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Triggers
Goofy Sunken Gladiators 0.8.w3x
Variables
Things
Move Heroes
Move Heroes 2
Move Heroes 3
Move Heroes 4
Move units
Gold
Gold Give
Make gate invurneble
Startup
Player Heroes Create
kill footmen
Visibility
Main
Next Level
Core Funtion
Defeat
Open Gate Send Units1
Open Gate Send Units2
Open Gate Send Units3
Open Gate Send Units4
Gold and Tips
Set Levels
Victory
leaving players
Player red LOOSE
Player blue
Player teal
Player purple
Player yellow
Player orange
Player green
Player pink
Player gray
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
caster
unit
No
Defenders
force
No
Level_Number
integer
No
0
Monster_Amount
integer
No
Monster_Type
unitcode
No
Next_Level
timer
No
ringstop
real
No
targetpoint
rect
No
Move Heroes
Events
Unit - A unit enters move_hereoes <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Move Heroes 2
Events
Unit - A unit enters move_hereoes_2 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Move Heroes 3
Events
Unit - A unit enters move_hereoes_3 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Move Heroes 4
Events
Unit - A unit enters move_hereoes_4 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Move units
Events
Unit - A unit enters move_hereoes <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Gold
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Item - Create Gold Coins at (Position of (Dying unit))
Gold Give
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gold Coins
Actions
Player - Add 20 to (Owner of (Triggering unit)) . Current gold
Make gate invurneble
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Destructible - Make Ruined Gate 0044 <gen> Invulnerable
Destructible - Make Ruined Gate 0028 <gen> Invulnerable
Destructible - Make Ruined Gate 0031 <gen> Invulnerable
Destructible - Make Ruined Gate 0159 <gen> Invulnerable
Player Heroes Create
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Sea Witch for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Naga Enchantress for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Naga Magician for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Mermaid for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Naga Myrmidian for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Venom Lord for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Sea Lord for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Naga Basilisk for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1.Snap Dragon for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees) else do (Do nothing)
kill footmen
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Kill Footman 0010 <gen>
Visibility
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Playable map area)
Next Level
Events
Player - Player 12 (Brown) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
-------- Gold Change --------
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 8 (Pink) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
-------- Level Setup --------
Set Variable Set Level_Number = (Level_Number + 1)
-------- Timer --------
If (Level_Number Equal to 1) then do (Start Next_Level as a One-shot timer that will expire in 60.00 seconds) else do (Start Next_Level as a One-shot timer that will expire in 30 seconds)
Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(Level_Number))) + in...)
-------- Set Next Level --------
If (Level_Number Equal to 1) then do (Wait 29.50 seconds) else do (Do nothing)
Game - Display to (All players) the text: |c0000cdf9Next level in 30 seconds|r
If (Level_Number Equal to 30) then do (Display to (All players) for 30.00 seconds the text: |c0000cdf9Very Good, you have beaten the great challenge made by Goofy_23. Please visit www.Wc3Works.tk for information on other maps and more.|r) else do (Do nothing)
Trigger - Run Set_Levels <gen> (checking conditions)
Trigger - Run Gold_and_Tips <gen> (checking conditions)
Core Funtion
Events
Time - Next_Level expires
Conditions
Actions
-------- Setup Timer --------
Countdown Timer - Pause Next_Level
Countdown Timer - Destroy (Last created timer window)
-------- Create Units --------
Unit - Create Monster_Amount . Monster_Type for Player 12 (Brown) at (Center of Spawn1 <gen>) facing Default building facing degrees
Unit - Create Monster_Amount . Monster_Type for Player 12 (Brown) at (Center of Spawn2 <gen>) facing Default building facing degrees
Unit - Create Monster_Amount . Monster_Type for Player 12 (Brown) at (Center of Spawn3 <gen>) facing Default building facing degrees
Unit - Create Monster_Amount . Monster_Type for Player 12 (Brown) at (Center of Spawn4 <gen>) facing Default building facing degrees
-------- Level Info --------
Game - Display to (All players) the text: ((Level + (String(Level_Number))) + ( - + ((Name of (Last created unit)) + s)))
Defeat
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Sea Witch
Actions
Quest - Display to (All players) the Mission Failed message: Lady Vashj has died, all nagas has lost their hope....
Wait 2.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Open Gate Send Units1
Events
Unit - A unit enters Spawn_Move1 <gen>
Conditions
Actions
Destructible - Open Ruined Gate 0044 <gen>
Unit - Order (Entering unit) to Attack-Move To . (Center of Move_Heroes <gen>)
Open Gate Send Units2
Events
Unit - A unit enters Spawn_Move2 <gen>
Conditions
Actions
Destructible - Open Ruined Gate 0028 <gen>
Unit - Order (Entering unit) to Attack-Move To . (Center of Move_Heroes <gen>)
Open Gate Send Units3
Events
Unit - A unit enters Spawn_Move3 <gen>
Conditions
Actions
Destructible - Open Ruined Gate 0159 <gen>
Unit - Order (Entering unit) to Attack-Move To . (Center of Move_Heroes <gen>)
Open Gate Send Units4
Events
Unit - A unit enters Spawn_Move4 <gen>
Conditions
Actions
Destructible - Open Ruined Gate 0031 <gen>
Unit - Order (Entering unit) to Attack-Move To . (Center of Move_Heroes <gen>)
Gold and Tips
Events
Conditions
Level_Number Greater than or equal to 2
Actions
-------- Player Gold & Player 9 Extra Gold --------
Player Group - Pick every player in Defenders and do (Add 100 to (Picked player).Current gold)
Set Levels
Events
Conditions
Actions
-------- Level 1 --------
If (Level_Number Equal to 1) then do (Set VariableSet Monster_Type = "h001") else do (Do nothing)
If (Level_Number Equal to 1) then do (Set VariableSet Monster_Amount = "9") else do (Do nothing)
-------- Level 2 --------
If (Level_Number Equal to 2) then do (Set VariableSet Monster_Type = "h002") else do (Do nothing)
If (Level_Number Equal to 2) then do (Set VariableSet Monster_Amount = "9") else do (Do nothing)
-------- Level 3 --------
If (Level_Number Equal to 3) then do (Set VariableSet Monster_Type = "h005") else do (Do nothing)
If (Level_Number Equal to 3) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 4 --------
If (Level_Number Equal to 4) then do (Set VariableSet Monster_Type = "h000") else do (Do nothing)
If (Level_Number Equal to 4) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 5 --------
If (Level_Number Equal to 5) then do (Set VariableSet Monster_Type = "H004") else do (Do nothing)
If (Level_Number Equal to 5) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 6 --------
If (Level_Number Equal to 6) then do (Set VariableSet Monster_Type = "h006") else do (Do nothing)
If (Level_Number Equal to 6) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 7 --------
If (Level_Number Equal to 7) then do (Set VariableSet Monster_Type = "h007") else do (Do nothing)
If (Level_Number Equal to 7) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 8 --------
If (Level_Number Equal to 8) then do (Set VariableSet Monster_Type = "h003") else do (Do nothing)
If (Level_Number Equal to 8) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 9 --------
If (Level_Number Equal to 9) then do (Set VariableSet Monster_Type = "h008") else do (Do nothing)
If (Level_Number Equal to 9) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 10 --------
If (Level_Number Equal to 10) then do (Set VariableSet Monster_Type = "O000") else do (Do nothing)
If (Level_Number Equal to 10) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 11 --------
If (Level_Number Equal to 11) then do (Set VariableSet Monster_Type = "h00A") else do (Do nothing)
If (Level_Number Equal to 11) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 12 --------
If (Level_Number Equal to 12) then do (Set VariableSet Monster_Type = "h009") else do (Do nothing)
If (Level_Number Equal to 12) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 13 --------
If (Level_Number Equal to 13) then do (Set VariableSet Monster_Type = "h00B") else do (Do nothing)
If (Level_Number Equal to 13) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 14 --------
If (Level_Number Equal to 14) then do (Set VariableSet Monster_Type = "h00C") else do (Do nothing)
If (Level_Number Equal to 14) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 15 --------
If (Level_Number Equal to 15) then do (Set VariableSet Monster_Type = "U000") else do (Do nothing)
If (Level_Number Equal to 15) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 16 --------
If (Level_Number Equal to 16) then do (Set VariableSet Monster_Type = "h00D") else do (Do nothing)
If (Level_Number Equal to 16) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 17 --------
If (Level_Number Equal to 17) then do (Set VariableSet Monster_Type = "h00F") else do (Do nothing)
If (Level_Number Equal to 17) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 18 --------
If (Level_Number Equal to 18) then do (Set VariableSet Monster_Type = "h00G") else do (Do nothing)
If (Level_Number Equal to 18) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 19 --------
If (Level_Number Equal to 19) then do (Set VariableSet Monster_Type = "h00E") else do (Do nothing)
If (Level_Number Equal to 19) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 20 --------
If (Level_Number Equal to 20) then do (Set VariableSet Monster_Type = "E000") else do (Do nothing)
If (Level_Number Equal to 20) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
Victory
Events
Time - Every 0.50 seconds of game time
Conditions
Level_Number Equal to 20
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
Player red LOOSE
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Quest - Display to (All players) the Mission Failed message: ((Name of (Triggering player)) + (Player Red) has left.. all nagas has lost their hope.....)
Wait 3.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Player blue
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 2 (Blue))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player teal
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 3 (Teal))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player purple
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 4 (Purple))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player yellow
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 5 (Yellow))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player orange
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 6 (Orange))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player green
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 7 (Green))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player pink
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 8 (Pink))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player gray
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Owner of (Picked unit)) Equal to Player 9 (Gray))) and do (Actions)
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