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Quest - Display to (All players) the Quest Update message: Talent Point recieved. Choose a Mastery!
sowing mastery
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Mastery: Sow
Actions
Unit - Remove Sow from (Triggering unit)
Dog Kennel
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Mastery: Dog Kennel
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Trigger - Turn on player_1_dog <gen>
Else - Actions
Trigger - Turn on player_2_dog <gen>
hold position
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order(holdposition))
Actions
Unit - Order (Triggering unit) to Move To . (Random point in (Entire map))
shrub plant new
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sow
((Casting unit) has an item of type Shrub Seeds) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Shrub Seeds)
Unit - Create 1 . Shrub Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Shrub grow
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Shrub Sapling
Actions
Unit - Create 1 . Shrub for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Carrot plant new
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sow
((Casting unit) has an item of type Carrot Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Carrot Seed)
Unit - Create 1 . Carrot Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Carrot grow
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Carrot Sapling
Actions
Unit - Create 1 . Carrot for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Wheat plant new
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sow
((Casting unit) has an item of type Wheat Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Wheat Seed)
Unit - Create 1 . Wheat Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Wheat grow
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Wheat Sapling
Actions
Unit - Create 1 . Wheat for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Cabbage plant new
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sow
((Casting unit) has an item of type Berry Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Berry Seed)
Unit - Create 1 . Bush Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Cabbage grow
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Bush Sapling
Actions
Unit - Create 1 . Berry Bush for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
Cheesing
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
((Triggering unit) has an item of type Sheep Milk) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Sheep Milk)
Item - Create Cheese at (Position of (Triggering unit))
Shrub seeds
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
((Triggering unit) has an item of type Shrub) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Shrub)
Item - Create Shrub Seeds at (Position of (Triggering unit))
Item - Create Shrub Seeds at (Position of (Triggering unit))
Pig seeds
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
((Triggering unit) has an item of type Pig Fodder) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Pig Fodder)
Item - Create Carrot Seed at (Position of (Triggering unit))
Item - Create Carrot Seed at (Position of (Triggering unit))
sheep seeds
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
((Triggering unit) has an item of type Sheep Fodder) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Sheep Fodder)
Item - Create Wheat Seed at (Position of (Triggering unit))
Item - Create Wheat Seed at (Position of (Triggering unit))
Deer seeds
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
((Triggering unit) has an item of type Deer Fodder) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Deer Fodder)
Item - Create Berry Seed at (Position of (Triggering unit))
Item - Create Berry Seed at (Position of (Triggering unit))
sell chicken
Events
Unit - A unit enters Sell_animal <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chicken
Actions
Unit - Remove (Triggering unit) from the game
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
sell pig
Events
Unit - A unit enters Sell_animal <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Pig
Actions
Unit - Remove (Triggering unit) from the game
Player - Add 100 to (Owner of (Triggering unit)) . Current gold
sell Sheep
Events
Unit - A unit enters Sell_animal <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Remove (Triggering unit) from the game
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
sell Flying Sheep
Events
Unit - A unit enters Sell_animal <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Flying Sheep
Actions
Unit - Remove (Triggering unit) from the game
Player - Add 1000 to (Owner of (Triggering unit)) . Current gold
sell deer
Events
Unit - A unit enters Sell_animal <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
Player - Add 300 to (Owner of (Triggering unit)) . Current gold
chicken
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mate
(Unit-type of (Target unit of ability being cast)) Equal to Chicken
(Unit-type of (Casting unit)) Equal to Chicken
((Casting unit) has an item of type Shrub Seeds) Equal to True
((Target unit of ability being cast) has an item of type Shrub Seeds) Equal to True
Actions
Unit - Create 1 . Chicken for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Item - Remove (Item carried by (Casting unit) of type Shrub Seeds)
Item - Remove (Item carried by (Target unit of ability being cast) of type Shrub Seeds)
pig
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mate
(Unit-type of (Target unit of ability being cast)) Equal to Pig
(Unit-type of (Casting unit)) Equal to Pig
((Casting unit) has an item of type Pig Fodder) Equal to True
((Target unit of ability being cast) has an item of type Pig Fodder) Equal to True
Actions
Unit - Create 1 . Pig for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Item - Remove (Item carried by (Casting unit) of type Pig Fodder)
Item - Remove (Item carried by (Target unit of ability being cast) of type Pig Fodder)
sheep
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mate
(Unit-type of (Target unit of ability being cast)) Equal to Sheep
(Unit-type of (Casting unit)) Equal to Sheep
((Casting unit) has an item of type Sheep Fodder) Equal to True
((Target unit of ability being cast) has an item of type Sheep Fodder) Equal to True
Actions
Unit - Create 1 . Sheep for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Item - Remove (Item carried by (Casting unit) of type Sheep Fodder)
Item - Remove (Item carried by (Target unit of ability being cast) of type Sheep Fodder)
deer
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mate
(Unit-type of (Target unit of ability being cast)) Equal to Stag
(Unit-type of (Casting unit)) Equal to Stag
((Casting unit) has an item of type Deer Fodder) Equal to True
((Target unit of ability being cast) has an item of type Deer Fodder) Equal to True
Actions
Unit - Create 1 . Stag for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Item - Remove (Item carried by (Casting unit) of type Deer Fodder)
Item - Remove (Item carried by (Target unit of ability being cast) of type Deer Fodder)
dog
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mate
(Unit-type of (Target unit of ability being cast)) Equal to Dog
(Unit-type of (Casting unit)) Equal to Dog
((Casting unit) has an item of type Hunk of Meat) Equal to True
((Target unit of ability being cast) has an item of type Hunk of Meat) Equal to True
Actions
Unit - Create 1 . Dog for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Item - Remove (Item carried by (Casting unit) of type Hunk of Meat)
Item - Remove (Item carried by (Target unit of ability being cast) of type Hunk of Meat)
abo trig
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Trigger - Turn on night_abo <gen>
Game - Display to (All players) the text: Warning: The undead seem to grow in strength, each nightfall 2 Abominations will spawn on the map.
Daybreak
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Game - Display to (All players) the text: Daybreak! The woods are safe for now...
Trigger - Turn off CC_East <gen>
Trigger - Turn off CC_North <gen>
Trigger - Turn off CC_South <gen>
Trigger - Turn off CC_West <gen>
Trigger - Turn off skeleton_move <gen>
Unit Group - Pick every unit in (Units in (Entire map) owned by Player 11 (Dark Green)) and do (Kill (Picked unit))
Custom script: set bj_wantDestroyGroup = true
Nightfall
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Game - Display to (All players) the text: Nightfall! Skeletons will roam the woods shortly!
Trigger - Turn on CC_East <gen>
Trigger - Turn on CC_North <gen>
Trigger - Turn on CC_South <gen>
Trigger - Turn on CC_West <gen>
Trigger - Turn on skeleton_move <gen>
skeleton move
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in (Entire map) owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Entire map))
Custom script: set bj_wantDestroyGroup = true
CC North
Events
Time - Every 70.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeleton Warrior for Player 11 (Dark Green) at (Center of UDnorth <gen>) facing Default building facing degrees
CC East
Events
Time - Every 70.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeleton Warrior for Player 11 (Dark Green) at (Center of UDeast <gen>) facing Default building facing degrees
CC South
Events
Time - Every 70.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeleton Warrior for Player 11 (Dark Green) at (Center of UDsouth <gen>) facing Default building facing degrees
CC West
Events
Time - Every 70.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeleton Warrior for Player 11 (Dark Green) at (Center of UDwest <gen>) facing Default building facing degrees
night abo
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit - Create 1 . Abomination for Player 11 (Dark Green) at (Center of UDnorth <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination for Player 11 (Dark Green) at (Center of UDsouth <gen>) facing Default building facing degrees
Shrub
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Shrub
Actions
Item - Create Shrub at (Position of (Dying unit))
Carrot
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Carrot
Actions
Item - Create Pig Fodder at (Position of (Dying unit))
Wheat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Wheat
Actions
Item - Create Sheep Fodder at (Position of (Dying unit))
Cabbage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Berry Bush
Actions
Item - Create Deer Fodder at (Position of (Dying unit))
Skeletons
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Skeleton Warrior
Actions
If ((Random integer number between 1 and 15) Equal to 1) then do (Create Bone at (Position of (Dying unit))) else do (Do nothing)
pig meat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Pig
Actions
Item - Create Hunk of Meat at (Position of (Dying unit))
Sheep meat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Sheep
Actions
Item - Create Hunk of Meat at (Position of (Dying unit))
secret
Events
Unit - Skeletal Captain 0144 <gen> Dies
Conditions
Actions
Item - Create Gold Coins at (Position of (Dying unit))
Item - Create Gold Coins at (Position of (Dying unit))
kobolts
Events
Unit - Kobold 0031 <gen> Dies
Unit - Kobold 0037 <gen> Dies
Conditions
Actions
Item - Create Gold Coins at (Position of (Dying unit))
main quest
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: To win you need to buy the 'Deed for the Land', it can be bought at the Farmer's Market.
tip1
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: Build a Windmill! You can beat shrubs down, mill them and feed them to chicken. Go breed some Chicken and sell them to get started with your economy.
tip2
Events
Time - Elapsed game time is 70.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: Your differend kinds of animal fodder and shrubs can be milled into seed at the Wind Mill, then you can plant them and increase your stock.
tip3
Events
Time - Elapsed game time is 130.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: During the night time, skeletons roam the area so build up some defenses. You can tame a dog to defend you. You need to give it a Bone and a Hunk of Meat.
tip4
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: You can kill Pigs and Sheep to get a Hunk of meat, you can cook that and eat it or feed it to your dog if he's injured.
tip5
Events
Time - Elapsed game time is 250.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: Your sheep can be milked, you just need to give them some food and use their 'Milk meh' ability on your Farmer. The Milk can then be Milled and grants Cheese, sell it or eat it!
tip6
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: To sell an animal, you just walk the animal into the circle of power next to the Farmers Market.
tip7
Events
Time - Elapsed game time is 350.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: The 'Feeding Through' has inventory slots, make it a part of your fence so you can feed animals from the other side.
tip8
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: The map holds some special mob camps. The reward for taking care of them is well worth, but you will need a dog to challange them.
tip9
Events
Time - Elapsed game time is 450.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: Somewhere on this map there's a flying sheep, you can tame it like you would with any other sheep, you can't mate or milk him, but he's worth a lot of gold on the Farmer's Market.
tip10
Events
Time - Elapsed game time is 500.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Tip: Dogs can mate like any other animal, they need a 'Hunk of Meat' each to do so.
pigs
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: You can now purchase 'Pig Fodder' at the Farmer's Market!
sheeps
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: You can now purchase 'Sheep Fodder' at the Farmer's Market!
deers
Events
Time - Elapsed game time is 2300.00 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: You can now purchase 'Deer Fodder' at the Farmer's Market!
shrub plant new upg
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mastery: Sow
((Casting unit) has an item of type Shrub Seeds) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Shrub Seeds)
Unit - Create 1 . Shrub Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Shrub Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Carrot plant new upg
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mastery: Sow
((Casting unit) has an item of type Carrot Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Carrot Seed)
Unit - Create 1 . Carrot Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Carrot Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Wheat plant new upg
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mastery: Sow
((Casting unit) has an item of type Wheat Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Wheat Seed)
Unit - Create 1 . Wheat Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Wheat Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Cabbage plant new upg
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mastery: Sow
((Casting unit) has an item of type Berry Seed) Equal to True
Actions
Item - Remove (Item carried by (Casting unit) of type Berry Seed)
Unit - Create 1 . Bush Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Bush Sapling for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 60.00 second Generic expiration timer to (Last created unit)
player 1 dog
Events
Unit - A unit owned by (Player(1)) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Dog
Actions
Game - Display to Player Group - Player 1 (Red) for 10.00 seconds the text: A Dog has been slain, he will respawn at your Farm in 10 seconds.
Wait 10.00 seconds
Unit - Create 1 . Dog for Player 1 (Red) at (Position of Farm 0003 <gen>) facing Default building facing degrees
Game - Display to Player Group - Player 1 (Red) for 5.00 seconds the text: Dog Revived!
player 2 dog
Events
Unit - A unit owned by (Player(2)) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Dog
Actions
Game - Display to Player Group - Player 2 (Blue) for 10.00 seconds the text: A Dog has been slain, he will respawn at your Farm in 10 seconds.
Wait 10.00 seconds
Unit - Create 1 . Dog for Player 2 (Blue) at (Position of Farm 0004 <gen>) facing Default building facing degrees
Game - Display to Player Group - Player 2 (Blue) for 5.00 seconds the text: Dog Revived!
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