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Triggers
Dungeons and Dragons 60.w3x
Variables
start
Initialization 1
Initialization 2
Initialization 3
quest
skill
assassin skill
knight skill
fighter skill
fighter azzinoth
bow mastery
nova 1
nova 2
meteo 1
meteo 2
thief hide
assassin elrun
holy light
holy light item
divine protect
amor break
striking
elrun aura
natures bless
item
manaflow
wizard staff 1
wizard staff 2
wizard staff 3
legendary
sentinel bow
guardian sword
grim shield
magical staff
guldan ring 1
guldan ring 2
resurrection 1
resurrection 2
shadow piece 1
shadow piece 2
troll potion
mystic
ifrit
nerubian
system
kick 2
kick 3
kick 4
kick 5
kick 6
kick 7
kick 8
eyesight
no attack
opening
prologue
camera 1
camera 2
camera 3
camera 4
script 1
script 2
script 3
script 4
script 5
script 6
script 7
script 8
script 9
pegant 1
pegant 2
pegant 3
pegant 4
select 1
select 2
select
dwarf
knight
paladin
assassin
fighter
thief
elf
ranger
druid
magic user
invoker
cleric
act
cave torll 1
cave torll 2
cave torll 3
cave torll 4
peasants
inn 1
inn 2
pub
cain
act 1 start
act 1 boss
act 1 clear
act 2 start
act 2 boss
act 2 clear
act 3 start
act 3 boss
act 3 clear
act 4 start
act 4 boss
act 4 clear
red dragon
red dragon boss
red dragon clear
red dragon exp
red dragon waygate
act 5 start
act 5 attack
act 5 boss
act 5 clear
act 5 waygate
act 6 start
act 6 boss
act 6 clear
act 6 waygate
act 7 start
act 7 boss
act 7 clear
act 7 teleport
act7 teleport effect
act 8 start
act 8 boss
act 8 clear
gustabo
waygate off
right waygate
left waygate
pan
jhamela
gustabo talk
synn
synn hp 50
synn hp 25
synn 1
synn 2
battle 1
battle 2
battle 3
synn win
synn win script 1
synn win script 2
synn camera 1
synn camera 2
synn camera 3
synn camera 4
epilogue
Name
Type
is_array
initial_value
relocal
location
Yes
reunits
unit
Yes
Initialization 1
Events
Map initialization
Conditions
Actions
Unit - Make Assassin 0500 <gen> Invulnerable
Unit - Make Dwarf 0501 <gen> Invulnerable
Unit - Make Cleric 0503 <gen> Invulnerable
Unit - Make Druid 0504 <gen> Invulnerable
Unit - Make Magic User 0515 <gen> Invulnerable
Unit - Make Ranger 0508 <gen> Invulnerable
Unit - Make Invoker 0510 <gen> Invulnerable
Unit - Make Elf 0509 <gen> Invulnerable
Unit - Make Warrior 0506 <gen> Invulnerable
Unit - Make Warrior 0506 <gen> Invulnerable
Unit - Make Paladin 0507 <gen> Invulnerable
Unit - Make Fighter 0505 <gen> Invulnerable
Unit - Make Thief 0514 <gen> Invulnerable
Unit - Make Peasant 0513 <gen> Invulnerable
Unit - Make Farm 0519 <gen> Invulnerable
Unit - Make Villager 0024 <gen> Invulnerable
Unit - Make Villager 0025 <gen> Invulnerable
Unit - Make Child 0026 <gen> Invulnerable
Unit - Make Farm 0094 <gen> Invulnerable
Unit - Make Farm 0096 <gen> Invulnerable
Unit - Make Farm 0248 <gen> Invulnerable
Unit - Make Farm 0286 <gen> Invulnerable
Unit - Make Gustavo 0290 <gen> Invulnerable
Unit - Make Villager 0283 <gen> Invulnerable
Unit - Make Villager 0281 <gen> Invulnerable
Unit - Make Villager 0282 <gen> Invulnerable
Unit - Make Villager 0284 <gen> Invulnerable
Unit - Make Child 0285 <gen> Invulnerable
Unit - Make Dwarf 0009 <gen> Invulnerable
Unit - Make Warrior 0005 <gen> Invulnerable
Unit - Make Magic User 0478 <gen> Invulnerable
Unit - Make Fighter 0490 <gen> Invulnerable
Unit - Make Cleric 0481 <gen> Invulnerable
Unit - Make Thief 0007 <gen> Invulnerable
Unit - Make Invoker 0006 <gen> Invulnerable
Unit - Make Paladin 0491 <gen> Invulnerable
Unit - Make Druid 0008 <gen> Invulnerable
Unit - Make Assassin 0488 <gen> Invulnerable
Unit - Make Ranger 0477 <gen> Invulnerable
Unit - Make Elf 0489 <gen> Invulnerable
Destructible - Make Demonic Gate 0263 <gen> Invulnerable
Unit - Hide Peasant 0513 <gen>
Unit - Hide Synn 0017 <gen>
Unit - Hide Razormane Chieftain 0542 <gen>
Unit - Hide Razormane Chieftain 0543 <gen>
Unit - Hide Razormane Chieftain 0544 <gen>
Unit - Hide Razormane Chieftain 0545 <gen>
Unit - Hide Razormane Chieftain 0546 <gen>
Unit - Hide Razormane Chieftain 0547 <gen>
Unit - Hide Razormane Chieftain 0548 <gen>
Unit - Hide Razormane Chieftain 0549 <gen>
Initialization 2
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12 , do (Disable Assassin Book for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Striking Book 100% for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Invincibility (Book) for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Thief Book 1 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Thief Book 2 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Warrior Book for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Dwarf Book 1 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Dwarf Book 2 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Battle Shout Book 1 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Battle Shout Book 2 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Battle Shout Book 3 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Battle Shout Book 4 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Battle Shout Book 5 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Elune Book 1 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Elune Book 2 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Elune Book 3 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Elune Book 4 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Elune Book 5 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Magic User Book for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Natures Book 1 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Natures Book 2 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Natures Book 3 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Natures Book 4 for (Player((Integer A))))
For each (Integer A) from 1 to 12 , do (Disable Natures Book 5 for (Player((Integer A))))
Initialization 3
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Set mana of (Picked unit) to 100%)
Unit Group - Order (Units of type Spider) to Hold Position
Unit Group - Order (Units of type Spitting Spider) to Hold Position
Unit Group - Order (Units of type Brood Mother) to Hold Position
Unit Group - Order (Units of type Giant Spider) to Hold Position
Unit Group - Order (Units of type Kobold) to Hold Position
Unit Group - Order (Units of type Kobold Geomancer) to Hold Position
Unit Group - Order (Units of type Kobold Taskmaster) to Hold Position
Unit Group - Order (Units of type Wildkin) to Hold Position
Unit Group - Order (Units of type Centaur Drudge) to Hold Position
Unit Group - Order (Units of type Centaur Archer) to Hold Position
Unit Group - Order (Units of type Centaur Khan) to Hold Position
Unit Group - Order (Units of type Giant Wolf) to Hold Position
Unit Group - Order (Units of type Timber Wolf) to Hold Position
Unit Group - Order (Units of type Dire Wolf) to Hold Position
quest
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Game Introduction with the description This game is an 8 player cooperative instant RPG game. The average clear time is about 1 hour. , using icon path UI\MiniMap\MinimapIcon\MinimapIconNeutralBuilding.blp
Quest - Create a Required quest titled Commands with the description * Camera view enlargement function: If you write -eyesight (number), the field of view is enlarged.The number can be from 80 to 150.* Kicking function: If 1 player writes -Kick Name (Color Name), that user will be kicked out.The color names are blue, tear, purple, yellow, orange, green, pink respectively. , using icon path UI\MiniMap\MinimapIcon\MinimapIconNeutralBuilding.blp
Quest - Create a Required quest titled Tips with the description - As soon as you start the game, you can enter the caves of the trolls by entering the bottom of the hill.- Act 1 You can find items near the inn.- Act 1 When you kill the stag on the top of the inn, the item comes out. Neutral animals can only be killed by magic.- The equipment item traded by the merchant Kane at the end of Act 1 can be upgraded to an Ethereal Gemstone from the Red Dragon.- Act 1 A Rat is hiding in a barley forest under the mana fountain. If you kill a mouse, the item comes out.- Act 2 There is a frog in the middle. If you kill a frog, the item comes out.- You can get items when you are close to the house in the middle of Act 4.- You can find items in the barley forest below the village of Gustavo. , using icon path UI\MiniMap\MinimapIcon\MinimapIconNeutralBuilding.blp
assassin skill
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Assassination (Dummy)
Actions
Unit - Increase level of Assassination (Assassin Magic book) for (Triggering unit)
knight skill
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Hard Armor (Warrior)
Actions
Unit - Increase level of Hard Armor (Warrior) for (Triggering unit)
fighter skill
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Warglaive of Azzinoth (Fighter)
Actions
If ((Level of Warglaive of Azzinoth (Fighter) for (Triggering unit)) Equal to 1) then do (Add Warglaive of Azzinoth (Armor) to (Triggering unit)) else do (Increase level of Warglaive of Azzinoth (Armor) for (Triggering unit))
Unit - Missing string for 'UnitMakeAbilityPermanentBJ'
fighter azzinoth
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Warglaive of Azzinoth (Fighter)
Actions
Player - Set the current research level of R007 (Unexpected type: 'techcode') to ((Current research level of R007 (Unexpected type: 'techcode') for (Triggering player)) + 1) for (Triggering player)
bow mastery
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Bow Mastery (Elf)
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for (Triggering player)) + 1) for (Triggering player)
nova 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Frost Nova (Magic User)
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
(Missing string for 'IsUnitInRangeLoc') Equal to True
((Picked unit) belongs to an enemy of (Triggering player).) Equal to True
Then - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (1.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Magic
Else - Actions
nova 2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Frost Nova (Magic User Upgrade)
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
(Missing string for 'IsUnitInRangeLoc') Equal to True
((Picked unit) belongs to an enemy of (Triggering player).) Equal to True
Then - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (1.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Magic
Else - Actions
meteo 1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Meteo (Magic User)
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
(Missing string for 'IsUnitInRangeLoc') Equal to True
((Picked unit) belongs to an enemy of (Triggering player).) Equal to True
Then - Actions
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (2.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Magic
Else - Actions
meteo 2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Meteo (Magic User Upgrade)
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
(Missing string for 'IsUnitInRangeLoc') Equal to True
((Picked unit) belongs to an enemy of (Triggering player).) Equal to True
Then - Actions
Wait 1.00 seconds
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (2.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))) damage of attack type Spells and damage type Magic
Else - Actions
thief hide
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hide (Thief)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Hide (Thief) for (Triggering unit)) Equal to 1
Then - Actions
Unit - Add Thief Book 1 to (Triggering unit)
Wait 30.00 seconds
Unit - Remove Thief Book 1 from (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Hide (Thief) for (Triggering unit)) Equal to 2
Then - Actions
Unit - Add Thief Book 2 to (Triggering unit)
Wait 30.00 seconds
Unit - Remove Thief Book 2 from (Triggering unit)
Else - Actions
assassin elrun
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Elune's Bless (Assassin)
Actions
Hero - Missing string for 'SetHeroAgi'
holy light
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Light (Cleric Paladin Ranger)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) belongs to an ally of (Triggering player).) Equal to True
Then - Actions
Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (10.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))))
Else - Actions
holy light item
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Light (Cleric Paladin Ranger)
((Triggering unit) has an item of type |cffff8c00Divine Hood) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) belongs to an ally of (Triggering player).) Equal to True
Then - Actions
Unit - Set life of (Target unit of ability being cast) to ((Life of (Target unit of ability being cast)) + (2.00 x (Real((Intelligence of (Triggering unit) (Include bonuses))))))
Else - Actions
divine protect
Events
Time - Every 0.50 seconds of game time
Conditions
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
((Picked unit) has buff Invulnerable) Equal to True
Then - Actions
Unit - Add Invincibility (Book) to (Picked unit)
Else - Actions
Unit - Remove Invincibility (Book) from (Picked unit)
amor break
Events
Time - Every 0.70 seconds of game time
Conditions
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
((Picked unit) has buff Armor break) Equal to True
Then - Actions
Unit - Add Item Armor Bonus (-5) to (Picked unit)
Else - Actions
Unit - Remove Item Armor Bonus (-5) from (Picked unit)
striking
Events
Time - Every 1.00 seconds of game time
Conditions
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
((Picked unit) has buff Striking) Equal to True
Then - Actions
Unit - Add Striking Book 100% to (Picked unit)
Else - Actions
Unit - Remove Striking Book 100% from (Picked unit)
elrun aura
Events
Time - Every 1.00 seconds of game time
Conditions
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
((Picked unit) has buff Elune Aura 1) Equal to True
Then - Actions
Unit - Add Elune Book 1 to (Picked unit)
Else - Actions
Unit - Remove Elune Book 1 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Elune Aura 2) Equal to True
Then - Actions
Unit - Add Elune Book 2 to (Picked unit)
Else - Actions
Unit - Remove Elune Book 2 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Elune Aura 3) Equal to True
Then - Actions
Unit - Add Elune Book 3 to (Picked unit)
Else - Actions
Unit - Remove Elune Book 3 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Elune Aura 4) Equal to True
Then - Actions
Unit - Add Elune Book 4 to (Picked unit)
Else - Actions
Unit - Remove Elune Book 4 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Elune Aura 5) Equal to True
Then - Actions
Unit - Add Elune Book 5 to (Picked unit)
Else - Actions
Unit - Remove Elune Book 5 from (Picked unit)
natures bless
Events
Time - Every 1.00 seconds of game time
Conditions
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
((Picked unit) has buff Rejuvenation 1) Equal to True
Then - Actions
Unit - Add Natures Book 1 to (Picked unit)
Else - Actions
Unit - Remove Natures Book 1 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Rejuvenation 2) Equal to True
Then - Actions
Unit - Add Natures Book 2 to (Picked unit)
Else - Actions
Unit - Remove Natures Book 2 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Rejuvenation 3) Equal to True
Then - Actions
Unit - Add Natures Book 3 to (Picked unit)
Else - Actions
Unit - Remove Natures Book 3 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Rejuvenation 4) Equal to True
Then - Actions
Unit - Add Natures Book 4 to (Picked unit)
Else - Actions
Unit - Remove Natures Book 4 from (Picked unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Rejuvenation 5) Equal to True
Then - Actions
Unit - Add Natures Book 5 to (Picked unit)
Else - Actions
Unit - Remove Natures Book 5 from (Picked unit)
manaflow
Events
Unit - A unit Starts the effect of an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has (Item carried by (Triggering unit) of type Manaflow earring)) Equal to True
Then - Actions
Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 10.00)
Else - Actions
wizard staff 1
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has (Item carried by (Triggering unit) of type |cffff8c00Staff of Wizardry)) Equal to True
(Unit-type of (Triggering unit)) Not equal to Magic User
Actions
Hero - Drop (Item carried by (Triggering unit) of type |cffff8c00Staff of Wizardry) from (Triggering unit) .
wizard staff 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffff8c00Staff of Wizardry
Actions
Unit - Increase level of Staff of Wizardry (Upgrage) for (Triggering unit)
wizard staff 3
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffff8c00Staff of Wizardry
Actions
Unit - Decrease level of Staff of Wizardry (Upgrage) for (Triggering unit)
legendary
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Cursed Sword (Item)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Cleric
Then - Actions
Game - Display to (All players) for 5.00 seconds the text: You have finally obtained the Sword of Legendary.
Special Effect - Create a special effect attached to the weapon (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Orc\Disenchant\DisenchantSpecialArt.mdl
Sound - Play Disenchant <gen> at 100 % volume, attached to (Triggering unit)
Item - Remove (Item carried by (Triggering unit) of type |c00ff0000Cursed Sword)
Hero - Create |cfff0e68cSword of Legend and give it to (Triggering unit)
Else - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Demon\DemonBoltImpact\DemonBoltImpact.mdl
Unit - Cause (Triggering unit) to damage (Triggering unit) , dealing 500.00 damage of attack type Chaos and damage type Normal
sentinel bow
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ethereal Gemstone (Item)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Sentinel Bow) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Sentinel Bow)
Item - Remove (Item carried by (Triggering unit) of type Ethereal Gemstone)
Hero - Create |cffff8c00Sentinel Bow and give it to (Triggering unit)
Else - Actions
guardian sword
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ethereal Gemstone (Item)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Guardian Sword) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Guardian Sword)
Item - Remove (Item carried by (Triggering unit) of type Ethereal Gemstone)
Hero - Create |cffff8c00Guardian Sword and give it to (Triggering unit)
Else - Actions
grim shield
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ethereal Gemstone (Item)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Grim Shield) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Grim Shield)
Item - Remove (Item carried by (Triggering unit) of type Ethereal Gemstone)
Hero - Create |cffff8c00Grim Shield and give it to (Triggering unit)
Else - Actions
magical staff
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ethereal Gemstone (Item)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Magical staff) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Magical staff)
Item - Remove (Item carried by (Triggering unit) of type Ethereal Gemstone)
Hero - Create |cffff8c00Magical staff and give it to (Triggering unit)
Else - Actions
guldan ring 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffff8c00Gul'dan's Ring
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Shadow orb fragments) Equal to True
Then - Actions
Hero - Make (Triggering player) Heroes gain 140.00 % experience from future kills
Else - Actions
Hero - Make (Triggering player) Heroes gain 130.00 % experience from future kills
guldan ring 2
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cffff8c00Gul'dan's Ring
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Shadow orb fragments) Equal to True
Then - Actions
Hero - Make (Triggering player) Heroes gain 110.00 % experience from future kills
Else - Actions
Hero - Make (Triggering player) Heroes gain 100.00 % experience from future kills
resurrection 1
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set reunits[(Player number of (Owner of (Triggering unit)))] = (Dying unit)
Set Variable Set relocal[(Player number of (Owner of (Triggering unit)))] = (Position of (Triggering unit))
resurrection 2
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Resurrection (Item)
Actions
For each (Integer A) from 1 to 8 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Missing string for 'IsUnitInRangeLoc') Equal to True
((Triggering unit) belongs to an ally of (Owner of reunits[(Integer A)]).) Equal to True
Then - Actions
Hero - Instantly revive reunits[(Integer A)] at relocal[(Integer A)] , Show revival graphics
WESTRING_TRIGCAT_LOCATION - Missing string for 'RemoveLocation'
Else - Actions
shadow piece 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shadow orb fragments
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type |cffff8c00Gul'dan's Ring) Equal to True
Then - Actions
Hero - Make (Triggering player) Heroes gain 140.00 % experience from future kills
Else - Actions
Hero - Make (Triggering player) Heroes gain 110.00 % experience from future kills
shadow piece 2
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shadow orb fragments
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type |cffff8c00Gul'dan's Ring) Equal to True
Then - Actions
Hero - Make (Triggering player) Heroes gain 130.00 % experience from future kills
Else - Actions
Hero - Make (Triggering player) Heroes gain 100.00 % experience from future kills
troll potion
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Elixir of Skill
((Triggering unit) has an item of type |cffff8c00Mystic Ring) Equal to True
Actions
Hero - Missing string for 'SetHeroInt'
ifrit
Events
Unit - A unit Gains a level
Conditions
((Triggering unit) has an item of type |cffff8c00helmet of Ifrit) Equal to True
Actions
Hero - Missing string for 'SetHeroStr'
nerubian
Events
Unit - A unit Gains a level
Conditions
((Triggering unit) has an item of type |cffff8c00Nerubian' Armlet) Equal to True
Actions
Hero - Missing string for 'SetHeroAgi'
kick 2
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: You are kicked out.
kick 3
Events
Player - Player 1 (Red) types a chat message containing -kick tear (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: You are kicked out.
kick 4
Events
Player - Player 1 (Red) types a chat message containing -kick purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: You are kicked out.
kick 5
Events
Player - Player 1 (Red) types a chat message containing -kick yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: You are kicked out.
kick 6
Events
Player - Player 1 (Red) types a chat message containing -kick orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: You are kicked out.
kick 7
Events
Player - Player 1 (Red) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: You are kicked out.
kick 8
Events
Player - Player 1 (Red) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: You are kicked out.
둘중 하나는 지우는게 남. 주석아래로
eyesight
Events
Player - Player 1 (Red) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -eyesight (Unexpected type: 'stringnoformat') as A substring
Conditions
(Integer((Substring((Entered chat string), 11, 13)))) Greater than or equal to 80
(Integer((Substring((Entered chat string), 11, 13)))) Less than or equal to 150
Actions
Camera - Set (Triggering player) 's camera Distance to target to ((Real((Substring((Entered chat string), 11, 13)))) x 20.00) over 1.00 seconds
no attack
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) belongs to an ally of (Triggering player).) Equal to True
Actions
Unit - Order (Attacking unit) to Stop .
prologue
Events
Map initialization
Conditions
Actions
Sound - Set music volume to 0.00 %
Sound - Play Prologue <gen>
Game - Set the time of day to 6.00
Environment - Set sky to Dalaran Sky
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across choose <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across intro_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across intro_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across intro_2 <gen>
Player Group - Pick every player in (All players) and do (Sway the camera source for (Picked player) with magnitude 30.00 and velocity 1.00)
Player Group - Pick every player in (All players) and do (Disable user control for (All players).)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2.00 seconds
Cinematic - Turn cinematic mode On for (All players)
Unit - Order Peasant 0511 <gen> to Move To . (Center of move_2 <gen>)
Unit - Order Peasant 0512 <gen> to Move To . (Center of move_3 <gen>)
Unit Group - Pick every unit in (Units in intro_1 <gen>) and do (Do nothing)
Trigger - Turn off (This trigger)
camera 1
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Opening_1 for (Picked player) over 0 seconds)
Trigger - Turn off (This trigger)
camera 2
Events
Map initialization
Conditions
Actions
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Opening_2 for (Picked player) over 5.00 seconds)
Trigger - Turn off (This trigger)
camera 3
Events
Map initialization
Conditions
Actions
Wait 15.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Opening_3 for (Picked player) over 5.00 seconds)
Trigger - Turn off (This trigger)
camera 4
Events
Map initialization
Conditions
Actions
Wait 20.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Opening_4 for (Picked player) over 5.00 seconds)
Trigger - Turn off (This trigger)
script 1
Events
Map initialization
Conditions
Actions
Wait 1.00 seconds
Game - Display to (All players) for 10.00 seconds the text: Peaceful Mystara continent... But a terrible nightmare has come to the peaceful Mystara continent... The monsters in the darkness have invaded the continent of Mystara... Most people were dying to fight monsters and the continent was getting more and more desolate... Finally There were 12 heroes looking sadly at Mystara continent when everyone tried to give up...
script 2
Events
Map initialization
Conditions
Actions
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from Paladin 0507 <gen> named Paladin : Play No sound and display Monsters invaded the village again... Many people are hurt and dying... . Modify duration: Add 7.00 seconds and Wait
script 3
Events
Map initialization
Conditions
Actions
Wait 17.00 seconds
Cinematic - Send transmission to (All players) from Druid 0504 <gen> named Druid : Play No sound and display I thought there would be no more war with the monsters... but this happened again... . Modify duration: Add 7.00 seconds and Wait
script 4
Events
Map initialization
Conditions
Actions
Wait 25.00 seconds
Cinematic - Send transmission to (All players) from Peasant 0513 <gen> named Villager : Play No sound and display Help... Help...! Most of the villages have disappeared due to the attack of monsters... our village too will not last long... Please... Please help! My children and my wife... . Modify duration: Add 6.00 seconds and Wait
script 5
Events
Map initialization
Conditions
Actions
Wait 34.00 seconds
Cinematic - Send transmission to (All players) from Cleric 0503 <gen> named Priest : Play No sound and display Oh, Poor man... His soul rest in peace... . Modify duration: Add 7.00 seconds and Wait
script 6
Events
Map initialization
Conditions
Actions
Wait 41.00 seconds
Cinematic - Send transmission to (All players) from Dwarf 0501 <gen> named Dwarf : Play No sound and display Soon the kingdom will be destroyed by monsters... There is no time... Let's quickly end this nightmare. . Modify duration: Add 7.00 seconds and Wait
script 7
Events
Map initialization
Conditions
Actions
Wait 48.00 seconds
Cinematic - Send transmission to (All players) from Assassin 0500 <gen> named Assassin : Play No sound and display Yes, this terrible thing should not happen anymore. I agree with Dwarf. . Modify duration: Add 7.00 seconds and Wait
script 8
Events
Map initialization
Conditions
Actions
Wait 55.00 seconds
Cinematic - Send transmission to (All players) from Elf 0509 <gen> named Elf : Play No sound and display I agree too. It was those monsters that nearly destroyed our High Elves. . Modify duration: Add 7.00 seconds and Wait
script 9
Events
Map initialization
Conditions
Actions
Wait 62.00 seconds
Cinematic - Send transmission to (All players) from Cleric 0503 <gen> named Priest : Play No sound and display I think the opinions are all the same. Now, hurry! Let's save the world! . Modify duration: Add 7.00 seconds and Wait
pegant 1
Events
Unit - A unit enters intro_3 <gen>
Conditions
((Triggering unit) is A Hero) Not equal to True
Actions
Unit - Kill (Triggering unit)
pegant 2
Events
Map initialization
Conditions
Actions
Wait 10.00 seconds
Trigger - Turn off pegant_1 <gen>
pegant 3
Events
Map initialization
Conditions
Actions
Wait 25.00 seconds
Unit - Unhide Peasant 0513 <gen>
Unit - Order Peasant 0513 <gen> to Move To . (Center of move_1 <gen>)
pegant 4
Events
Map initialization
Conditions
Actions
Wait 31.00 seconds
Unit - Kill Peasant 0513 <gen>
select 1
Events
Map initialization
Conditions
Actions
Wait 69.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 7 (Green) to (Center of choose <gen>) over 0 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of choose <gen>) over 0 seconds
Trigger - Turn off (This trigger)
select 2
Events
Map initialization
Conditions
Actions
Wait 70.00 seconds
Player Group - Pick every player in (All players) and do (Enable user control for (All players).)
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 0 seconds)
Player Group - Pick every player in (All players) and do (Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds)
Player Group - Pick every player in (All players) and do (Turn cinematic mode Off for (All players))
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Camera - Stop swaying/shaking the camera for Player 5 (Yellow) .
Camera - Stop swaying/shaking the camera for Player 6 (Orange) .
Camera - Stop swaying/shaking the camera for Player 7 (Green) .
Camera - Stop swaying/shaking the camera for Player 8 (Pink) .
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Player 1 (Red) start location) over 0 seconds)
Sound - Play Select_hero <gen>
Game - Display to (All players) for 5.00 seconds the text: Select your character.
Unit - Remove Assassin 0500 <gen> from the game
Unit - Remove Dwarf 0501 <gen> from the game
Unit - Remove Cleric 0503 <gen> from the game
Unit - Remove Ranger 0508 <gen> from the game
Unit - Remove Fighter 0505 <gen> from the game
Unit - Remove Elf 0509 <gen> from the game
Unit - Remove Invoker 0510 <gen> from the game
Unit - Remove Paladin 0507 <gen> from the game
Unit - Remove Warrior 0506 <gen> from the game
Unit - Remove Druid 0504 <gen> from the game
Unit - Remove Magic User 0515 <gen> from the game
Unit - Remove Thief 0514 <gen> from the game
Trigger - Turn off (This trigger)
dwarf
Events
Unit - A unit enters dwarf <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Dwarf for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Healing and give it to (Last created unit)
Unit - Remove Dwarf 0009 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Dwarf.
Trigger - Turn off (This trigger)
knight
Events
Unit - A unit enters knight <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Warrior for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Healing and give it to (Last created unit)
Unit - Remove Warrior 0005 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Warrior.
Trigger - Turn off (This trigger)
paladin
Events
Unit - A unit enters paladin <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Paladin for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Lesser Clarity Potion and give it to (Last created unit)
Unit - Remove Paladin 0491 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Paladin.
Trigger - Turn off (This trigger)
assassin
Events
Unit - A unit enters assassin <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Assassin for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Lesser Omniscience Potion and give it to (Last created unit)
Unit - Remove Assassin 0488 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Assassin.
Trigger - Turn off (This trigger)
fighter
Events
Unit - A unit enters fighter <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Fighter for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Lesser Omniscience Potion and give it to (Last created unit)
Unit - Remove Fighter 0490 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Fighter.
Trigger - Turn off (This trigger)
thief
Events
Unit - A unit enters thief <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Thief for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create LB Oil and give it to (Last created unit)
Unit - Remove Thief 0007 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Thief.
Trigger - Turn off (This trigger)
elf
Events
Unit - A unit enters elf <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Elf for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Lesser Omniscience Potion and give it to (Last created unit)
Unit - Remove Elf 0489 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Elf.
Trigger - Turn off (This trigger)
ranger
Events
Unit - A unit enters ranger <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Ranger for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Lesser Clarity Potion and give it to (Last created unit)
Unit - Remove Ranger 0477 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Ranger.
Trigger - Turn off (This trigger)
druid
Events
Unit - A unit enters druid <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Druid for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Mana and give it to (Last created unit)
Unit - Remove Druid 0008 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Druid.
Trigger - Turn off (This trigger)
magic user
Events
Unit - A unit enters magicuser <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Magic User for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Mana and give it to (Last created unit)
Unit - Remove Magic User 0478 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Magic User.
Trigger - Turn off (This trigger)
invoker
Events
Unit - A unit enters invoker <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Invoker for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Mana and give it to (Last created unit)
Unit - Remove Invoker 0006 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Invoker.
Trigger - Turn off (This trigger)
cleric
Events
Unit - A unit enters cleric <gen>
Conditions
Actions
Unit - Remove (Entering unit) from the game
Unit - Create 1 . Cleric for (Owner of (Triggering unit)) at (Center of intro_1 <gen>) facing Default building facing degrees
Hero - Create Potion of Mana and give it to (Last created unit)
Unit - Remove Cleric 0481 <gen> from the game
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of intro_1 <gen>) over 0 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have selected the Cleric.
Trigger - Turn off (This trigger)
cave torll 1
Events
Unit - A unit enters cave_troll_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_troll_3 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of cave_troll_3 <gen>) over 0 seconds
cave torll 2
Events
Unit - A unit enters cave_troll_3 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Secret Quest|r : The cave of RafaelAs entered the cave of the trolls, felt a stinking odor.
Trigger - Turn off (This trigger)
cave torll 3
Events
Unit - A unit enters cave_troll_2 <gen>
Conditions
(Dark Troll Warlord 0027 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_troll_4 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of cave_troll_4 <gen>) over 0 seconds
cave torll 4
Events
Unit - Dark Troll Warlord 0027 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Dark Troll Warrior.
Trigger - Turn off cave_torll_1 <gen>
peasants
Events
Unit - A unit enters help <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit Group - Order (Units in family <gen>) to Move To . (Center of move_1 <gen>)
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Villagers|r : Help! Monsters have invaded our village!
Trigger - Turn off (This trigger)
inn 1
Events
Unit - A unit enters Inn_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Found an item in the inn.
Item - Create (Random level 1.Permanent item-type) at (Position of (Triggering unit))
Trigger - Turn off (This trigger)
inn 2
Events
Unit - A unit enters Inn_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Found an item in the abandoned inn.
Item - Create Elixir at (Position of (Triggering unit))
Trigger - Turn off (This trigger)
pub
Events
Unit - A unit enters pub <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Found an item in the pub.
Item - Create Tears of the Moon at (Position of (Triggering unit))
Trigger - Turn off (This trigger)
cain
Events
Unit - A unit enters Cain <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Merchant Cain|r : Hi There. I'm Cain, the traveling merchant.
Trigger - Turn off (This trigger)
act 1 start
Events
Unit - A unit enters act_1_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Prologue <gen> After fading
Sound - Play Act_1 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 1|r : The Village of TrintanThe burning village was full of trolls.
Quest - Create a Optional quest titled Act 1 with the description The trolls are numerous. You must have support heal. Wendigo is strong in attack, so you have to fight carefully. , using icon path ReplaceableTextures\CommandButtons\BTNWendigo.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 1 boss
Events
Unit - A unit enters act1_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Play Boss_battle <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Wendigo|r : Growl! You brought death in yourself.
Trigger - Turn off (This trigger)
act 1 clear
Events
Unit - Wendigo 0092 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Wendigo.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Destructible - Remove Stone Wall 0237 <gen>
Destructible - Remove Stone Wall 0238 <gen>
Destructible - Remove Stone Wall 0239 <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 2 start
Events
Unit - A unit enters act2_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_2 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 2|r : Battle on the VesuviaViolent monsters were waiting for you in the river.
Quest - Create a Optional quest titled Act 2 with the description It is helpful to buy equipment and disposable items from merchant Cain. Also, prepare plenty of healing potions and mana potions. , using icon path ReplaceableTextures\CommandButtons\BTNAzureDragon.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 2 boss
Events
Unit - A unit enters act2_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Blue Dragon|r : Dare you come here! you will regret for come to me!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 2 clear
Events
Unit - Blue Dragon 0117 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Blue Dragon.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Destructible - Remove Stone Wall 0241 <gen>
Destructible - Remove Stone Wall 0247 <gen>
Destructible - Remove Stone Wall 0240 <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 3 start
Events
Unit - A unit enters act3_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_3 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 3|r : Deserted WildernessThere was only a spooky spider in the Wilderness.
Unit Group - Order (Units of type Spider) to Stop
Unit Group - Order (Units of type Spitting Spider) to Stop
Unit Group - Order (Units of type Brood Mother) to Stop
Unit Group - Order (Units of type Giant Spider) to Stop
Quest - Create a Optional quest titled Act 3 with the description Prepare enough consumption items from Goblin Merchant. Be careful not to be surrounded by enemies. , using icon path ReplaceableTextures\CommandButtons\BTNNerubianQueen.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 3 boss
Events
Unit - A unit enters act3_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Nerubian Queen|r : I will kill you all!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 3 clear
Events
Unit - Nerubian Queen 0229 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Nerubian Queen.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Destructible - Remove Stone Wall 0250 <gen>
Destructible - Remove Stone Wall 0251 <gen>
Destructible - Remove Stone Wall 0252 <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 4 start
Events
Unit - A unit enters act4_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_4 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 4|r : Forest of DesfairThere was a huge forest in front, but the monsters did not seem to welcome your appearance.
Quest - Create a Optional quest titled Act 4 with the description Monsters have a strong attack damage, so you have to defeat them separately using wand of the wind. Doom Guard uses powerful skills, so you have to fight scattered. , using icon path ReplaceableTextures\CommandButtons\BTNDoomGuard.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 4 boss
Events
Unit - A unit enters act4_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Doom Guard|r : I will make you my Puppet!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 4 clear
Events
Unit - Doom Guard 0280 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Doom Guard.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Destructible - Remove Stone Wall 0256 <gen>
Destructible - Remove Stone Wall 0254 <gen>
Destructible - Remove Stone Wall 0262 <gen>
Destructible - Remove Stone Wall 0253 <gen>
Destructible - Remove Stone Wall 0184 <gen>
Sound - Play Win <gen>
Quest - Mark (Last created quest) as Completed
Quest - Create a Optional quest titled The Village of Gustavo with the description The Village of Gustavo sells many items. Since the Village of Gustavo, all boss monsters are immune to magic, so you need to purchase the consumable items in advance. To defeat the Red Dragon, you need a lot of consumable items. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Flash the quest dialog button
Wait 8.00 seconds
Sound - Play Town <gen>
Trigger - Turn off (This trigger)
red dragon
Events
Unit - A unit enters red_dragon_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Play Red_dragon <gen>
Quest - Mark (Last created quest) as Completed
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 5-1|r : The Red Dragon's nestAs stepped into the red dragon's nest, feel overwhelmed by the dragon's hot breath.
Quest - Create a Optional quest titled Red Dragon with the description Red Dragons are immune to magic and use powerful breath and magics, so ranged units must be scattered and positioned. It is helpful to prepare a lot of consumable items in advance.Only Cleric can reverse the curse of a cursed sword. , using icon path ReplaceableTextures\CommandButtons\BTNRedDragon.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
red dragon boss
Events
Unit - A unit enters red_dragon_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Red Dragon|r : So, did your humans really want to see me? Then it will be my joy to burn you!
Trigger - Turn off (This trigger)
red dragon clear
Events
Unit - Red Dragon 0291 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Red Dragon.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
red dragon exp
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Red Dragon 0291 <gen>
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
(Missing string for 'IsUnitInRange') Equal to True
((Picked unit) belongs to an enemy of (Triggering player).) Equal to True
Then - Actions
Hero - Add 5000 experience to (Picked unit) , Show level-up graphics
Else - Actions
red dragon waygate
Events
Unit - A unit enters reddragon_waygate <gen>
Conditions
(Red Dragon 0291 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of act6_start <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of act6_start <gen>) over 0 seconds
act 5 start
Events
Unit - A unit enters act5_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Play Act_5 <gen>
Quest - Mark (Last created quest) as Completed
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 5-2|r : Warrior's ShadowWhen arrived at the ruined land, felt silent.
Unit Group - Order (Units of type Kobold) to Stop
Unit Group - Order (Units of type Kobold Geomancer) to Stop
Unit Group - Order (Units of type Kobold Taskmaster) to Stop
Quest - Create a Optional quest titled Act 5 with the description Be careful of Kobold's ambush attack. Kobold's ranged attacks are powerful, so you must be careful. It is useful if you have Cyclone or Sleep skill. , using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 5 attack
Events
Unit - A unit enters attack <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Be careful! It is ambush attack!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Play Act_5_attack <gen>
Unit - Create 4 . Kobold Geomancer for Neutral Hostile at (Center of kobold_1 <gen>) facing 320.00 degrees
Unit - Create 4 . Kobold for Neutral Hostile at (Center of kobold_2 <gen>) facing 120.00 degrees
Trigger - Turn off (This trigger)
act 5 boss
Events
Unit - A unit enters act5_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Deimos|r : This will be your grave!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 5 clear
Events
Unit - Deimos 0351 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Deimos.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 5 waygate
Events
Unit - A unit enters act_5_waygate <gen>
Conditions
(Deimos 0351 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of act6_start <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of act6_start <gen>) over 0 seconds
act 6 start
Events
Unit - A unit enters act6_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_6 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 6|r : GatewayThe mysterious castle floating in the sky was filled with monsters.
Unit Group - Order (Units of type Wildkin) to Stop
Quest - Create a Optional quest titled Act 6 with the description WildKin's damage is very strong, but the number is small, so it is better to defeat them separately using wand of the wind. , using icon path ReplaceableTextures\CommandButtons\BTNShade.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 6 boss
Events
Unit - A unit enters act6_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Ezerhorden|r : I'll swallow you in the dark!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 6 clear
Events
Unit - Ezerhorden 0388 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Ezerhorden.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 6 waygate
Events
Unit - A unit enters act6_waygate <gen>
Conditions
(Ezerhorden 0388 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of act7_start <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of act7_start <gen>) over 0 seconds
act 7 start
Events
Unit - A unit enters act7_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_7 <gen>
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 7|r : OvertureThe more you go to the deeper part of the castle, the more and more monsters.
Unit Group - Order (Units of type Centaur Drudge) to Stop
Unit Group - Order (Units of type Centaur Archer) to Stop
Unit Group - Order (Units of type Centaur Khan) to Stop
Quest - Create a Optional quest titled Act 7 with the description Centaurs are very fast moving, so be careful not to be surrounded. You need stunning skills and strong firepower. , using icon path ReplaceableTextures\CommandButtons\BTNHellScream.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 7 boss
Events
Unit - A unit enters act7_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Dark Warrior|r : Fear My Deathmore!
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Act_7 <gen> After fading
Sound - Play Boss_battle <gen>
Trigger - Turn off (This trigger)
act 7 clear
Events
Unit - Dark Warrior 0433 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Defeated the Dark Warrior.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Act_7 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 7 teleport
Events
Unit - A unit enters act7_teleport <gen>
Conditions
(Dark Warrior 0433 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of act8_start <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of act8_start <gen>) over 0 seconds
act7 teleport effect
Events
Time - Every 3.00 seconds of game time
Conditions
(Dark Warrior 0433 <gen> is dead) Equal to True
Actions
Special Effect - Create a special effect at (Center of act7_teleport <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
act 8 start
Events
Unit - A unit enters act8_start <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Act 8|r : Inner Heart, Dark HeartYou were warped by magical powers, and monstrous monsters were in front of you.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Act_7 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Act_8 <gen>
Unit Group - Order (Units of type Giant Wolf) to Stop
Unit Group - Order (Units of type Timber Wolf) to Stop
Unit Group - Order (Units of type Dire Wolf) to Stop
Quest - Create a Optional quest titled Act 8 with the description Wolves have strong attack damage and health, so it is helpful to prepare consumable items in advance. If you defeat Nagpa, the Black Dragon will disappear. , using icon path ReplaceableTextures\CommandButtons\BTNGhostOfKelThuzad.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
act 8 boss
Events
Unit - A unit enters act8_boss <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Nagpa|r : It is so wonderful to come here... But now you should take a rest... eternal rest!
Trigger - Turn off (This trigger)
act 8 clear
Events
Unit - Nagpa 0442 <gen> Dies
Conditions
Actions
Unit - Kill Black Dragon 0441 <gen>
Game - Display to (All players) for 5.00 seconds the text: Defeated the Nagpa.
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5 <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Act_7 <gen> After fading
Sound - Stop Act_8 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Sound - Play Win <gen>
Destructible - Remove Demonic Gate 0263 <gen>
Quest - Mark (Last created quest) as Completed
Quest - Create a Optional quest titled Final Act with the description When the Synn health is 50% depleted, starts using the mirror image and Blade Storm. When the Synn health is 75% depleted, the razormane chieftains appear above and below. So, it is a good idea to prepare consumable scrolls in advance. , using icon path ReplaceableTextures\CommandButtons\BTNHeroBlademaster.blp
Quest - Flash the quest dialog button
Trigger - Turn off (This trigger)
waygate off
Events
Map initialization
Conditions
Actions
Trigger - Turn off right_waygate <gen>
Trigger - Turn off left_waygate <gen>
right waygate
Events
Unit - A unit enters right_waygate <gen>
Conditions
(Doom Guard 0280 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of red_dragon_1 <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of red_dragon_1 <gen>) over 0 seconds
Trigger - Turn off left_waygate <gen>
left waygate
Events
Unit - A unit enters left_waygate <gen>
Conditions
(Doom Guard 0280 <gen> is dead) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of act5_start <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of act5_start <gen>) over 0 seconds
Trigger - Turn off right_waygate <gen>
pan
Events
Unit - A unit enters pan <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Priest Fan|r : Hello, brave heroes. I will heal your wounds.
Trigger - Turn off (This trigger)
jhamela
Events
Unit - A unit enters jhamela <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Sorceress Jamella|r : Welcome, travelers. come and buy my magic items.
Trigger - Turn off (This trigger)
gustabo talk
Events
Unit - A unit enters gustabo <gen>
Conditions
(Doom Guard 0280 <gen> is dead) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Pause all units
Player Group - Pick every player in (All players) and do (Disable user control for (All players).)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Sway the camera source for (Picked player) with magnitude 30.00 and velocity 1.00)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Gustabo_1 for (Picked player) over 0 seconds)
Wait 2 seconds
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display Oh ... you saved us from Doom Guard! Thank you very much. Please take enough time to relax here. . Modify duration: Add 5.00 seconds and Wait
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display As you know, those monsters did not invade Mystara continent with their will. Those monsters are being controlled by the evil Synn. . Modify duration: Add 5.00 seconds and Wait
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display I will explain how you can go to the Synn in floating castle. There are two ways to get there. . Modify duration: Add 5.00 seconds and Wait
Wait 5.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Gustabo_2 for (Picked player) over 0 seconds)
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display First way. On the road to my right, you can go to Synn much faster. But you have to fight against the fearsome Red dragon guarding Waygate. . Modify duration: Add 10.00 seconds and Wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Gustabo_3 for (Picked player) over 0 seconds)
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display Second way. The way to the abandoned swamp on my left. Going there will be a lot easier than defeat the Red Dragon. But there is a huge number of monsters. . Modify duration: Add 10.00 seconds and Wait
Wait 10.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Gustabo_1 for (Picked player) over 0 seconds)
Cinematic - Send transmission to (All players) from Gustavo 0290 <gen> named Gustabo : Play No sound and display You can freely choose. Please prepare before leaving. I hope you choose wisely. . Modify duration: Add 6.00 seconds and Wait
Wait 6.00 seconds
Player Group - Pick every player in (All players) and do (Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds)
Player Group - Pick every player in (All players) and do (Turn cinematic mode Off for (All players))
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 0.00 seconds)
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of gustabo <gen>) over 0 seconds)
Player Group - Pick every player in (All players) and do (Enable user control for (All players).)
Unit - Unpause all units
Trigger - Turn on right_waygate <gen>
Trigger - Turn on left_waygate <gen>
Trigger - Turn off (This trigger)
synn hp 50
Events
Unit - Synn 0017 <gen> 's life becomes Less than or equal to ((Life of Synn 0017 <gen>) / 2.00)
Conditions
Actions
Unit - Add Mirror Image (Synn) to (Triggering unit)
Unit - Add Bladestorm (Synn) to (Triggering unit)
Game - Display to (All players) for 5.00 seconds the text: |cffffcc00Synn|r : Now, I will show you my proper ability!
Trigger - Turn off (This trigger)
synn hp 25
Events
Unit - Synn 0017 <gen> 's life becomes Less than or equal to ((Life of Synn 0017 <gen>) / 4.00)
Conditions
Actions
Unit - Unhide Razormane Chieftain 0542 <gen>
Unit - Unhide Razormane Chieftain 0543 <gen>
Unit - Unhide Razormane Chieftain 0544 <gen>
Unit - Unhide Razormane Chieftain 0545 <gen>
Unit - Unhide Razormane Chieftain 0546 <gen>
Unit - Unhide Razormane Chieftain 0547 <gen>
Unit - Unhide Razormane Chieftain 0548 <gen>
Unit - Unhide Razormane Chieftain 0549 <gen>
Trigger - Turn off (This trigger)
synn 1
Events
Unit - A unit enters entrance <gen>
Conditions
(Nagpa 0442 <gen> is dead) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Stop Act_1 <gen> After fading
Sound - Stop Prologue <gen> After fading
Sound - Stop Act_2 <gen> After fading
Sound - Stop Act_3 <gen> After fading
Sound - Stop Act_4 <gen> After fading
Sound - Stop Town <gen> After fading
Sound - Stop Act_5_attack <gen> After fading
Sound - Stop Red_dragon <gen> After fading
Sound - Stop Act_6 <gen> After fading
Sound - Stop Act_7 <gen> After fading
Sound - Stop Act_8 <gen> After fading
Sound - Stop Boss_battle <gen> After fading
Unit - Unhide Synn 0017 <gen>
Unit - Pause all units
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2 seconds
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Synn for (Picked player) over 0 seconds)
Player Group - Pick every player in (All players) and do (Disable user control for (All players).)
Player Group - Pick every player in (All players) and do (Sway the camera source for (Picked player) with magnitude 30.00 and velocity 1.00)
Trigger - Turn off (This trigger)
synn 2
Events
Unit - A unit enters entrance <gen>
Conditions
(Nagpa 0442 <gen> is dead) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Wait 2 seconds
Cinematic - Send transmission to (All players) from Synn 0017 <gen> named Synn : Play No sound and display It looks like it's time to finish this. . Modify duration: Add 5.00 seconds and Wait
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from Synn 0017 <gen> named Synn : Play No sound and display I guesss I will have to do it myself. . Modify duration: Add 5.00 seconds and Wait
Wait 5.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (If ((Missing string for 'IsUnitInForce') Equal to True) then do (If (((Picked unit) is A Hero) Equal to True) then do (Move (Picked unit) instantly to (Center of final_fight_1 <gen>), facing 180.00 degrees) else do (Do nothing)) else do (Do nothing))
Unit - Move Synn 0017 <gen> instantly to (Center of final_fight_2 <gen>)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Final_Battle for (Picked player) over 3.00 seconds)
Sound - Play Last_fight <gen>
Wait 3.00 seconds
Camera - Pan camera for (Missing string for 'GetLocalPlayer') to (Center of final_fight_1 <gen>) over 0 seconds
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 0.00 seconds)
Player Group - Pick every player in (All players) and do (Turn off letterbox mode (show interface) for (All players): fade in over 2 seconds)
Player Group - Pick every player in (All players) and do (Turn cinematic mode Off for (All players))
Unit - Unpause all units
Player Group - Pick every player in (All players) and do (Enable user control for (All players).)
Trigger - Turn on battle_2 <gen>
Trigger - Turn on battle_3 <gen>
Trigger - Turn off (This trigger)
battle 1
Events
Map initialization
Conditions
Actions
Trigger - Turn off battle_2 <gen>
Trigger - Turn off battle_3 <gen>
battle 2
Events
Unit - A unit enters entrance <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of abadon <gen>)
battle 3
Events
Unit - A unit enters entrance_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of entrance_2 <gen>)
synn win
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Unit - Kill Razormane Chieftain 0542 <gen>
Unit - Kill Razormane Chieftain 0543 <gen>
Unit - Kill Razormane Chieftain 0544 <gen>
Unit - Kill Razormane Chieftain 0545 <gen>
Unit - Kill Razormane Chieftain 0546 <gen>
Unit - Kill Razormane Chieftain 0547 <gen>
Unit - Kill Razormane Chieftain 0548 <gen>
Unit - Kill Razormane Chieftain 0549 <gen>
Sound - Stop Last_fight <gen> After fading
Game - Display to (All players) for 5.00 seconds the text: Defeated the Synn
Quest - Mark (Last created quest) as Completed
Quest - Flash the quest dialog button
Sound - Play Win <gen>
Trigger - Turn off (This trigger)
synn win script 1
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 8.00 seconds
Unit - Pause all units
Player Group - Pick every player in (All players) and do (Sway the camera target for (Picked player) with magnitude 30.00 and velocity 1.00)
Player Group - Pick every player in (All players) and do (Disable user control for (All players).)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Defeated_Synn for (Picked player) over 2.00 seconds)
Cinematic - Turn on letterbox mode (hide interface) for (All players) : fade out over 2.00 seconds
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from a Neutral Hostile . Synn named Synn at (Center of (Playable map area)) : Play No sound and display You have defeated me but i will win... in... the.. end... . Modify duration: Add 7.00 seconds and Wait
Trigger - Turn off (This trigger)
synn win script 2
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 24.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Hide (Picked unit))
Unit - Create 4 . Goblin Zeppelin for Neutral Passive at (Center of Knight <gen>) facing 180.00 degrees
Unit - Create 6 . Knight for Neutral Passive at (Center of Knight <gen>) facing 180.00 degrees
Cinematic - Send transmission to (All players) from a Neutral Passive . Knight named The Royal Knights of Glantri at (Center of Knight <gen>) : Play No sound and display It looks we managed to make it in time. We are the Royal Knights of the Kingdom of Glantry. I ask you to see Prince Malachie du Malais of The Principalities of Glantri. . Modify duration: Add 7.00 seconds and Wait
Trigger - Turn off (This trigger)
synn camera 1
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 21.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Ending_1 for (Picked player) over 3.00 seconds)
Trigger - Turn off (This trigger)
synn camera 2
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 30.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Ending_2 for (Picked player) over 7.00 seconds)
Trigger - Turn off (This trigger)
synn camera 3
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 37.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Ending_3 for (Picked player) over 3.00 seconds)
Trigger - Turn off (This trigger)
synn camera 4
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 40.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Epilogue for (Picked player) over 120.00 seconds)
Trigger - Turn off (This trigger)
epilogue
Events
Unit - Synn 0017 <gen> Dies
Conditions
Actions
Wait 40.00 seconds
Sound - Play Epilogue <gen>
Game - Display to (All players) for 13.00 seconds the text: They returned to the Principalities of Glantri where people welcomed them. Later...
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Priest has returned to his order and now spreads the word of his immortal to the people to fill their hearts with hope.
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Elf left seeking new adventures. She journeyed west, finding danger and excitement at every turn.
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Dwarf is struggling to make a weapon mor powerful than SWORD OF LEGEND. He hopes to defend his people with it.
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Thief, fresh from her victory over the evil Synn, she looks forward eagerly to her next adventure.
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Warrior left for a new adventure. His great deeds will surely inspire warriors for generations to come.
Wait 15.00 seconds
Game - Display to (All players) for 13.00 seconds the text: Magic User has built his own tower where he teaches magic. He wants his students to understand the wonders of magic.
Wait 15.00 seconds
Game - Display to (All players) for 15.00 seconds the text: Thank you for playing game.
Wait 15.00 seconds
Sound - Stop Epilogue <gen> After fading
Camera - Stop swaying/shaking the camera for Player 1 (Red) .
Camera - Stop swaying/shaking the camera for Player 2 (Blue) .
Camera - Stop swaying/shaking the camera for Player 3 (Teal) .
Camera - Stop swaying/shaking the camera for Player 4 (Purple) .
Camera - Stop swaying/shaking the camera for Player 5 (Yellow) .
Camera - Stop swaying/shaking the camera for Player 6 (Orange) .
Camera - Stop swaying/shaking the camera for Player 7 (Green) .
Camera - Stop swaying/shaking the camera for Player 8 (Pink) .
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
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