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Triggers
Elemental Trial.w3x
Variables
Initialization
Melee Initialization
Start up
Reviving
Info 1
Quest givers
Selection
Water
Fire
Earth
Tier up
Water 2
Water 3
Water 4
Water 5
Fire 2
Fire 3
Fire 4
Fire 5
Earth 2
Earth 3
Earth 4
Earth 5
Quest
Untitled Trigger 002
Quest 1
Quest 2
Quest 3
Quest 4
Quest 5
Quest 6
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
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Reviving
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: Hero will be revived in 15 seconds...
Wait 15.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Sacuary <gen>) , Hide revival graphics
Info 1
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Optional quest titled How to Upgrade with the description When you rerach level 5 as a novice, go to the advancement circle in the sancuary and you will be given your respecting adept class. When you reach level 5 as any other "tier" you must upgrade at your respecting elemental shrine.IMPORTANT NOTE: drop your items before upgrading or you WILL LOSE THEM! , using icon path ReplaceableTextures\CommandButtons\BTNTransmute.blp
Quest givers
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Order Arcane Queen 0211 <gen> to Hold Position .
Unit - Order Salty 0040 <gen> to Hold Position .
Unit - Order Goblin Relic Seeker 0228 <gen> to Hold Position .
Unit - Order Elemental Ward 0229 <gen> to Hold Position .
Water
Events
Unit - A unit enters Water_Select <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Elemental Partical
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Novice of Water for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Fire
Events
Unit - A unit enters Fire_Select <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Elemental Partical
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Novice of Fire for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Earth
Events
Unit - A unit enters Earth_Select <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Elemental Partical
Actions
Unit - Kill (Triggering unit)
Unit - Create 1 . Novice of Earth for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Water 2
Events
Unit - A unit enters Advancement <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Novice of Water
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Adept of Water for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Water 3
Events
Unit - A unit enters Water_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Adept of Water
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Priest of Water for (Owner of (Triggering unit)) at (Center of Water_Shrine <gen>) facing Default building facing degrees
Water 4
Events
Unit - A unit enters Water_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Priest of Water
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Knight of Water for (Owner of (Triggering unit)) at (Center of Water_Shrine <gen>) facing Default building facing degrees
Water 5
Events
Unit - A unit enters Water_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Knight of Water
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Lord of Water for (Owner of (Triggering unit)) at (Center of Water_Shrine <gen>) facing Default building facing degrees
Fire 2
Events
Unit - A unit enters Advancement <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Novice of Fire
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Adept of Fire for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Fire 3
Events
Unit - A unit enters Fire_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Adept of Fire
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Priest of Fire for (Owner of (Triggering unit)) at (Center of Fire_Shrine <gen>) facing Default building facing degrees
Fire 4
Events
Unit - A unit enters Fire_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Priest of Fire
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Knight of Fire for (Owner of (Triggering unit)) at (Center of Fire_Shrine <gen>) facing Default building facing degrees
Fire 5
Events
Unit - A unit enters Fire_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Knight of Fire
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Lord of Fire for (Owner of (Triggering unit)) at (Center of Fire_Shrine <gen>) facing Default building facing degrees
Earth 2
Events
Unit - A unit enters Advancement <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Novice of Earth
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Adept of Earth for (Owner of (Triggering unit)) at (Center of Sacuary <gen>) facing Default building facing degrees
Earth 3
Events
Unit - A unit enters Earth_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Adept of Earth
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Priest of Earth for (Owner of (Triggering unit)) at (Center of Earth_Shrine <gen>) facing Default building facing degrees
Earth 4
Events
Unit - A unit enters Earth_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Priest of Earth
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Knight of Earth for (Owner of (Triggering unit)) at (Center of Earth_Shrine <gen>) facing Default building facing degrees
Earth 5
Events
Unit - A unit enters Earth_Shrine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Knight of Earth
(Level of (Triggering unit)) Equal to 5
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Lord of Earth for (Owner of (Triggering unit)) at (Center of Earth_Shrine <gen>) facing Default building facing degrees
Untitled Trigger 002
Events
Unit - Overlord 0203 <gen> Dies
Conditions
Actions
Wait 5.00 seconds
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)
Quest 1
Events
Unit - A unit enters Sacuary <gen>
Conditions
Actions
Game - Display to (All players) the text: Arcane Queen: Elemental warrior! I must speak with you a moment! Something... something has griped the land with an unspeakable corruption. I...I don't know what it is. Yet. Please, I have a favor to ask of you. I need you to train in the forest while I attempt to locate the sorce... The forest creatures have gone into a madness, and a beleave a slavemaster orchistrates them. Put them to rest and if you can take the slavemaster his treasures are yours.
Quest - Create a Required quest titled Slavemaster with the description The Arcane Queen seemed awfully worried about something. Maybe it won't be anything too serious... But for now she has asked that I put down the enraged forest creatures and said that I can keep any treasure. She also mentioned a Slavemaster as a leader... , using icon path ReplaceableTextures\CommandButtons\BTNGnollKing.blp
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Trigger - Turn on Quest_2 <gen>
Trigger - Turn off (This trigger)
Quest 2
Events
Unit - Gnoll Slavemaster 0033 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Perhaps the Arcane Queen has found the sorce of evil...
Trigger - Turn on Quest_3 <gen>
Trigger - Turn off (This trigger)
Quest 3
Events
Unit - A unit enters Sacuary <gen>
Conditions
Actions
Game - Display to (All players) the text: Arcane Queen: A terrible force comes from the south east... You will have long journey ahead of you and you are not ready to face whatever that thing is. When you find yourself at the peak of your power you can visit this sancuary's advancement circle or later on your respecting elemental shrine. I wish you luck...
Quest - Create a Required quest titled Corruption with the description The Arcane Queen has sent on some rediculous quest to kill something she hasn't even named. And to make matters worse I forgot to ask her about the reward. I'm defiantely keeping the treasure and I'll have get something out of her later... , using icon path ReplaceableTextures\CommandButtons\BTNDoom.blp
Trigger - Turn off (This trigger)
Quest 4
Events
Unit - A unit enters Boat <gen>
Conditions
Actions
Game - Display to (All players) the text: Salty: Avas... I be growin' old... Salty, my name. Hey, you look like you could benifit from this little note. The boat cost 100 gold pieces...shiny... but it be worth it to go to the island. Say if your up to it you may want try and kill the Hydra for her heart. Does miricles of healing. Alas, if only I were younger...*mumbles something about rum*
Quest - Create a Required quest titled Set Sail! with the description Salty told I an buy a boat to go over to the nearby island. It cost 100g gold so I better be ready for whatever lurks there. He also spoke of a Hydra with a useful heart... , using icon path ReplaceableTextures\CommandButtons\BTNGreenHydra.blp
Environment - Remove (Last created weather effect)
Environment - Create at (Playable map area) the weather effect Rays Of Light
Trigger - Turn off (This trigger)
Quest 5
Events
Unit - A unit enters Desert <gen>
Conditions
Actions
Game - Display to (All players) the text: Goblin Relic Seeker: Whoa! Where'd you come from. Hey listen I've been feeling down I can't seem to kill that Wildkin or Magnantuar. To big I suppose, but you look like you might be able to take them. It'll be worth it, the wildkin has some kinda trollish weapon and the magnantuar has some kinda ancient helm...
Quest - Create a Required quest titled Desert Wildkin with the description A strange green creature told me about a monster that might hold a potiential weapon... , using icon path ReplaceableTextures\CommandButtons\BTNOwlBear.blp
Quest - Create a Required quest titled Ancient Beast with the description The Goblin also mentioned a strange beast that holds a piece of armor... , using icon path ReplaceableTextures\CommandButtons\BTNBlueMagnataur.blp
Environment - Remove (Last created weather effect)
Environment - Create at (Playable map area) the weather effect Outland Wind (Heavy)
Trigger - Turn off (This trigger)
Quest 6
Events
Unit - A unit enters Eleward <gen>
Conditions
Actions
Game - Display to (All players) the text: Elemental Ward: I been waiting for you, champion. Some of your brothers have been tainted beyond recovery. Holding back the force of corruption has been taxing, you must give your brothers rest and slay the Overlord, or our home will be lost.
Quest - Create a Required quest titled The Overlord with the description I must set my brothers free and kill the Overlord. The elemental ward is weak, I have little time... , using icon path ReplaceableTextures\CommandButtons\BTNFelGuardBlue.blp
Environment - Remove (Last created weather effect)
Environment - Create at (Playable map area) the weather effect Dungeon Red Fog (Heavy)
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