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
Dalaran's Strike v2.0.w3x
Variables
Initialization
Melee Initialization
Players
Setup Players
Run Cumputer Player 1
Run Cumputer Player 2
Run Cumputer Player 3
Setup Enemy
Run Cumputer Enemy 1
Run Cumputer Enemy 2
Run Cumputer Enemy 3
Name
Type
is_array
initial_value
DragonQuest
quest
No
DragonRequirement
questitem
No
MainQuest
quest
No
QuestRequirement
questitem
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Player - Limit training of Heroes to 1 for Player 4 (Purple)
Player - Limit training of Heroes to 1 for Player 5 (Yellow)
Player - Limit training of Heroes to 1 for Player 6 (Orange)
Trigger - Run Setup_Players <gen> (checking conditions)
Trigger - Run Setup_Enemy <gen> (checking conditions)
Setup Players
Events
Conditions
Actions
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
Melee Game - Create (Race of Player 1 (Red)) starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Else - Actions
Do nothing
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
Melee Game - Create (Race of Player 2 (Blue)) starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Else - Actions
Do nothing
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
Melee Game - Create (Race of Player 3 (Teal)) starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_1 <gen> (checking conditions)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_2 <gen> (checking conditions)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_3 <gen> (checking conditions)
Else - Actions
Do nothing
Run Cumputer Player 1
Events
Conditions
Actions
If ((Race of Player 1 (Red)) Equal to Human) then do (Start melee AI script for Player 1 (Red): human.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 1 (Red)) Equal to Orc) then do (Start melee AI script for Player 1 (Red): orc.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 1 (Red)) Equal to Undead) then do (Start melee AI script for Player 1 (Red): undead.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 1 (Red)) Equal to Night Elf) then do (Start melee AI script for Player 1 (Red): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Player 2
Events
Conditions
Actions
If ((Race of Player 2 (Blue)) Equal to Human) then do (Start melee AI script for Player 2 (Blue): human.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 2 (Blue)) Equal to Orc) then do (Start melee AI script for Player 2 (Blue): orc.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 2 (Blue)) Equal to Undead) then do (Start melee AI script for Player 2 (Blue): undead.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 2 (Blue)) Equal to Night Elf) then do (Start melee AI script for Player 2 (Blue): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Player 3
Events
Conditions
Actions
If ((Race of Player 3 (Teal)) Equal to Human) then do (Start melee AI script for Player 3 (Teal): human.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 3 (Teal)) Equal to Orc) then do (Start melee AI script for Player 3 (Teal): orc.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 3 (Teal)) Equal to Undead) then do (Start melee AI script for Player 3 (Teal): undead.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 3 (Teal)) Equal to Night Elf) then do (Start melee AI script for Player 3 (Teal): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Setup Enemy
Events
Conditions
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
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Human
Then - Actions
Unit - Create 1 . Town Hall (Bandit) for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Bandit Lord to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Orc
Then - Actions
Unit - Create 1 . Dark Hall for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Dark Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Dark Mage to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Undead
Then - Actions
Unit - Create 1 . Necropolis (Acolyte Race) for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Acolyte (Acolyte Race) for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Necromancer to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Dark Marksman for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Dark Elf Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Dark Marksman to 1 for Player 4 (Purple)
Else - Actions
Else - Actions
Do nothing
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
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Human
Then - Actions
Unit - Create 1 . Town Hall (Bandit) for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Bandit Lord to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Orc
Then - Actions
Unit - Create 1 . Dark Hall for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Dark Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Dark Mage to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Undead
Then - Actions
Unit - Create 1 . Necropolis (Acolyte Race) for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Acolyte (Acolyte Race) for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Necromancer to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Dark Elvne Town Hall for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Dark Elf Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Dark Marksman to 1 for Player 5 (Yellow)
Else - Actions
Else - Actions
Do nothing
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
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Human
Then - Actions
Unit - Create 1 . Town Hall (Bandit) for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Bandit Lord to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Orc
Then - Actions
Unit - Create 5 . Dark Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Dark Hall for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Player - Limit training of Dark Mage to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Undead
Then - Actions
Unit - Create 1 . Necropolis (Acolyte Race) for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Acolyte (Acolyte Race) for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Necromancer to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Dark Elvne Town Hall for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Dark Elf Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Dark Marksman to 1 for Player 6 (Orange)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_1 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_2 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_3 <gen> (checking conditions)
Else - Actions
Run Cumputer Enemy 1
Events
Conditions
Actions
If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Bandit Nation.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Dark Wizards.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Fallen Preists.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Dark Elvs.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Enemy 2
Events
Conditions
Actions
If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Bandit Nation.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Dark Wizards.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Fallen Preists.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Dark Elvs.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Enemy 3
Events
Conditions
Actions
If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Bandit Nation.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Dark Wizards.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Fallen Preists.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Dark Elvs.ai (Unexpected type: 'aiscript')) else do (Do nothing)
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.