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Triggers
Fortress Defense 1.32.w3x
Variables
Initialization
Melee Initialization
Fortress
Starting Units
Alliances
Allying
Unallying
Defeat
Fortess or Keep or Castle
Victory
Red
Blue
Teal
Purple
Yellow
Orange
Other
Tree Resurect
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
TEMP_Group
group
No
TEMP_Loc
location
No
TEMP_Player
player
No
Temp_Player_Group
force
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
Trigger - Add to Tree_Resurect <gen> the event ((Picked destructible) dies)
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Player - Limit training of Fortress to 1 for (Player((Integer A)))
Player - Limit training of Heroes to 6 for (Picked player)
Player - Set (Player((Integer A))) . Current gold to 75
Player - Set (Player((Integer A))) . Current lumber to 25
Melee Game - Use melee time of day (for all players)
Quest - Create a Required quest titled Changing Alliances with the description To change your alliance with another player, simply type -ally or -unally and then the player's #,and your alliance will change. EX: -ally 1 or -unally 1 , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Unit Hexagon with the description Ranged -> Air -> Mounted -> Foot -> Siege -> Buildings -> RangedRanged is good against air units, causing them to be extremely good defenders, but they are easily conquered by towers and defenses during sieges.Air can easily pick mounted units off, but they are easily defeated by ranged units.Mounted units are quick, and can help to stop foot units from countering siege, but they are easily picked off by air.Foot units are good defenders, especially against siege, but they are best used to ambush the vulnerable siege weapons, before it is too late.Siege units are very slow and do minimal damage to anything but buildings, but they also have high hp and defense. They are best in mass numbers, since they have such a slow but strong attack.Buildings have only a few defenses, such as towers and wall, and their armor is easily breached through siege, but it is strongly resistant to ranged attacks. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Attacks and Armors with the description Ranged attack - Piercing - Deals extra to feather armor, but reduced to buildings. defense - leather - takes reduced from Claws.Air attack - Claws - deals extra damage to mounted units, but reduced to leather armor. defense - Hide - Takes extra damage from piercing.Mounted attack - (Mounted) - deals extra damage to Plate armor defense - (Mounted) - Takes extra damage from ClawsFoot attack - Swords - deals extra damage to siege units defense - Plate - takes extra damage from mountedSiege attack - Siege - deals extra damage to buildings, but greatly reduced damage to all other armor types defense - Wood - takes extra damage from swords.Buildings attack - deals normal damage to all units defense - takes greatly reduced damage from ranged, but extra damage from siege , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- 0.50 with the description Defense type of Hut, Village and Town.Increased Harvester speed.Hotkey for VillageReduced Cloak of flames Immolation damage and costChanged armour typesAll ranged units are now stationable.All horseback units have ablitiesAdded Wall Upgrade.Increased the HP of towers.Added Ranged upgrade to towers and many more minor things. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- 1.0 with the description Fixed defense amount of Hut, Village and Town.Increased Harvester speed.Fixed some terrain.Fixed all stationing of the archers.Fixed upgrades for walls.Fixed all quests, and information. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- From 1.00 with the description Increased Harvester speed.Increased map size, and gave terrain flavor.Made towers balanced with no upgrades.Changed Unit ModelsAdded Flare Ability to allow viewing of enemy terrirtory.Added more building areasFixed player colorsAdded more gold mines and treesFixed build time and gave main bases an attack.Fixed siege weapons balance error.Fixed Units foodAdded More food.And more! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- From 1.2 with the description -Created real terrain-Rebalanced all units-Many more trees-Fixed and reduced # of triggers.-Station now refunds FULL price.-Increased Hero Strength per level-Fixed Ranged Stationing-Fixed costs for upgrades-Newest version can be downloaded here:www.freewebs.com/esi-gaming/-New spearman ability-More Tier Upgrades Required , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- From 1.30 with the description -Hopefully fixed allying and unallying-Fixed the tiers, and requirements-Increased Walls, Fortress, Keep, and Castle max HP-Increased Unit Speed-100 more tree hp-Terraining fixes-Less harvesters per gold mine , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Updates- From 1.31 with the description -Slight Terrain Changes-Hero Balancing-Hero Food, Lumber, and Gold Cost Adjustments-Max of 6 Heroes-Hero Tech Requirements-Fixed Siege Research Requirement-Orc Bloodlust Research Requirement Removed-Ranged Unit Food Cost fixed-Building Construction Time Changes-New Spike Barriers Upgrade for Walls-Alliances hopefully fixed-Loading and Unloading of Battering Ram Fixed-New Axeman-Unit EXP and Bounty-200 Food Cap-Items Restock Faster-Increased Item Max Stock-Trees Automatically Respawn-Fixed Gold Generator Gold Amount-Amount of Gold and Lumber Harvested Switched-Fixed names of Ranged Units-Fixed Unstation tooltip-Fixed Allying and Unallying Message (For when players are already allied/unallied)-Fixed Tree Ressurect Trigger-Changed Upkeep Food Amounts, and Costs.-Fixed Armor and Attack Types-Fixed Town Armor-Fixed Building Armor Type , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Credits with the description -Slight Terrain Changes-Hero Balancing-Hero Food, Lumber, and Gold Cost Adjustments-Max of 6 Heroes-Hero Tech Requirements-Fixed Siege Research Requirement-Orc Bloodlust Research Requirement Removed-Ranged Unit Food Cost fixed-Building Construction Time Changes-New Spike Barriers , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Game - Display to (All players) the text: You can use the kings ablities sight and teleport to a spot to build. Check quests for strategies and info on ALLIANCES.E-mail me at [email protected] if you have questions.
Wait 5.00 seconds
Game - Display to (All players) the text: PICK A GOOD SPOT TO BUILD YOUR FORTRESS AND DON'T PUT IT NEXT TO OTHERS. IF YOU LOSE YOUR FORTRESS, YOU LOSE THE GAME!!!!!
Starting Units
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Fortress
Actions
Set Variable Set TEMP_Group = (Units owned by (Owner of (Constructed structure)) of type King)
Unit - Remove (Random unit from TEMP_Group) from the game
Custom script: call DestroyGroup (udg_TEMP_Group)
Set Variable Set TEMP_Loc = (Position of (Constructed structure))
Unit - Create 1 Village Builder for (Owner of (Triggering unit)) at TEMP_Loc facing (Position of (Triggering unit))
Unit - Create 2 Harvester for (Owner of (Triggering unit)) at TEMP_Loc facing (Position of (Triggering unit))
Unit - Create 1 Military Builder for (Owner of (Triggering unit)) at TEMP_Loc facing (Position of (Triggering unit))
Custom script: call RemoveLocation (udg_TEMP_Loc)
Allying
Events
Player - Player 1 (Red) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
(Length of (Entered chat string)) Equal to 7
(Substring((Entered chat string), 1, 6)) Equal to -ally
Actions
Set Variable Set TEMP_Player = (Player((Integer((Substring((Entered chat string), 7, 7))))))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TEMP_Player slot status) Equal to Is playing
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of TEMP_Player.) Equal to True
Then - Actions
Set Variable Set Temp_Player_Group = (Player group((Triggering player)))
Game - Display to Temp_Player_Group the text: (You are already allied with + (Name of TEMP_Player))
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