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Triggers
Harvest Moon A New Wonderful Life.w3x
Variables
Initialization
Starting Cinematic
Music
Building Entrance Music
Building Exit Music
Melee Initialization
Garden
Growing Good Apples
Growing Shiny Apples
Growing Good Oranges
Growing Shiny Oranges
Growing Grapes
Growing Shiny Grapes
Growing Veggies
Bed Time
Sleeping
Sebastian Bed
Barbie Bed
Marcus Bed
Harvey Bed
Brittney Bed
Ordering Dog
Untitled Trigger 001
Teleporters
Go Inside House
Go Outside House
Go Inside Town Hall
Go Outside Town Hall
Go Inside Sebastian House
Go Outside Sebastian House
Go Inside Barbie House
Go Outside Barbie House
Go Inside Marcus House
Go Outside Marcus House
Go Inside Harvey House
Go Outside Harvey House
Go Inside Flower Shop
Go Outside Flower Shop
Go Inside Cave
Go Outside Cave
Go Inside Cemetery
Go Outside Cemetery
Go Inside Brittney House
Go Outside Brittney House
Mayor Goes Inside Town Hall
Movement
Up Press
Up Released
Down Press
Down Released
Left Press
Left Released
Right Press
Right Released
Movement
Right
Right Going
Left
Left Going
Camera
Tree Revival
Untitled Trigger 002
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
Angle
real
No
Down
boolean
No
Left
boolean
No
Right
boolean
No
Speed
real
No
Up
boolean
No
Starting Cinematic
Events
Map initialization
Conditions
Actions
Sound - Play 03_breeze_song <gen>
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 10.00 seconds
Cinematic - Send transmission to (All players) from Theodore 0002 <gen> named Theodore : Play No sound and display She sure is a beauty... isn't she? . Modify duration: Add 10.00 seconds and Wait
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 20.00 seconds
Cinematic - Send transmission to (All players) from Theodore 0002 <gen> named Theodore : Play No sound and display Ya know your father was a great guy... and we all will miss him... but I'd guess we'd best move on. . Modify duration: Add 10.00 seconds and Wait
Cinematic - Send transmission to (All players) from Theodore 0002 <gen> named Theodore : Play No sound and display If only he were here now, he'd be able to hear the great news... . Modify duration: Add 10.00 seconds and Wait
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 20.00 seconds
Cinematic - Send transmission to (All players) from Theodore 0002 <gen> named Theodore : Play No sound and display Well, good luck running his farm. I'm sure he would've been proud. . Modify duration: Add 10.00 seconds and Wait
Unit - Make Theodore 0002 <gen> face (Center of Region_004 <gen>) over 0.10 seconds
Unit - Order Theodore 0002 <gen> to Move To . (Center of Region_004 <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Music
Events
Map initialization
Conditions
Actions
Sound - Play 03_breeze_song <gen>
Building Entrance Music
Events
Conditions
Actions
Building Exit Music
Events
Conditions
Actions
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Player - Set Player 1 (Red) . Current gold to 1000
Growing Good Apples
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Good Apple at (Position of (Random unit from (Units of type Apple Area)))
Unit - Kill (Random unit from (Units of type Apple Area))
Growing Shiny Apples
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Shiny Apple at (Position of (Random unit from (Units of type Shiny Apple Area)))
Unit - Kill (Random unit from (Units of type Shiny Apple Area))
Growing Good Oranges
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Good Orange at (Position of (Random unit from (Units of type Orange Area)))
Unit - Kill (Random unit from (Units of type Orange Area))
Growing Shiny Oranges
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Shiny Orange at (Position of (Random unit from (Units of type Shiny Orange Area)))
Unit - Kill (Random unit from (Units of type Shiny Orange Area))
Growing Grapes
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Good Grapes at (Position of (Random unit from (Units of type Grape Area)))
Unit - Kill (Random unit from (Units of type Grape Area))
Growing Shiny Grapes
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Shiny Grapes at (Position of (Random unit from (Units of type Shiny Grape Area)))
Unit - Kill (Random unit from (Units of type Shiny Grape Area))
Growing Veggies
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Item - Create Veggies at (Position of (Random unit from (Units of type Veggies Area)))
Unit - Kill (Random unit from (Units of type Veggies Area))
Sleeping
Events
Unit - A unit enters Region_029 <gen>
Conditions
Actions
Cinematic - Fade out and back in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0.00 % transparency
Game - Set the time of day to 6.00
Unit - Move (Triggering unit) instantly to (Center of Region_030 <gen>)
Sebastian Bed
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Move Sebastian 0023 <gen> instantly to (Center of Region_043 <gen>)
Barbie Bed
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Move Barbie 0022 <gen> instantly to (Center of Region_044 <gen>)
Marcus Bed
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Move Marcus 0021 <gen> instantly to (Center of Region_045 <gen>)
Harvey Bed
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Move Harvey 0025 <gen> instantly to (Center of Region_046 <gen>)
Brittney Bed
Events
Game - The in-game time of day becomes Equal to 20.00
Conditions
Actions
Unit - Move Brittney 0030 <gen> instantly to (Center of Region_047 <gen>)
Untitled Trigger 001
Events
Unit - Lucky 0004 <gen> Is issued an order targeting an object
Conditions
Actions
Sound - Play whistle <gen>
Go Inside House
Events
Unit - A unit enters Region_001 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_002 <gen>)
Go Outside House
Events
Unit - A unit enters Region_000 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_003 <gen>)
Go Inside Town Hall
Events
Unit - A unit enters Region_004 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_005 <gen>)
Go Outside Town Hall
Events
Unit - A unit enters Region_006 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_007 <gen>)
Go Inside Sebastian House
Events
Unit - A unit enters Region_009 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_010 <gen>)
Go Outside Sebastian House
Events
Unit - A unit enters Region_011 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_012 <gen>)
Go Inside Barbie House
Events
Unit - A unit enters Region_013 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_014 <gen>)
Go Outside Barbie House
Events
Unit - A unit enters Region_015 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_016 <gen>)
Go Inside Marcus House
Events
Unit - A unit enters Region_017 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_018 <gen>)
Go Outside Marcus House
Events
Unit - A unit enters Region_019 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_020 <gen>)
Go Inside Harvey House
Events
Unit - A unit enters Region_021 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_022 <gen>)
Go Outside Harvey House
Events
Unit - A unit enters Region_023 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_024 <gen>)
Go Inside Flower Shop
Events
Unit - A unit enters Region_025 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_026 <gen>)
Go Outside Flower Shop
Events
Unit - A unit enters Region_027 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_028 <gen>)
Go Inside Cave
Events
Unit - A unit enters Region_031 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_032 <gen>)
Go Outside Cave
Events
Unit - A unit enters Region_033 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_034 <gen>)
Go Inside Cemetery
Events
Unit - A unit enters Region_035 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_036 <gen>)
Go Outside Cemetery
Events
Unit - A unit enters Region_037 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_038 <gen>)
Go Inside Brittney House
Events
Unit - A unit enters Region_039 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_040 <gen>)
Go Outside Brittney House
Events
Unit - A unit enters Region_041 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_042 <gen>)
Mayor Goes Inside Town Hall
Events
Unit - A unit enters Region_005 <gen>
Conditions
Actions
Unit - Move Theodore 0002 <gen> instantly to (Center of Region_008 <gen>)
Up Press
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
Actions
Set Variable Set Up = "true"
Up Released
Events
Player - Player 1 (Red) Releases the Up Arrow key
Conditions
Actions
Set Variable Set Up = "false"
Down Press
Events
Player - Player 1 (Red) Presses the Down Arrow key
Conditions
Actions
Set Variable Set Down = "true"
Down Released
Events
Player - Player 1 (Red) Releases the Down Arrow key
Conditions
Actions
Set Variable Set Down = "false"
Left Press
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Set Variable Set Left = "true"
Left Released
Events
Player - Player 1 (Red) Releases the Left Arrow key
Conditions
Actions
Set Variable Set Left = "false"
Right Press
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
Set Variable Set Right = "true"
Right Released
Events
Player - Player 1 (Red) Releases the Right Arrow key
Conditions
Actions
Set Variable Set Right = "false"
Movement
Events
Time - Every 0.65 seconds of game time
Conditions
Actions
Set Variable Set Angle = (Facing of Farmer 0003 <gen>)
Set Variable Set Speed = (Current movement speed of Farmer 0003 <gen>)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Up Equal to True
Then - Actions
Set Variable Set Speed = (Random real number between (20.00 + 50.00) and (Current movement speed of Farmer 0003 <gen>))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Speed Greater than or equal to 0.00
Up Equal to True
Then - Actions
Unit - Order Farmer 0003 <gen> to Move To . ((Position of Farmer 0003 <gen>) offset by Speed towards Angle degrees.)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Up Equal to False
Then - Actions
Set Variable Set Speed = ((Random real number between 20.00 and 50.00) - Speed)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Down Equal to True
Then - Actions
Unit - Order Farmer 0003 <gen> to Stop .
Else - Actions
Right
Events
Time - Every 0.01 seconds of game time
Conditions
Right Equal to True
Actions
Set Variable Set Angle = (Angle - 1)
Unit - Make Farmer 0003 <gen> face Angle over 0 seconds
Right Going
Events
Time - Every 0.01 seconds of game time
Conditions
Right Equal to True
Speed Greater than or equal to 0.00
Actions
Set Variable Set Angle = (Angle - 1)
Unit - Order Farmer 0003 <gen> to Move To . ((Position of Farmer 0003 <gen>) offset by (Angle + Speed) towards Angle degrees.)
Unit - Make Farmer 0003 <gen> face Angle over 0 seconds
Left
Events
Time - Every 0.01 seconds of game time
Conditions
Left Equal to True
Actions
Set Variable Set Angle = (Angle + 1)
Unit - Make Farmer 0003 <gen> face Angle over 0 seconds
Left Going
Events
Time - Every 0.01 seconds of game time
Conditions
Left Equal to True
Speed Greater than or equal to 0.00
Actions
Set Variable Set Angle = (Angle + 1)
Unit - Order Farmer 0003 <gen> to Move To . ((Position of Farmer 0003 <gen>) offset by (Angle + Speed) towards Angle degrees.)
Unit - Make Farmer 0003 <gen> face Angle over 0 seconds
Camera
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to Farmer 0003 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Set Player 1 (Red) 's camera Distance to target to 550.00 over 0.01 seconds
Camera - Set Player 1 (Red) 's camera Angle of attack to 340.00 over 0.01 seconds
Camera - Set Player 1 (Red) 's camera Height Offset to 100.00 over 0.01 seconds
Camera - Set Player 1 (Red) 's camera Rotation to (Facing of Farmer 0003 <gen>) over 0.01 seconds
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