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Triggers
s Temple.w3x
Variables
Start
SpawnPlayers Copy
Weather
AI Regions
Respawn
Leader Board
Kill
LevelUp
LevelUp Start
SpawnTentacles
Respawn Tentacles
Hero Dies
Hero Neurtal Hostile
Forgotten One Death
TK
Items
Items Tentacle
Tentacle Rotate
Die
Set Needed Kills
Creeps
Spawn Creeps
Random Events
Random Events
Win
SetKillCount
Victory
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
KillsNeeded
integer
No
SpawnPlayers Copy
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Human
Then - Actions
If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Tinker for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Create 1.Firelord for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Orc
Then - Actions
If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Beastmaster for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Create 1.Brewmaster for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Undead
Then - Actions
If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Dark Ranger for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Create 1.Pit Lord for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Night Elf
Then - Actions
If ((Random integer number between 1 and 2) Equal to 1) then do (Create 1.Sea Witch for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees) else do (Create 1.Alchemist for (Picked player) at (Random point in (Playable map area)) facing Default building facing degrees)
Else - Actions
Do nothing
Player Group - Pick every player in (All players matching (((Matching player) controller) Equal to Computer).) and do (Actions)
Loop - Actions
AI - Start campaign AI script for (Picked player) : Ai Scripts\Computer.ai (Unexpected type: 'aiscript')
Hero - Make (Picked player) Heroes gain 200.00 % experience from future kills
Player - Set name of (Picked player) to (Proper name of (Random unit from (Units owned by (Picked player) matching (((Matching unit) is A Hero) Equal to True).)))
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True)) and do (Create Blowpipe and give it to (Picked unit))
Weather
Events
Map initialization
Conditions
Actions
Environment - Create at Far_East <gen> the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
Environment - Create at Far_North <gen> the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
Environment - Create at Far_South <gen> the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
Environment - Create at Far_West <gen> the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
AI Regions
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Pick every unit in (Units in Far_East <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Center <gen>)
Unit Group - Pick every unit in (Units in Center <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Far_South <gen>)
Unit Group - Pick every unit in (Units in Far_North <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in South <gen>)
Unit Group - Pick every unit in (Units in Far_South <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in North <gen>)
Unit Group - Pick every unit in (Units in Far_West <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Far_North <gen>)
Unit Group - Pick every unit in (Units in North <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Far_East <gen>)
Unit Group - Pick every unit in (Units in South <gen> matching (((Owner of (Matching unit)) controller) Equal to Computer)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Far_West <gen>)
Respawn
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Wait 10.00 seconds
Hero - Instantly revive (Dying unit) at (Random point in (Playable map area)) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Position of (Dying unit)) over 1.00 seconds
Leader Board
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills:
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 ((Picked player) Current lumber)
Leaderboard - Show (Last created leaderboard)
Kill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
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 ((Picked player) Current lumber)
LevelUp
Events
Unit - A unit Gains a level
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
Actions
Hero - Learn skill for (Triggering unit) : Charm
Hero - Learn skill for (Triggering unit) : Black Arrow
Hero - Learn skill for (Triggering unit) : Life Drain
Hero - Learn skill for (Triggering unit) : Silence
Hero - Learn skill for (Triggering unit) : Tornado
Hero - Learn skill for (Triggering unit) : Mana Shield
Hero - Learn skill for (Triggering unit) : Forked Lightning
Hero - Learn skill for (Triggering unit) : Frost Arrows
Hero - Learn skill for (Triggering unit) : Stampede
Hero - Learn skill for (Triggering unit) : Summon Bear
Hero - Learn skill for (Triggering unit) : Summon Quilbeast
Hero - Learn skill for (Triggering unit) : Summon Hawk
Hero - Learn skill for (Triggering unit) : Robo-Goblin
Hero - Learn skill for (Triggering unit) : Cleaving Attack
Hero - Learn skill for (Triggering unit) : Howl of Terror
Hero - Learn skill for (Triggering unit) : Rain of Fire
Hero - Learn skill for (Triggering unit) : Transmute
Hero - Learn skill for (Triggering unit) : Chemical Rage
Hero - Learn skill for (Triggering unit) : Healing Spray
Hero - Learn skill for (Triggering unit) : Acid Bomb
Hero - Learn skill for (Triggering unit) : Storm, Earth, And Fire
Hero - Learn skill for (Triggering unit) : Drunken Brawler
Hero - Learn skill for (Triggering unit) : Breath of Fire
Hero - Learn skill for (Triggering unit) : Drunken Haze
SpawnTentacles
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
For each (Integer A) from 1 to 40 , do (Actions)
Loop - Actions
Unit - Create 1 . Tentacle for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Respawn Tentacles
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Tentacle
Actions
Unit - Create 1 . Tentacle for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
Hero Dies
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Killing unit)) Not equal to Neutral Hostile
Actions
Game - Display to (All players) the text: ((Proper name of (Dying unit)) + ( ( + ((Name of (Owner of (Dying unit))) + () + ( was killed by + ((Proper name of (Killing unit)) + ( ( + ((Name of (Owner of (Killing unit))) + )))))))))
Hero Neurtal Hostile
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Neutral Hostile
Actions
Game - Display to (All players) the text: ((Proper name of (Dying unit)) + ( ( + ((Name of (Owner of (Dying unit))) + () + ( was killed by + Forgotten One)))))
Forgotten One Death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Forgotten One
Actions
Trigger - Turn off Respawn_Tentacles <gen>
Unit Group - Pick every unit in (Units of type Tentacle) and do (Remove (Picked unit) from the game)
Game - Display to (All players) the text: ((Proper name of (Killing unit)) + ( ( + ((Name of (Owner of (Killing unit))) + () + killed the Forgotten One and absorbed it's powers!))))
Hero - Set (Killing unit) Hero-level to 100 , Show level-up graphics
Visibility - Create an initially Enabled visibility modifier for (Owner of (Killing unit)) emitting Visibility across (Playable map area)
TK
Events
Unit - A unit Dies
Conditions
((Killing unit) belongs to an ally of (Owner of (Dying unit)).) Equal to True
(Owner of (Killing unit)) Not equal to Neutral Hostile
Actions
Unit - Kill (Killing unit)
Game - Display to (All players) the text: ((Proper name of (Killing unit)) + ( ( + ((Name of (Owner of (Killing unit))) + () + is a TEAM KILLER! BEWARE!))))
Player - Add -2 to (Owner of (Killing unit)) . Current lumber
Items
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
(Unit-type of (Dying unit)) Not equal to Tentacle
Actions
Wait 1.00 seconds
If ((Random integer number between 1 and 3) Equal to 1) then do (Create (Random level (Random integer number between 1 and 10) item-type) at (Position of (Dying unit))) else do (Do nothing)
Items Tentacle
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
(Unit-type of (Dying unit)) Equal to Tentacle
Actions
Wait 1.00 seconds
If ((Random integer number between 1 and 10) Equal to 1) then do (Create (Random level (Random integer number between 1 and 10) item-type) at (Position of (Dying unit))) else do (Do nothing)
Tentacle Rotate
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Tentacle) and do (Make (Picked unit) face (Random real number between 0.00 and 359.99) over 1.00 seconds)
Die
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Hero - Drop the item from slot (Random integer number between 1 and 6) of (Dying unit) .
Set Needed Kills
Events
Player - Player 1 (Red) types a chat message containing 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Spawn Creeps
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 60.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create 1 . (Random level 1 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 300.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create (Random integer number between 1 and 3) . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create (Random integer number between 1 and 3) . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create (Random integer number between 1 and 3) . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create (Random integer number between 1 and 3) . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 240.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 3 . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 4 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 300.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 3 . (Random level 5 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 5 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 5 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 5 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 300.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 3 . (Random level 6 creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 6 creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 6 creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level 6 creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Wait 300.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Wait 300.00 seconds
For each (Integer A) from 1 to 5 , do (Actions)
Loop - Actions
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_South <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_West <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_North <gen>) facing Default building facing degrees
Unit - Create 3 . (Random level (Random integer number between 6 and 10) creep unit-type) for Neutral Hostile at (Random point in Far_East <gen>) facing Default building facing degrees
Random Events
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r All Heros gain |c0000FF00150|r exp!
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Add 150 experience to (Picked unit), Show level-up graphics)
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r All Heros get a free random item!
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is A Hero) Equal to True)) and do (Create (Random level (Random integer number between 1 and 10) item-type) and give it to (Picked unit))
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r All Units get randomly teleported!
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Neutral Hostile)) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Random point in (Playable map area))
Camera - Pan camera for (Owner of (Picked unit)) to (Position of (Picked unit)) over 1.00 seconds
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r |c00FF0000SUDDEN DEATH!|r
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Neutral Hostile)) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to 1.00 %
Unit - Set mana of (Picked unit) to 1.00 %
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r |c00FFFF80SUDDEN LIFE!|r
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Neutral Hostile)) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to 100.00 %
Unit - Set mana of (Picked unit) to 100.00 %
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event:|r The Forgotten One's Revenge!
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Neutral Hostile)) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Center <gen>)
Camera - Pan camera for (Owner of (Picked unit)) to (Position of (Picked unit)) over 1.00 seconds
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |c00FFFF00Random Event|r: Penguin Fun!
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Neutral Hostile)) and do (Create 3.Penguin for Neutral Hostile at (Position of (Picked unit)) facing Default building facing degrees)
Skip remaining actions
Else - Actions
Do nothing
SetKillCount
Events
Map initialization
Conditions
Actions
Set Variable Set KillsNeeded = (7 x (Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).)))
Wait 0.20 seconds
Leaderboard - Add Neutral Hostile to (Last created leaderboard) with label Kills Needed: and value KillsNeeded
Leaderboard - Change the color of the label for Neutral Hostile in (Last created leaderboard) to ( 100 %, 100.00 %, 100.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Neutral Hostile in (Last created leaderboard) to ( 100 %, 100.00 %, 100.00 %) with 0 % transparency
Victory
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (KillsNeeded Less than or equal to ((Picked player) Current lumber)) then do (Victory (Picked player) (Show dialogs, Show scores)) else do (Do nothing)
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