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Triggers
(8)CTA The HuntersV2.3.w3x
Variables
Initialization
Increase in Rank
Promotion Crate
Veterancy item
Power Generator
Iron Ore Return
Iron Ore
Implement Cyborg Parts
ItemBuyForUnits
Plant Forest
Sounds
Melee Initialization
Name
Type
is_array
initial_value
Increase in Rank
Events
Unit - A unit Dies
Conditions
((Killing unit) has buff Veterancy) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 50) Equal to 2
Then - Actions
Game - Display to (All players matching ((Owner of (Killing unit)) Equal to (Matching player)).) the text: ((Name of (Killing unit)) + has been promoted.)
Unit - Add Veterancy to (Killing unit)
Else - Actions
Do nothing
Promotion Crate
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 20) Equal to 3
Then - Actions
Item - Create Promotion Crate at (Random point in (Playable map area))
Else - Actions
Do nothing
Veterancy item
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Promotion Crate
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has buff Veterancy) Equal to False
Then - Actions
Game - Display to (All players matching ((Owner of (Hero manipulating item)) Equal to (Matching player)).) the text: ((Name of (Hero manipulating item)) + has been promoted.)
Unit - Add Veterancy to (Hero manipulating item)
Else - Actions
Game - Display to (All players matching ((Owner of (Hero manipulating item)) Equal to (Matching player)).) the text: ((Name of (Hero manipulating item)) + already is a Veteran, the crate has no effect.)
Power Generator
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Power Generator
(Percentage life of (Attacked unit)) Less than or equal to 15.00
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Retain color
Unit - Set life of (Attacked unit) to 100 %
Iron Ore Return
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Return Iron Ore
Actions
Unit - Set mana of (Casting unit) to 0.00 %
Player - Add 150 to (Owner of (Target unit of ability being cast)) . Current gold
Player - Add 100 to (Owner of (Target unit of ability being cast)) . Current lumber
Iron Ore
Events
Unit - A unit owned by Neutral Passive . Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Iron Ore
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to Laborer
Then - Actions
Unit - Set mana of (Attacking unit) to ((Percentage mana of (Attacking unit)) + 5.00) %
Else - Actions
Unit - Order (Attacking unit) to Stop .
Game - Display to (All players matching ((Owner of (Attacking unit)) Equal to (Matching player)).) the text: Only Laborers can mine iron ore.
Implement Cyborg Parts
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Implement Cyborg Parts
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) Current gold) Greater than or equal to 400
Then - Actions
Player - Add -400 to (Owner of (Casting unit)) . Current gold
Unit - Add classification of Mechanical to (Target unit of ability being cast)
Unit - Set life of (Target unit of ability being cast) to 100 %
Unit - Add Cyborg Lower Body Implements to (Target unit of ability being cast)
Unit - Add Cyborg Upper Body Implements to (Target unit of ability being cast)
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) the text: The Cyborg parts have succesfully been implemented.
Else - Actions
Unit - Order (Casting unit) to Stop .
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) the text: You'll need 500 gold to implement Cyborg parts.
ItemBuyForUnits
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Buying unit) is A Hero) Equal to False
Then - Actions
Player - Add 75 to (Owner of (Buying unit)) . Current gold
Else - Actions
Do nothing
Plant Forest
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Plant Forest
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) Current gold) Greater than or equal to 1000
Then - Actions
Player - Add -1000 to (Owner of (Casting unit)) . Current gold
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at ((Target point of ability being cast) offset by 120.00 towards 0.00 degrees.) facing (Random angle) with scale (Random real number between 0.90 and 1.30) and variation 0
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at ((Target point of ability being cast) offset by 120.00 towards 110.00 degrees.) facing (Random angle) with scale (Random real number between 0.90 and 1.30) and variation 0
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at ((Target point of ability being cast) offset by 120.00 towards 300.00 degrees.) facing (Random angle) with scale (Random real number between 0.90 and 1.30) and variation 0
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at ((Target point of ability being cast) offset by 100.00 towards 150.00 degrees.) facing (Random angle) with scale (Random real number between 0.90 and 1.30) and variation 0
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) the text: The seeding is a succes, these trees are now ready to be cut down.
Else - Actions
Unit - Order (Casting unit) to Stop .
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) the text: You'll need 1000 gold to plant a forest, you haven't got enough gold.
Sounds
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to General 1
Then - Actions
Sound - Play OIH <gen> at 30.00 % volume, located at (Position of (Attacking unit)) with Z offset 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to General 2
Then - Actions
Sound - Play Dual <gen> at 30.00 % volume, located at (Position of (Attacking unit)) with Z offset 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to General 3
Then - Actions
Sound - Play BalrogAttack1 <gen> at 80.00 % volume, located at (Position of (Attacking unit)) with Z offset 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to General 4
Then - Actions
Sound - Play shotgun <gen> at 30.00 % volume, located at (Position of (Attacking unit)) with Z offset 0
Else - Actions
Do nothing
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Tips with the description *You can mine iron ore with Laborers. Laborers are trained at your town hall. When Laborer mines iron ore hs mana increases and eventuelly becomes 25. When your Laborer has 25 mana, use the "Return Iron Ore" ability to gain 150 gold and 100 lumber. Note that you can also use that ability on allies to quickly help them.*You can turn Peasants, Laborers, Berserkers, Marines and Sergeants into cyborgs. This gives them a bonus to Attack damage, movement speed, life regeneration and makes them mechanical (making them immune to some abilities and you can repair them). To do this, just click the ability and target a nearby friendly organic unit and don't forget that you need to have enough gold.*You can capture Power Generators by attacking them. When they're health reaches 15% or lower, it will be yours. Power Generators increases your supply by 50 when they're under your control and stay under your control. *There's a 5% chance that when an unit dies, a promotion crate will be spawned somewhere on the map. Grab it with an non-vehicle unit to make the unit attack 25% faster and move 25% faster. *There's a 2% chance that when an unit kills an other unit, the killing unit will increase in rank, give him the same benefits as from the promotion crate. Note that all units can increase in rank through this, but only units which also can implement augmentations can increase in rank through promotion crates. You can kill your own units so you can have more veterans in your army. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOff.blp
Quest - Create a Optional quest titled Credits with the description Thanks Kofi Banan (for a lot of great models), the group of Creeps Rebellion for their wonderfull Village model, CRAZYRUSSIAN for his icons, Callahan for his scouttower, Mr. Bob for his beautifull buildings, Cavman for his nice sailer model, FreiBier for his tree texture, Illidan(Evil)X for his copter model, skrab for airplane model, communist_orc for his pillowbox model, window smasher for his sounds, talon the mage for his konstrukt models, Ergius for his Silver Ore model, Tranquil for his sniper buff, Blizzard and many to others who I couldn't find their (nick)names with the model. , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
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