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Triggers
Ghoul Tag V3.w3x
Variables
NoFog
Fog
Initialization
Create Ghoul Lord Upon Destruction
INIT
Ghouls Lord Claw
Ghouls Claw
WIN TRIGGERS
If Ghoul Lord Dies
If Timer Expires
If Ghoul Lord Survives
Ghoul Lord Quits
Others
If Generic Unit Dies
Farm Income
House Income
Bigger House Income
CRYPT MONEY
MONEY BIG MONEY
MONEY EVEN BIGGER MONEYH
Spawn Copy
Spawn Survivors
Dying Survivor Respawn
HUman QuiT
Ghoul QUitts??
If Generic Player quits the game
Ghouls Money
Flag ON
Test Triggers
If Unit Dies ALL DIE
Revive Trees
Generic Unit Event Tree DIe
Kill Creates Minions
Useful Tips For The Undead
Ressurect Trees
Targeted Area
AOE KNOCKBACK
Unit Enters Map Area
Generic Kill Unit Scene
Dragon (Arceusz)
Arceusz Dragon
Unit Enter Region TEXT
Arceusz Dragon DIED
Friends!
Another Floating Text
GATEWAY TEXT
Gateways
Name
Type
is_array
initial_value
Timer_Ghoul
timer
No
Fog
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_005 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_005 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_004 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_004 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_026 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_026 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_003 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_017 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_003 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_017 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_016 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_012 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_012 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across way_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way_6 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across way_5 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across way_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way_4 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across way_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Way <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way_3 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across way2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Way <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across BOSSES <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across way2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across BOSSES <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Dragonz <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Dragonz <gen>
Create Ghoul Lord Upon Destruction
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Unit - Kill Ghoul Lord's Prison 0014 <gen>
Floating Text - Create floating text that reads RUN!!!!!RUN!!!!!RUN!!!!!RUN!!!!! above Ghoul Lord's Prison 0014 <gen> with Z offset 0 , using font size 10 , color ( 100.00 %, 100 %, 100 %), and 0 % transparency
Wait 0.10 seconds
Unit - Create 1 . Ghoul Lord for Player 12 (Brown) at (Position of Ghoul Lord's Prison 0014 <gen>) facing Default building facing degrees
Game - Display to (All players) the text: The Ghoul Lord has escaped his prison and is now looking for fresh meat.
Wait 15.00 seconds
Floating Text - Destroy (Last created floating text)
INIT
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Ghouls Claw
Events
Conditions
Actions
If Ghoul Lord Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ghoul Lord
Actions
Sound - Play Credits <gen>
Unit - Pause all units
Game - Display to (All players) the text: Survivors win!They killed the ghoul lord!
Game - Display to (All players) the text: Survivors win!They killed the ghoul lord!
Game - Display to (All players) the text: Survivors win!They killed the ghoul lord!
Game - Display to (All players) the text: Survivors win!They killed the ghoul lord!
Game - Display to (All players) the text: Survivors win!They killed the ghoul lord!
Wait 3.00 seconds
Game - Defeat Player 12 (Brown) with the message: Defeat!
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)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
If Timer Expires
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Countdown Timer - Start Timer_Ghoul as a One-shot timer that will expire in 2500.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Timer of Ghoul Lord Winning
If Ghoul Lord Survives
Events
Time - Timer_Ghoul expires
Conditions
Actions
Game - Display to (All players) the text: The Ghoul lord has survived...the human race is doomed.
Sound - Play DarkVictory <gen>
Unit - Pause all units
Wait 3.00 seconds
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You are doomed.
Game - Defeat Player 2 (Blue) with the message: You are doomed.
Game - Defeat Player 3 (Teal) with the message: You are doomed.
Game - Defeat Player 4 (Purple) with the message: You are doomed.
Game - Defeat Player 5 (Yellow) with the message: You are doomed.
Game - Defeat Player 6 (Orange) with the message: You are doomed.
Game - Defeat Player 7 (Green) with the message: You are doomed.
Game - Defeat Player 8 (Pink) with the message: You are doomed.
Game - Defeat Player 9 (Gray) with the message: You are doomed.
Game - Defeat Player 10 (Light Blue) with the message: You are doomed.
Game - Defeat Player 11 (Dark Green) with the message: You are doomed.
Ghoul Lord Quits
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Countdown Timer - Pause Timer_Ghoul
Game - Display to (All players) the text: The Ghoul Lord has left the game,watta nub.Survivors win!
Game - Display to (All players) the text: The Ghoul Lord has left the game,watta nub.Survivors win!
Game - Display to (All players) the text: The Ghoul Lord has left the game,watta nub.Survivors win!
Game - Display to (All players) the text: The Ghoul Lord has left the game,watta nub.Survivors win!
Sound - Play Credits <gen>
Wait 5.00 seconds
Unit - Pause all units
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)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
If Generic Unit Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Survivor
Actions
Sound - Play PeasantDeath <gen>
Farm Income
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to Farm
Then - Actions
Player - Add 5 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
House Income
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to House
Then - Actions
Player - Add 10 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
Bigger House Income
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to Bigger House
Then - Actions
Player - Add 15 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
CRYPT MONEY
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to Crypt
Then - Actions
Player - Add 300 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
MONEY BIG MONEY
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to Gold Mine
Then - Actions
Player - Add 200 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
MONEY EVEN BIGGER MONEYH
Events
Time - Every 10.00 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
(Unit-type of (Picked unit)) Equal to Greater Gold Mine
Then - Actions
Player - Add 400 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
Spawn Survivors
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Survivor for (Picked player) at ((Picked player) start location) facing Default building facing degrees
Else - Actions
Do nothing
Dying Survivor Respawn
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Survivor
Actions
Unit - Create 1 . Survivor for (Owner of (Dying unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Camera - Pan camera for (Owner of (Dying unit)) to (Position of (Last created unit)) over 2.00 seconds
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + was killed and has lost 3000 gold and 10000 lumber.)
HUman QuiT
Events
Conditions
Actions
If Generic Player quits the game
Events
Player - Player 12 (Brown) leaves the game
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
(Unit-type of (Picked unit)) Equal to Ghoul Lord
Then - Actions
Sound - Play Credits <gen>
Game - Display to (All players) the text: The Ghoul Lord has left the game!HUMANS WIN!
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Flag ON
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
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)
If Unit Dies ALL DIE
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Survivor
Actions
Player - Add -3000 to Player 1 (Red) . Current gold
Player - Add -10000 to Player 1 (Red) . Current lumber
Generic Unit Event Tree DIe
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Grow Tree
Actions
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Position of (Casting unit)) facing (Random angle) with scale 1 and variation 0
Kill Creates Minions
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Ghoul Lord) and ((Unit-type of (Dying unit)) Equal to Harvester)
Actions
Unit - Create 1 . Zombie for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Useful Tips For The Undead
Events
Conditions
Actions
Ressurect Trees
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Tree Ressurection.
Actions
Targeted Area
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flame Strike
Actions
Special Effect - Create a special effect at (Target point of issued order) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Cause (Casting unit) to damage circular area after 0 seconds of radius 300.00 at (Target point of ability being cast) , dealing 200.00 damage of attack type Spells and damage type Normal
Unit - Create 1 . littlebitch for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
AOE KNOCKBACK
Events
Unit - A unit Dies
Conditions
Actions
Unit Enters Map Area
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to littlebitch
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Kill (Entering unit)
Generic Kill Unit Scene
Events
Unit - A unit Dies
Conditions
((Unit-type of (Killing unit)) Equal to Ghoul Lord) and ((Unit-type of (Dying unit)) Equal to Survivor)
Actions
Unit - Create 1 . Ghoul Lieutenant for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Arceusz Dragon
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Floating Text - Create floating text that reads Theres a Dragon Here ---------->Cut the trees so you can see itIt may give you a money after you kill itIf you can kill it ^_^ at (Center of Dragon <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Unit Enter Region TEXT
Events
Unit - A unit enters Region_001 <gen>
Conditions
Actions
Floating Text - Hide (Last created floating text) for (All players)
Floating Text - Create floating text that reads Yep, Its right thereJust cut the treesYou'll see a BIG DRAGON! at (Center of Yep_Right_There <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 15.00 seconds
Floating Text - Hide (Last created floating text) for (All players)
Arceusz Dragon DIED
Events
Unit - Arceusz 0022 <gen> Dies
Unit - Arceusz 0021 <gen> Dies
Unit - Arceusz 0018 <gen> Dies
Conditions
Actions
Game - Display to (All allies of Player 1 (Red).) the text: Humans killed the Dragons!!Each of the Human Survivor will get 5000 GOLD!Dragons will respawn after 1 minute.->Arceusz
Player - Add 5000 to Player 1 (Red) . Current gold
Player - Add 5000 to Player 2 (Blue) . Current gold
Player - Add 5000 to Player 3 (Teal) . Current gold
Player - Add 5000 to Player 4 (Purple) . Current gold
Player - Add 5000 to Player 5 (Yellow) . Current gold
Player - Add 5000 to Player 6 (Orange) . Current gold
Player - Add 5000 to Player 7 (Green) . Current gold
Another Floating Text
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Billiards ? at (Center of Region_006 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Jhiemel AndrinoAaron Joshua CanlasR-Jhay FloresFernie Angelo B. FernandoGil Ian NovillaZhernan LasalaJohn Niko B. Benoman at (Center of Region_026 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Gateways
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Ultimate Boss above Way Gate 0005 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Ultimate Boss above Way Gate 0033 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Boss # 1 above Way Gate 0038 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Boss # 2 above Way Gate 0034 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Boss # 3 above Way Gate 0035 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Boss # 4 above Way Gate 0036 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Boss # 5 above Way Gate 0037 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Dragons(Prize) above Way Gate 0045 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
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