unit-type of (Picked unit)) Equal to Mountain Giant
(Unit-type of (Picked unit)) Equal to Poison Factory
(Unit-type of (Picked unit)) Equal to Spider Nest
(Unit-type of (Picked unit)) Equal to Tauren City
(Unit-type of (Picked unit)) Equal to Hellgate
(Unit-type of (Picked unit)) Equal to Ancient Temple
Then - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Else - Actions
Else - Actions
Else - Actions
Do nothing
WennSieZerstoertWerden
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to City
(Unit-type of (Triggering unit)) Equal to Airport
(Unit-type of (Triggering unit)) Equal to Ancient Temple
(Unit-type of (Triggering unit)) Equal to Brewery
(Unit-type of (Triggering unit)) Equal to Crabby Harbour
(Unit-type of (Triggering unit)) Equal to Evil Farmer's Farm
(Unit-type of (Triggering unit)) Equal to Graveyard
(Unit-type of (Triggering unit)) Equal to Harbour
(Unit-type of (Triggering unit)) Equal to Hellgate
(Unit-type of (Triggering unit)) Equal to Mountain Giant
(Unit-type of (Triggering unit)) Equal to Poison Factory
(Unit-type of (Triggering unit)) Equal to Shrine
(Unit-type of (Triggering unit)) Equal to Spider Nest
(Unit-type of (Triggering unit)) Equal to Tauren City
Actions
Unit - Replace (Triggering unit) with a Ruine using The new unit's max life and mana
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Dying unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to City
Then - Actions
Neutral Building - Add Rebuild City to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Airport
Then - Actions
Neutral Building - Add Rebuild Airport to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ancient Temple
Then - Actions
Neutral Building - Add Rebuild Airport to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Brewery
Then - Actions
Neutral Building - Add Rebuild Brewery to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Crabby Harbour
Then - Actions
Neutral Building - Add Rebuild Crabby Harbour to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Evil Farmer's Farm
Then - Actions
Neutral Building - Add Rebuild the evil farmer's farm to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Graveyard
Then - Actions
Neutral Building - Add Rebuild Graveyard to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Harbour
Then - Actions
Neutral Building - Add Rebuild Harbour to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hellgate
Then - Actions
Neutral Building - Add Rebuild Hellgate (oh shit) to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Mountain Giant
Then - Actions
Neutral Building - Add Rebuild Mountain Giant to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Poison Factory
Then - Actions
Neutral Building - Add Rebuild Poison Factory to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Shrine
Then - Actions
Neutral Building - Add Rebuild Shrine to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spider Nest
Then - Actions
Neutral Building - Add Rebuild Spider Nest to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Tauren City
Then - Actions
Neutral Building - Add Rebuild Tauren City to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Old Kingdom
Then - Actions
Neutral Building - Add Rebuild Old Kingdom to (Picked unit) with 1 in stock and a max stock of 1
Else - Actions
City
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild City
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a City using The new unit's max life and mana
Harbour
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Harbour
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Harbour using The new unit's max life and mana
Schrein
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Shrine
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Shrine using The new unit's max life and mana
Crabby Harbour
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Crabby Harbour
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Crabby Harbour using The new unit's max life and mana
Ancient Temple
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Ancient Temple
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Ancient Temple using The new unit's max life and mana
Airport
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Airport
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Airport using The new unit's max life and mana
Poison Factory
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Poison Factory
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Poison Factory using The new unit's max life and mana
Tauren CIty
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Tauren City
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Tauren City using The new unit's max life and mana
Spinnennest
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Spider Nest
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Spider Nest using The new unit's max life and mana
Latisfondista
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild the evil farmer's farm
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Evil Farmer's Farm using The new unit's max life and mana
Hellgate
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Hellgate (oh shit)
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Hellgate using The new unit's max life and mana
Brewery
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Brewery
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Brewery using The new unit's max life and mana
Mountain Giant
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Mountain Giant
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Mountain Giant using The new unit's max life and mana
Graveyard
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Graveyard
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Graveyard using The new unit's max life and mana
Old Kingdom
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rebuild Old Kingdom
Actions
Item - Remove (Item being manipulated)
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching (((Matching unit) is A structure) Equal to True).) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Owner of (Triggering unit)) and Change color
Unit Group - Pick every unit in (Units within 650.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ruine).) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Old Kingdom using The new unit's max life and mana
Mittag
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Game - Set the time of day to 10.00
Environment - Set sky to Lordaeron Winter Sky
Flags
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Warcraftkonstanten austricksen
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in wetter5 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in wetter6 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in trick <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in wetter4 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in trick_2 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in Gebiet_060 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in Gebiet_061 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in trick_7_xD <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in wetter3 <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Else - Actions
Unit Group - Pick every unit in (Units in trick_8 <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Else - Actions
Unit Group - Pick every unit in (Units in Gebiet_067 <gen>) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Else - Actions
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)) Equal to Player 12 (Brown)
Then - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Else - Actions
Unit Group - Pick every unit in (Units in Gebiet_065 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in trick_17 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Unit Group - Pick every unit in (Units in Gebiet_069 <gen>) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
Schildkroete Mensch aufsetzen
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Turtle Rider
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using units\human\Jaina\Jaina.mdl
TeleportSystem
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Teleport to random base
Actions
Wait 1.00 seconds
Unit - Move (Triggering unit) instantly to (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Guard Tower)).)))
tod remove
Events
Unit - A unit Dies
Conditions
Actions
Wait 0.50 seconds
Unit - Remove (Triggering unit) from the game
Leaver Trigger
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|cffFF0080 + ((Name of (Triggering player)) + left the Game. Buuuh!))
Unit Group - Pick every unit in (Units owned by (Triggering player) of type The leading Ghost) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Ring of Birth
Events
Time - Geld_Timer expires
Conditions
Actions
Unit Group - Pick every unit in (Units of type The leading Ghost) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 2)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 3)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 4)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 5)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 6)) Equal to Ring of Birth
Then - Actions
Unit - Create 10 . Light Soldier for (Owner of (Picked unit)) at (Position of (Random unit from (Units owned by (Owner of (Picked unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Guard Tower)).))) facing Default building facing degrees
Else - Actions
Sphere of Birth
Events
Time - Geld_Timer expires
Conditions
Actions
Unit Group - Pick every unit in (Units of type The leading Ghost) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Sphere of Birth
(Item-type of (Item carried by (Picked unit) in slot 2)) Equal to Sphere of Birth
(Item-type of (Item carried by (Picked unit) in slot 3)) Equal to Sphere of Birth
(Item-type of (Item carried by (Picked unit) in slot 4)) Equal to Sphere of Birth
(Item-type of (Item carried by (Picked unit) in slot 5)) Equal to Sphere of Birth
(Item-type of (Item carried by (Picked unit) in slot 6)) Equal to Sphere of Birth
Then - Actions
Unit - Create 10 . Knight for (Owner of (Picked unit)) at (Position of (Random unit from (Units owned by (Owner of (Picked unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Unit-type of (Matching unit)) Not equal to Guard Tower)).))) facing Default building facing degrees
Else - Actions
Claws of Turtle
Events
Time - Geld_Timer expires
Conditions
Actions
Unit Group - Pick every unit in (Units of type The leading Ghost) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 2)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 3)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 4)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 5)) Equal to Ring of Birth
(Item-type of (Item carried by (Picked unit) in slot 6)) Equal to Ring of Birth
Then - Actions
Unit - Create 3 . Turtle Rider for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Fading
Events
Map initialization
Conditions
Actions
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 1.00 seconds
Introabfrage
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) the text: |cffFF8000The|cffFFA600 match |cffFFC600will|cffFFD900 start|cffFFF900 after|cffDFFF00 the|cffC6FF00 host|cffB3FF00 has |cff60FF00chosen|cff40FF00 the|cff0DFF00 gamemode.
Wait 1.00 seconds
Dialog - Create a dialog button for Intro labelled Yes
Set Variable Set IntroJa = (Last created dialog Button)
Dialog - Change the title of Intro to Watch intro?
Dialog - Create a dialog button for Intro labelled No
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 7 (Green)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 8 (Pink)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Then - Actions
Dialog - Show Intro for Player 9 (Gray)
Else - Actions
Intro gewaehlt
Events
Dialog - A dialog button is clicked for Intro
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to IntroJa
Then - Actions
Trigger - Turn on Intro_vorgang <gen>
Game - Display to (All players) the text: Intro: Yes
Else - Actions
Trigger - Turn on Anfangsgeld <gen>
Trigger - Turn on Timer_setzen <gen>
Game - Display to (All players) the text: Intro: No
Leaderboard - Show multiboard
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Game - Display to (All players) the text: |cffE8E800Move your Hero onto a circle near a city to conquer it.|cff008080Kill all other Heroes to win the game.|cff8000FFYou get more income for owned cities.|cff004040Pay attention for your Hero. You lose when he dies.|cff80FFFFGood Luck and Have Fun!
Intro vorgang
Events
Time - Every 2 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_001 for (Picked player) over 0 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_002 for (Picked player) over 7.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display A few decades ago, a hellgate was opened in our world. . Modify duration: Add 9.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_003 for (Picked player) over 0.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_004 for (Picked player) over 7.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display Terrible creatures entered our continent and destroyed great parts of it. . Modify duration: Add 9.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_005 for (Picked player) over 0.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_006 for (Picked player) over 7.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display Many people died, wholes civilisations have been totally destroyed. . Modify duration: Add 9.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_007 for (Picked player) over 0.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_008 for (Picked player) over 7.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display It was a desaster for our history, all great kingdoms were defeated, even the landscape transformed. . Modify duration: Add 9.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_010 for (Picked player) over 0.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_011 for (Picked player) over 7.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display Fortunately, we Ogres have been able to defeat these creatures after a long period of war. . Modify duration: Add 9.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_statt_13 for (Picked player) over 0.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display Due to a failed hex by the coward centaurs who hid during war, the ghosts of the human kingdom's kings rose from the dead . Modify duration: Add 15.00 seconds and Don't wait
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_hinfahren_taurenstadt for (Picked player) over 10.00 seconds
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_013 for (Picked player) over 0.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_017 for (Picked player) over 10.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display The ghosts are dead, they cannot fight, but they can convince whole cities to fight for their ideals. It is a war to fill up the power vacuum. . Modify duration: Add 15.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_Camera_015 for (Picked player) over 9.00 seconds
Cinematic - Send transmission to (All players) from Ogre Lord 0096 <gen> named Ogre Lord : Play No sound and display Let's see how the history will continue. At least I am sure that our Ogre civilisation won't survive this war. May god spare our suffering souls! . Modify duration: Add 12.00 seconds and Don't wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_normalsicht for (Picked player) over 0 seconds
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Position of (Picked unit)) over 0 seconds
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Leaderboard - Show multiboard
Game - Display to (All players) the text: |cffE8E800Move your Hero onto a circle near a city to conquer it.|cff008080Kill all other Heroes to win the game.|cff8000FFYou get more income for owned cities.|cff004040Pay attention for your Hero. You lose when he dies.|cff80FFFFGood Luck and Have Fun!
Trigger - Turn on Intro_fertig <gen>
Intro fertig
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn off (This trigger)
Trigger - Turn on Timer_setzen <gen>
Trigger - Turn on Anfangsgeld <gen>
Game initialization for all players
Alle bekommen Gottessicht
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Entire map)
Visibility - Disable fog of war
Niederlage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to The leading Ghost
Actions
Game - Defeat (Owner of (Triggering unit)) with the message: You Spirit will disappear.
Unbesetzte Slots Removen
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to The leading Ghost))) Equal to 1
Then - Actions
Unit Group - Pick every unit in (Units of type The leading Ghost) and do (Actions)
Loop - Actions
Game - Victory (Owner of (Picked unit)) ( Show dialogs, Show scores)
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