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Triggers
Evil Rabbit Tag v2.2.4.w3x
Variables
Player Leaves
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Player 9
Player 10
Player 11
Player 12
Triggs
-------------------
Tips
Tips Rabbit
-------------------
Countdown Timer
Initialization
Money
-------------------
ResourceStorageDes
ResourceStorageDes Rank2
-------------------
ResourceStorage
ResourceStorageUpg
-------------------
Money
Music
MusicRepeat
MusicStart
Farmers
-------------------
NoUser
-------------------
AppleTree
FoodDie
FoodDie Warn
Food
-------------------
SaveFarmer
FarmerLeaveRegion
NoFarmer
Death
LoseFarmers
-------------------
WinFarmers
WinFarmers2
ChopperDie
Chopper
Rabbits
FoodPickup
XP
NoRabbit
Attack
RabbitKill
-------------------
RabbitDie
RabbitSpawn
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
Enter
integer
Yes
GoldGain
integer
Yes
Heli
integer
No
playerFlag1
player
No
Timer1
timer
Yes
WoodGain
integer
Yes
Player 1
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 1 (Red)) + has left the game!)
Trigger - Turn off (This trigger)
Player 2
Events
Time - Every 2 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 2 (Blue)) + has left the game!)
Trigger - Turn off (This trigger)
Player 3
Events
Time - Every 2 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 3 (Teal)) + has left the game!)
Trigger - Turn off (This trigger)
Player 4
Events
Time - Every 2 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 4 (Purple)) + has left the game!)
Trigger - Turn off (This trigger)
Player 5
Events
Time - Every 2 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 5 (Yellow)) + has left the game!)
Trigger - Turn off (This trigger)
Player 6
Events
Time - Every 2 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 6 (Orange)) + has left the game!)
Trigger - Turn off (This trigger)
Player 7
Events
Time - Every 2 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 7 (Green)) + has left the game!)
Trigger - Turn off (This trigger)
Player 8
Events
Time - Every 2 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 8 (Pink)) + has left the game!)
Trigger - Turn off (This trigger)
Player 9
Events
Time - Every 2 seconds of game time
Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 9 (Gray)) + has left the game!)
Trigger - Turn off (This trigger)
Player 10
Events
Time - Every 2 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 10 (Light Blue)) + has left the game!)
Trigger - Turn off (This trigger)
Player 11
Events
Time - Every 2 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 11 (Dark Green)) + has left the game!)
Trigger - Turn off (This trigger)
Player 12
Events
Time - Every 2 seconds of game time
Conditions
(Player 12 (Brown) slot status) Equal to Has left the game
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 12 (Brown)) + has left the game!)
Trigger - Turn off (This trigger)
Tips
Events
Map initialization
Time - Every 300.00 seconds of game time
Conditions
(Color of (Triggering player)) Equal to Red
(Color of (Triggering player)) Equal to Blue
(Color of (Triggering player)) Equal to Teal
(Color of (Triggering player)) Equal to Purple
(Color of (Triggering player)) Equal to Yellow
(Color of (Triggering player)) Equal to Orange
(Color of (Triggering player)) Equal to Green
(Color of (Triggering player)) Equal to Pink
(Color of (Triggering player)) Equal to Gray
Actions
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Food consumes when you pick it up! Don't waste food mistakenly, thinking you keep it in your inventory!
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Aim for high ground! Low ground is a death trap!
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Rabbits can shoot bolts at you which can kill you in a few shots. They also can destroy trees. If you think you can hide in trees, think again!
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Get your base going before setting up resource storages.
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r With every content update, more items, tips, and bug fixes will be added. The Farmer's market isn't currently that stocked up. In later versions, the market will stock up with lots more items for the farmer to use.
Tips Rabbit
Events
Map initialization
Time - Every 300.00 seconds of game time
Conditions
(Color of (Triggering player)) Equal to Light Blue
(Color of (Triggering player)) Equal to Dark Green
(Color of (Triggering player)) Equal to Brown
Actions
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Destroy food! If theres no food, they die!
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Use teamwork! Catch the farmers in a trap.
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Use rabbit bolt or destroy the trees if the farmers are hiding in them!
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r Use your variety of skills to your advantage.
Wait 50.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |cff00c1f1Tip:|r With every content update, more items, tips, and bug fixes will be added.
Countdown Timer
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Start Timer1[1] as a One-shot timer that will expire in 2000.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Chopper Arrival
Countdown Timer - Show (Last created timer window)
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Initialization
Events
Map initialization
Conditions
Actions
Trigger - Turn off Chopper <gen>
Player - Set Player 1 (Red) . Current gold to 10
Player - Set Player 2 (Blue) . Current gold to 10
Player - Set Player 3 (Teal) . Current gold to 10
Player - Set Player 4 (Purple) . Current gold to 10
Player - Set Player 5 (Yellow) . Current gold to 10
Player - Set Player 6 (Orange) . Current gold to 10
Player - Set Player 7 (Green) . Current gold to 10
Player - Set Player 8 (Pink) . Current gold to 10
Player - Set Player 9 (Gray) . Current gold to 10
Player - Set Player 10 (Light Blue) . Current gold to 10
Player - Set Player 11 (Dark Green) . Current gold to 10
Player - Set Player 12 (Brown) . Current gold to 10
Quest - Create a Optional quest titled Rabbits with the description Rabbits are the evil guys. Their task is self explantory. Destory all humans! Use your plethora of abilities along with teamwork to catch the farmers in a trap and destroy them all! , using icon path ReplaceableTextures\CommandButtons\BTNCritterRabbit.blp
Quest - Create a Optional quest titled Farmers with the description Farmers are the good guys. They need to run the hell away and find a base before the rabbits get them. Eat food to stay replenished, or you will die! Rabbits can destroy food, so watch out. Use teamwork with other farmers to stay alive, and upgrade your towers and barricades for better defense. At the end of the game, the Farmers must dash for the Helicopter, located in the center of the map. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Create a Optional quest titled Hunger with the description Hunger is displayed in the farmer's mana indication. The lower your mana, the hungrier you are. Once your hunger reaches zero, you die and will turn into an Undead Farmer waiting to be released by your friends. Replenish your hunger by eating food, and build apple trees to spawn apples every couple of minutes. , using icon path ReplaceableTextures\CommandButtons\BTNMonsterLure.blp
Quest - Create a Optional quest titled Upgrades and Items with the description Upgrades are found in the Upgrade Center of the Farmer's arsenal of buildings. The upgrades range from Farmer Training to Sword Training. Buildings are also able to be upgraded. Items are also purchasable from the market. For rabbits, items are purchasable from the merchants around the map. , using icon path ReplaceableTextures\CommandButtons\BTNGuardTower.blp
Quest - Create a Optional quest titled The Chopper with the description At the end of the game, the task of the farmer is to make it to the Chopper without dying. The chopper is located in the middle of the map. However, the rabbits can kill the chopper. The farmers must make a dash for the chopper before the rabbits destroy it. If the rabbit destroys it, it is game over for the farmers. , using icon path ReplaceableTextures\CommandButtons\BTNFlyingMachine.blp
Visibility - Enable fog of war
Visibility - Enable black mask
ResourceStorageDes
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Resource Storage
Actions
Set Variable Set GoldGain[(Player number of (Owner of (Dying unit)))] = (GoldGain[(Player number of (Owner of (Dying unit)))] - 1)
ResourceStorageDes Rank2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Resource Storage - Rank 2
Actions
Set Variable Set GoldGain[(Player number of (Owner of (Dying unit)))] = (GoldGain[(Player number of (Owner of (Dying unit)))] - 2)
ResourceStorage
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Unit - A unit owned by Player 3 (Teal) . Finishes construction
Unit - A unit owned by Player 4 (Purple) . Finishes construction
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Unit - A unit owned by Player 7 (Green) . Finishes construction
Unit - A unit owned by Player 8 (Pink) . Finishes construction
Unit - A unit owned by Player 9 (Gray) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Resource Storage
Actions
Set Variable Set GoldGain[(Player number of (Owner of (Triggering unit)))] = (GoldGain[(Player number of (Triggering player))] + 1)
ResourceStorageUpg
Events
Unit - A unit owned by Player 1 (Red) . Finishes an upgrade
Unit - A unit owned by Player 2 (Blue) . Finishes an upgrade
Unit - A unit owned by Player 3 (Teal) . Finishes an upgrade
Unit - A unit owned by Player 4 (Purple) . Finishes an upgrade
Unit - A unit owned by Player 5 (Yellow) . Finishes an upgrade
Unit - A unit owned by Player 6 (Orange) . Finishes an upgrade
Unit - A unit owned by Player 7 (Green) . Finishes an upgrade
Unit - A unit owned by Player 8 (Pink) . Finishes an upgrade
Unit - A unit owned by Player 9 (Gray) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Resource Storage - Rank 2
Actions
Set Variable Set GoldGain[(Player number of (Owner of (Triggering unit)))] = (GoldGain[(Player number of (Owner of (Triggering unit)))] + 2)
Money
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Add 1 to (Picked player).Current gold)
Player - Add GoldGain[1] to Player 1 (Red) . Current gold
Player - Add GoldGain[2] to Player 2 (Blue) . Current gold
Player - Add GoldGain[3] to Player 3 (Teal) . Current gold
Player - Add GoldGain[4] to Player 4 (Purple) . Current gold
Player - Add GoldGain[5] to Player 5 (Yellow) . Current gold
Player - Add GoldGain[6] to Player 6 (Orange) . Current gold
Player - Add GoldGain[7] to Player 7 (Green) . Current gold
Player - Add GoldGain[8] to Player 8 (Pink) . Current gold
Player - Add GoldGain[8] to Player 9 (Gray) . Current gold
MusicRepeat
Events
Time - Every 85.00 seconds of game time
Conditions
Actions
Sound - Play PursuitTheme <gen>
MusicStart
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Sound - Play PursuitTheme <gen>
NoUser
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0000 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0001 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0002 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0003 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0012 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0004 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0005 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0006 <gen> from the game) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Remove |cff00c1f1Farmer|r 0007 <gen> from the game) else do (Do nothing)
AppleTree
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Apple Tree) and do (Create Apple at (Position of (Picked unit)))
FoodDie
Events
Unit - |cff00c1f1Farmer|r 0000 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0001 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0002 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0003 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0012 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0004 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0005 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0006 <gen> 's mana becomes Equal to 0.00
Unit - |cff00c1f1Farmer|r 0007 <gen> 's mana becomes Equal to 0.00
Conditions
Actions
Unit - Kill (Triggering unit)
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + has died of hunger!)
FoodDie Warn
Events
Unit - |cff00c1f1Farmer|r 0001 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0002 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0003 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0012 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0004 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0005 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0006 <gen> 's mana becomes Equal to 10.00
Unit - |cff00c1f1Farmer|r 0007 <gen> 's mana becomes Equal to 10.00
Conditions
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + , your farmer is about to die of hunger!)
Food
Events
Unit - A unit owned by Player 1 (Red) . Acquires an item
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Unit - A unit owned by Player 7 (Green) . Acquires an item
Unit - A unit owned by Player 8 (Pink) . Acquires an item
Unit - A unit owned by Player 9 (Gray) . Acquires an item
Conditions
((Item-type of (Item being manipulated)) Equal to Food) or ((Item-type of (Item being manipulated)) Equal to Apple)
Actions
Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + 20.00)
Item - Remove (Item being manipulated)
SaveFarmer
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cfff10000Undead Farmer|r
Actions
Player - Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 11 (Dark Green) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 12 (Brown) treat (Owner of (Dying unit)) as an Enemy
Unit - Create 1 . |cff00c1f1Farmer|r for (Owner of (Dying unit)) at (Center of SaveSpawn <gen>) facing Default building facing degrees
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Last created unit))) + |cff00c1f1has just escaped!|r)
FarmerLeaveRegion
Events
Unit - A unit leaves Tagged <gen>
Conditions
(Unit-type of (Leaving unit)) Equal to |cfff10000Undead Farmer|r
Actions
Unit - Move (Leaving unit) instantly to (Center of Tagged <gen>)
NoFarmer
Events
Unit - A unit enters NoRabbit <gen>
Conditions
(Unit-type of (Entering unit)) Equal to |cff00c1f1Farmer|r
(Number of units in (Units in Tagged <gen>)) Equal to 0
Actions
Unit - Move (Entering unit) instantly to (Center of SaveSpawn <gen>)
Death
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to |cff00c1f1Farmer|r
Actions
Player - Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Neutral
Player - Make Player 11 (Dark Green) treat (Owner of (Dying unit)) as an Neutral
Player - Make Player 12 (Brown) treat (Owner of (Dying unit)) as an Neutral
Set Variable Set playerFlag1 = (Owner of (Dying unit))
Unit Group - Pick every unit in (Units owned by playerFlag1.) and do (Kill (Picked unit))
Wait 0.50 seconds
Unit - Create 1 . |cfff10000Undead Farmer|r for playerFlag1 at (Center of Tagged <gen>) facing Default building facing degrees
Game - Display to (All allies of (Player((Player number of (Triggering player)))).) the text: (((Name of (Player((Player number of (Triggering player))))) + |cff00c1f1has been captured!|r) + )
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Tagged <gen>) over 0 seconds
LoseFarmers
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If ((Number of units in (Units of type |cff00c1f1Farmer|r)) Equal to 0) then do (Pick every player in (All allies of Player 1 (Red).) and do (Defeat (Picked player) with the message: You lose!)) else do (Do nothing)
If ((Number of units in (Units of type |cff00c1f1Farmer|r)) Equal to 0) then do (Pick every player in (All allies of Player 10 (Light Blue).) and do (Victory (Picked player) (Show dialogs, Show scores))) else do (Do nothing)
If ((Number of units in (Units of type |cff00c1f1Farmer|r)) Equal to 0) then do (Turn off (This trigger)) else do (Do nothing)
WinFarmers
Events
Time - Timer1[1] expires
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: The Chopper has arrived! Farmers, get to the chopper to win! The rabbits CAN DESTROY THE HELICOPTER! Get there FAST!
Unit - Create 1 . Helicopter for Neutral Passive at (Center of Helicopter <gen>) facing Default building facing degrees
Unit - Grant shared vision of (Last created unit) to Player 1 (Red)
Unit - Grant shared vision of (Last created unit) to Player 2 (Blue)
Unit - Grant shared vision of (Last created unit) to Player 3 (Teal)
Unit - Grant shared vision of (Last created unit) to Player 4 (Purple)
Unit - Grant shared vision of (Last created unit) to Player 5 (Yellow)
Unit - Grant shared vision of (Last created unit) to Player 6 (Orange)
Unit - Grant shared vision of (Last created unit) to Player 7 (Green)
Unit - Grant shared vision of (Last created unit) to Player 8 (Pink)
Unit - Grant shared vision of (Last created unit) to Player 9 (Gray)
Cinematic - Ping minimap for (All allies of Player 1 (Red).) at (Center of Helicopter <gen>) for 10.00 seconds
Trigger - Turn on Chopper <gen>
WinFarmers2
Events
Time - Every 0.10 seconds of game time
Conditions
Heli Equal to 9
Actions
Game - Defeat Player 10 (Light Blue) with the message: You noob rabbit!
Game - Defeat Player 11 (Dark Green) with the message: You noob rabbit!
Game - Defeat Player 12 (Brown) with the message: You noob rabbit!
ChopperDie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Helicopter
Actions
Game - Defeat Player 1 (Red) with the message: The helicopter was destroyed!
Game - Defeat Player 2 (Blue) with the message: The helicopter was destroyed!
Game - Defeat Player 3 (Teal) with the message: The helicopter was destroyed!
Game - Defeat Player 4 (Purple) with the message: The helicopter was destroyed!
Game - Defeat Player 5 (Yellow) with the message: The helicopter was destroyed!
Game - Defeat Player 6 (Orange) with the message: The helicopter was destroyed!
Game - Defeat Player 7 (Green) with the message: The helicopter was destroyed!
Game - Defeat Player 8 (Pink) with the message: The helicopter was destroyed!
Game - Defeat Player 9 (Gray) with the message: The helicopter was destroyed!
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Chopper
Events
Unit - A unit enters Helicopter <gen>
Conditions
(Unit-type of (Entering unit)) Equal to |cff00c1f1Farmer|r
Actions
Set Variable Set Heli = (Heli + 1)
Unit - Remove (Entering unit) from the game
Game - Victory (Owner of (Entering unit)) ( Show dialogs, Show scores)
FoodPickup
Events
Unit - A unit owned by Player 10 (Light Blue) . Acquires an item
Unit - A unit owned by Player 11 (Dark Green) . Acquires an item
Unit - A unit owned by Player 12 (Brown) . Acquires an item
Conditions
((Item-type of (Item being manipulated)) Equal to Food) or ((Item-type of (Item being manipulated)) Equal to Apple)
Actions
Hero - Drop (Item being manipulated) from (Hero manipulating item) .
XP
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Killing unit)) Equal to |cff7d0000Evil Rabbit|r (Evil)
Actions
Hero - Add 80 experience to (Killing unit) , Show level-up graphics
NoRabbit
Events
Unit - A unit enters NoRabbit <gen>
Conditions
(Unit-type of (Entering unit)) Equal to |cff7d0000Evil Rabbit|r (Evil)
(Unit-type of (Entering unit)) Equal to Rabbit (Level 1)
(Unit-type of (Entering unit)) Equal to Angry Rabbit (Level 2)
(Unit-type of (Entering unit)) Equal to Devil Rabbit (Level 3)
Actions
Unit - Move (Entering unit) instantly to (Center of SaveSpawn <gen>)
Game - Display to (All players controlled by a ((Owner of (Entering unit)) controller) player) for 10.00 seconds the text: |cff00c1f1You're not allowed in there!|r
Attack
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to |cfff10000Undead Farmer|r
(Unit-type of (Attacking unit)) Equal to |cff7d0000Evil Rabbit|r (Evil)
(Ability being cast) Equal to Rabbit Bolt
Actions
Unit - Order (Attacking unit) to Stop .
RabbitKill
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff00c1f1Farmer|r
(Unit-type of (Killing unit)) Equal to |cff7d0000Evil Rabbit|r (Evil)
Actions
Player - Add 25 to (Owner of (Killing unit)) . Current gold
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to ((Owner of (Killing unit)) Units Killed)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
RabbitDie
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to |cff7d0000Evil Rabbit|r (Evil)
Actions
Game - Display to (All players) for 10.00 seconds the text: Farmer: We killed it! We killed it! Hooray! We killed a rabbit...!Other Farmer: No you idiot! He will revive in 15 seconds!All: AAAAH!!
Wait 15.00 seconds
Hero - Instantly revive (Dying unit) at (Center of RabbitSpawn1 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Last created unit)) to (Center of RabbitSpawn1 <gen>) over 0 seconds
Game - Display to (All players) for 2.00 seconds the text: |cff00c1f1A rabbit has revived!|r
RabbitSpawn
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff00c1f1Rabbit Tag xTreme v2.2.4|r by |cff00c1f11_weponman_1 (jonoc33)|r Run for your bloody |cffff0000lives!!!!|r The |cff7d0000Evil Rabbits|r will come from their hidey hole in |cff7d0000thirty seconds|r! You will gain 1 gold every 2 seconds, and you can chop down trees with workers or your farmer to get lumber.
Wait 45.00 seconds
Camera - Shake the camera for Player 1 (Red) with magnitude 5.00
Camera - Shake the camera for Player 2 (Blue) with magnitude 5.00
Camera - Shake the camera for Player 3 (Teal) with magnitude 5.00
Camera - Shake the camera for Player 4 (Purple) with magnitude 5.00
Camera - Shake the camera for Player 5 (Yellow) with magnitude 5.00
Camera - Shake the camera for Player 6 (Orange) with magnitude 5.00
Camera - Shake the camera for Player 7 (Green) with magnitude 5.00
Camera - Shake the camera for Player 8 (Pink) with magnitude 5.00
Camera - Shake the camera for Player 9 (Gray) with magnitude 5.00
Game - Display to (All players) for 5.00 seconds the text: The rabbits... |cffff0000have come...|r RUN FOR YOUR |cffff0000LIVES!!!|r|cff00c1f1Tip:|r To save a friendly farmer from undeath, attack an "Un"dead Farmer in the middle.
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Do nothing) else do (Create 1.|cff7d0000Evil Rabbit|r (Evil) for Player 10 (Light Blue) at (Center of RabbitSpawn1 <gen>) facing Default building facing degrees)
Hero - Create Rabbit Ward and give it to (Last created unit)
Hero - Enable experience gain for (Last created unit) .
If ((Player 11 (Dark Green) slot status) Equal to Is unused) then do (Do nothing) else do (Create 1.|cff7d0000Evil Rabbit|r (Evil) for Player 11 (Dark Green) at (Center of RabbitSpawn3 <gen>) facing Default building facing degrees)
Hero - Create Rabbit Ward and give it to (Last created unit)
Hero - Enable experience gain for (Last created unit) .
If ((Player 12 (Brown) slot status) Equal to Is unused) then do (Do nothing) else do (Create 1.|cff7d0000Evil Rabbit|r (Evil) for Player 12 (Brown) at (Center of RabbitSpawn2 <gen>) facing Default building facing degrees)
Hero - Create Rabbit Ward and give it to (Last created unit)
Hero - Enable experience gain for (Last created unit) .
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Wait 4.00 seconds
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) .
Camera - Stop swaying/shaking the camera for Player 9 (Gray) .
Wait 30.00 seconds
Game - Display to (All players) for 15.00 seconds the text: |cff00c1f1Changes in v2.2.4:|r |cfff1d700- Farmer's health increased slightly.- Rabbit's speed increased slightly, including rabbit spawns.|r
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