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Triggers
(8)Hero Battle v2.0.w3x
Variables
leavers
leavers
herobounty
herobounty
-ar
repick close
Map Initialization
Repick Command
All Random Command
tower shoot
tower
tower2
Initialization
Player Start
Vision
Creeps
Level1
Level2
Level3
Trun1
Turn2
Event
Timer
Start Event
Event
Event2
Timer2
Start Event2
Event2
Gold
GoldGiving
Modes
No Castle Mode
Tree Mode
secret heros
Items
Spawn1
Spawn2
Castle
spawn
Takeover
Deafeat/Victory
team1
team2
team3
team4
PlayerDeafeeat
Trees
Spawn
SpecialItems
FireStarter
Tower Combination
Kharn
Dendroid
Dendroid Special
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
Event
timer
No
Event2
timer
No
Event2Window
timerdialog
No
Hero_Array
unitcode
Yes
Random_Count
integer
No
Random_Data
integer
Yes
Random_Hero
integer
No
Total_Heroes
integer
No
leavers
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Quest - Display to (All players) the Hint message: ((Name of (Triggering player)) + left the game)
by z3
herobounty
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Player - Add ((Hero level of (Dying unit)) x 100) to (Owner of (Killing unit)) . Current gold
repick close
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn off Repick_Command <gen>
Trigger - Turn off All_Random_Command <gen>
By z3al0t
Credits to Ryoko www.thehelper.net
Map Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set Total_Heroes = "30"
Set Variable Set Random_Count = "30"
Set Variable Set Hero_Array[1] = "Nngs"
Set Variable Set Hero_Array[2] = "Ntin"
Set Variable Set Hero_Array[3] = "Nbst"
Set Variable Set Hero_Array[4] = "Nbrn"
Set Variable Set Hero_Array[5] = "Nfir"
Set Variable Set Hero_Array[6] = "Npbm"
Set Variable Set Hero_Array[7] = "Nalc"
Set Variable Set Hero_Array[8] = "Nplh"
Set Variable Set Hero_Array[9] = "Hpal"
Set Variable Set Hero_Array[10] = "Hamg"
Set Variable Set Hero_Array[11] = "Hmkg"
Set Variable Set Hero_Array[12] = "Hblm"
Set Variable Set Hero_Array[13] = "Huth"
Set Variable Set Hero_Array[14] = "Obla"
Set Variable Set Hero_Array[15] = "Ofar"
Set Variable Set Hero_Array[16] = "Otch"
Set Variable Set Hero_Array[17] = "Oshd"
Set Variable Set Hero_Array[18] = "Ogrh"
Set Variable Set Hero_Array[19] = "Ekee"
Set Variable Set Hero_Array[20] = "Emoo"
Set Variable Set Hero_Array[21] = "Edem"
Set Variable Set Hero_Array[22] = "Ewar"
Set Variable Set Hero_Array[23] = "Efur"
Set Variable Set Hero_Array[24] = "Udea"
Set Variable Set Hero_Array[25] = "Ulic"
Set Variable Set Hero_Array[26] = "Udre"
Set Variable Set Hero_Array[27] = "Ucrl"
Set Variable Set Hero_Array[28] = "Uear"
Set Variable Set Hero_Array[29] = "Naka"
Set Variable Set Hero_Array[30] = "H001"
For each (Integer A) from 1 to 30 , do (Actions)
Loop - Actions
Set Variable Set Random_Data[(Integer A)] = (Integer A)
Repick your hero.
Repick Command
Events
Player - Player 1 (Red) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -repick (Unexpected type: 'stringnoformat') as An exact match
Conditions
((Triggering player) Current lumber) Equal to 50
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 1
Actions
Game - Display to (All players) the text: A player has repicked
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
Loop - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make (Unit-type of (Picked unit)) Available for training/construction by (Picked player)
Unit - Remove (Picked unit) from the game
Set Variable Set Random_Hero = (Random integer number between 1 and Random_Count)
Unit - Create 1 . Hero_Array[Random_Data[Random_Hero]] for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
Player - Add -50 to (Triggering player) . Current lumber
Selection - Select (Last created unit) for (Owner of (Last created unit))
Game - Display to (All players) the text: (A player has repicked + (Name of (Last created unit)))
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Make (Unit-type of (Last created unit)) Unavailable for training/construction by (Picked player)
Set Variable Set Random_Data[Random_Hero] = Random_Count
Set Variable Set Random_Count = (Random_Count - 1)
This command chooses random heroes for every player.
By z3al0t
Credits to Ryoko www.thehelper.net
All Random Command
Events
Player - Player 1 (Red) types a chat message containing -ar (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
For each (Integer A) from 1 to 8 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Set Variable Set Random_Hero = (Random integer number between 1 and Random_Count)
Unit - Create 1 . Hero_Array[Random_Data[Random_Hero]] for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
Selection - Select (Last created unit) for (Owner of (Last created unit))
Game - Display to (All players) the text: (A player has randomed + (Name of (Last created unit)))
Player - Add -50 to (Player((Integer A))) . Current lumber
Set Variable Set Random_Data[Random_Hero] = Random_Count
Set Variable Set Random_Count = (Random_Count - 1)
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
tower
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Scout Tower
(Item-type of (Item being manipulated)) Equal to Rockets
Then - Actions
Item - Make (Item being manipulated) Undroppable
Unit - Add Rockets to (Hero manipulating item)
Else - Actions
Do nothing
tower2
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Hero manipulating item)) Equal to Scout Tower
(Item-type of (Item being manipulated)) Equal to Arow Cannon
Then - Actions
Item - Make (Item being manipulated) Undroppable
Unit - Add Arow Canon to (Hero manipulating item)
Else - Actions
Do nothing
Player Start
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 1 (Red).)) from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 2 (Blue).)) from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 3 (Teal).)) from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 4 (Purple).)) from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 5 (Yellow).)) from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 6 (Orange).)) from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 7 (Green).)) from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove (Random unit from (Units owned by Player 9 (Gray).)) from the game) else do (Do nothing)
Player - Set Player 1 (Red) . Current gold to 500
Player - Set Player 2 (Blue) . Current gold to 500
Player - Set Player 3 (Teal) . Current gold to 500
Player - Set Player 4 (Purple) . Current gold to 500
Player - Set Player 5 (Yellow) . Current gold to 500
Player - Set Player 6 (Orange) . Current gold to 500
Player - Set Player 7 (Green) . Current gold to 500
Player - Set Player 8 (Pink) . Current gold to 500
Player - Set Player 1 (Red) . Current lumber to 100
Player - Set Player 2 (Blue) . Current lumber to 100
Player - Set Player 3 (Teal) . Current lumber to 100
Player - Set Player 4 (Purple) . Current lumber to 100
Player - Set Player 5 (Yellow) . Current lumber to 100
Player - Set Player 6 (Orange) . Current lumber to 100
Player - Set Player 7 (Green) . Current lumber to 100
Player - Set Player 8 (Pink) . Current lumber to 100
Hero - Make Player 1 (Red) Heroes gain 200.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 200.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 200.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 200.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 200.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 200.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 200.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 200.00 % experience from future kills
Quest - Create a Required quest titled Main Objective with the description Destroy your enemys Soul harvester, and protect yours. , using icon path ReplaceableTextures\CommandButtons\BTNOrbOfDarkness.blp
Quest - Create a Required quest titled Modes with the description -nc : No Castle mode.You will not be able to capture the castle and it will always belong to the Creeps. -tm Tree mode.At a period of time some trees will apear in the map (this is used for Keeper of the Grove if he doesent have any targets to spell Force of Nature).-arAll random heros mode. Pick random hero for players.-shUnhides secret or custom heros tavern. , using icon path ReplaceableTextures\CommandButtons\PASBTNEngineeringUpgrade.blp
Quest - Create a Optional quest titled Item Combinations with the description To build a tower you need: Wooden PLank and Stone.When your tower is done buy rockets and give them to tower.Then your tower will shoot rockets. To get Khal you need Spiked Colar and Stone Token. To get firestarter you need Spiked Colar and Inferno Stone. To get Dendroid you need Amulet of the Wild and Wooden Plank.(If your hero is Keeper of the Grove you just need Amulet of the Wild) , using icon path ReplaceableTextures\CommandButtons\BTNHumanWatchTower.blp
Quest - Create a Optional quest titled Credits with the description Helper:z3al0tModelers:Peapole from www.wc3sear.ch , using icon path ReplaceableTextures\PassiveButtons\PASBTNStatUp.blp
Unit Group - Pick every unit in (Units of type Custom Hero Tavern) and do (Hide (Picked unit))
Wait 30.00 seconds
Unit - Create 1 . Weapon Guy (Male 2) for Neutral Passive at (Random point in VisibilityField <gen>) facing Default building facing degrees
Wait 5.00 seconds
Game - Display to (All players) the text: Rememger to always buy tomes of your hero atribute as they are very important.
Vision
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 7.00
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across VisibilityField <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across VisibilityField <gen>
Ubersplat - Create ubersplat at (Center of CastleCapture <gen>) of type Goldmine with color ( 100 %, 100 %, 100 %) and 0 % transparency ( Disable paused state, Disable skipping birth time)
Wait 1.00 seconds
Sound - Play VarimathrasPissed8 <gen>
Cinematic - Ping minimap for (All players) at (Center of CastleCapture <gen>) for 3.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Game - Display to (All players) the text: Capturing the Castle is very important.
Wait 5.00 seconds
Game - Display to (All players) the text: Visit |c0020C000www.warcraft-lt.ten.lt|r For the latest version of the map, and not only that!
Wait 20.00 seconds
Game - Display to (All players) the text: Press |c00FECC47F9|r for important things.
Quest - Flash the quest dialog button
Floating Text - Create floating text that reads BUY TOMES OF YOUR ATRIBUTE!!! at (Center of VisibilityField <gen>) with Z offset 0 , using font size 100.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Level1
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Bandit for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Bandit for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Fallen Priest for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Fallen Priest for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Tiderunner for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Murloc Tiderunner for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Kobold for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Kobold for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Apprentice Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Apprentice Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Level2
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Rogue for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Rogue for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Deceiver for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Deceiver for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Kobold Geomancer for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Kobold Geomancer for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Mud Golem for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Mud Golem for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Rogue Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Rogue Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Level3
Events
Time - Every 80.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Enforcer for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Enforcer for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Heretic for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Rock Golem for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Rock Golem for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Kobold Taskmaster for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Renegade Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Renegade Wizard for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Trun1
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Trigger - Turn off Level1 <gen>
Trigger - Turn on Level2 <gen>
Turn2
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Trigger - Turn off Level2 <gen>
Trigger - Turn on Level3 <gen>
Timer
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Countdown Timer - Start Event as a One-shot timer that will expire in 800.00 seconds
Countdown Timer - Create a timer window for Event with title Bandit Break Out!
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Start Event
Events
Time - Elapsed game time is 802.00 seconds
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn on Event <gen>
Game - Display to (All players) the text: Bandits and other Outlaws are free!Look out for them...
Event
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Bandit for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 2 . Bandit for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 2 . Rogue for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 2 . Assassin for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Wait 300.00 seconds
Trigger - Turn off (This trigger)
Timer2
Events
Time - Elapsed game time is 805.00 seconds
Conditions
Actions
Countdown Timer - Start Event2 as a One-shot timer that will expire in 300.00 seconds
Countdown Timer - Change the title of Event2Window to Fire Fury
Countdown Timer - Change the color of the time for Event2Window to ( 100 %, 0.00 %, 0.00 %) with 0 % transparency
Start Event2
Events
Time - Elapsed game time is 1105.00 seconds
Conditions
Actions
Countdown Timer - Destroy Event2Window
Trigger - Turn on Event2 <gen>
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Special Effect - Create a special effect at (Random point in VisibilityField <gen>) using Doodads\Cinematic\FireRockSmall\FireRockSmall.mdl
Game - Display to (All players) the text: Now the fun realy starts :D
Sound - Play HeroDemonHunterPissed6 <gen>
Event2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 1 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Unit - Create 2 . Lava Spawn (Level 2) for Neutral Hostile at (Random point in VisibilityField <gen>) facing Default building facing degrees
Wait 200.00 seconds
Trigger - Turn off (This trigger)
GoldGiving
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Player - Add 1 to Player 1 (Red) . Current gold
Player - Add 1 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 3 (Teal) . Current gold
Player - Add 1 to Player 4 (Purple) . Current gold
Player - Add 1 to Player 5 (Yellow) . Current gold
Player - Add 1 to Player 6 (Orange) . Current gold
Player - Add 1 to Player 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
No Castle Mode
Events
Player - Player 1 (Red) types a chat message containing -nc (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Takeover <gen>
Trigger - Turn off spawn <gen>
Game - Display to (All players) the text: Castle takeover was disabled!
Sound - Play MapPing <gen>
Tree Mode
Events
Player - Player 1 (Red) types a chat message containing -tm (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Spawn <gen>
Game - Display to (All players) the text: Tree mode was enabaled!
Sound - Play MapPing <gen>
secret heros
Events
Player - Player 1 (Red) types a chat message containing -sh (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units of type Custom Hero Tavern) and do (Unhide (Picked unit))
Quest - Display to (All players) the Simple Hint message: Secret heros tavern mode enabled.
Trigger - Turn off (This trigger)
Spawn1
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Item - Create Spiked Collar at (Random point in VisibilityField <gen>)
Item - Create Potion of Healing at (Random point in VisibilityField <gen>)
Item - Create Potion of Mana at (Random point in VisibilityField <gen>)
Item - Create Stone at (Random point in VisibilityField <gen>)
Item - Create Wooden Plank at (Random point in VisibilityField <gen>)
Spawn2
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Item - Create Tome of Agility at (Random point in VisibilityField <gen>)
Item - Create Tome of Intelligence at (Random point in VisibilityField <gen>)
Item - Create Tome of Strength at (Random point in VisibilityField <gen>)
Item - Create Stone Token at (Random point in VisibilityField <gen>)
spawn
Events
Time - Every 60.00 seconds of game time
Conditions
(Owner of Circle of Power 0024 <gen>) Not equal to Neutral Passive
Actions
Unit - Create 1 . Captain for (Owner of Circle of Power 0024 <gen>) at (Random point in CastleCapture <gen>) facing Default building facing degrees
Takeover
Events
Unit - A unit enters CastleCapture <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Change ownership of Circle of Power 0024 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Castle Tower 0025 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Castle Tower 0026 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Castle Tower 0028 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Castle Tower 0027 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Fire Trap 0082 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Fire Trap 0083 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Fire Trap 0084 <gen> to (Owner of (Entering unit)) and Change color
Unit - Change ownership of Fire Trap 0085 <gen> to (Owner of (Entering unit)) and Change color
team1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soul Harvester
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Soul Harvester units owned by Player 3 (Teal)) Equal to 0
(Number of living Soul Harvester units owned by Player 4 (Purple)) Equal to 0
(Number of living Soul Harvester units owned by Player 5 (Yellow)) Equal to 0
(Number of living Soul Harvester units owned by Player 6 (Orange)) Equal to 0
(Number of living Soul Harvester units owned by Player 7 (Green)) Equal to 0
(Number of living Soul Harvester units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Else - Actions
Do nothing
team2
Events
Conditions
(Unit-type of (Dying unit)) Equal to Soul Harvester
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Soul Harvester units owned by Player 1 (Red)) Equal to 0
(Number of living Soul Harvester units owned by Player 2 (Blue)) Equal to 0
(Number of living Soul Harvester units owned by Player 5 (Yellow)) Equal to 0
(Number of living Soul Harvester units owned by Player 6 (Orange)) Equal to 0
(Number of living Soul Harvester units owned by Player 7 (Green)) Equal to 0
(Number of living Soul Harvester units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Else - Actions
Do nothing
team3
Events
Conditions
(Unit-type of (Dying unit)) Equal to Soul Harvester
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Soul Harvester units owned by Player 3 (Teal)) Equal to 0
(Number of living Soul Harvester units owned by Player 4 (Purple)) Equal to 0
(Number of living Soul Harvester units owned by Player 1 (Red)) Equal to 0
(Number of living Soul Harvester units owned by Player 2 (Blue)) Equal to 0
(Number of living Soul Harvester units owned by Player 7 (Green)) Equal to 0
(Number of living Soul Harvester units owned by Player 8 (Pink)) Equal to 0
Then - Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Else - Actions
Do nothing
team4
Events
Conditions
(Unit-type of (Dying unit)) Equal to Soul Harvester
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Soul Harvester units owned by Player 3 (Teal)) Equal to 0
(Number of living Soul Harvester units owned by Player 4 (Purple)) Equal to 0
(Number of living Soul Harvester units owned by Player 5 (Yellow)) Equal to 0
(Number of living Soul Harvester units owned by Player 6 (Orange)) Equal to 0
(Number of living Soul Harvester units owned by Player 1 (Red)) Equal to 0
(Number of living Soul Harvester units owned by Player 2 (Blue)) Equal to 0
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Else - Actions
Do nothing
PlayerDeafeeat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soul Harvester
Actions
Game - Defeat (Owner of (Dying unit)) with the message: Better luck next time!
Unit - Remove (Random unit from (Units owned by (Owner of (Dying unit)).)) from the game
Unit - Remove (Random unit from (Units owned by (Owner of (Dying unit)).)) from the game
Unit - Remove (Random unit from (Units owned by (Owner of (Dying unit)).)) from the game
Spawn
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a YTct (Unexpected type: 'destructablecode') at (Random point in VisibilityField <gen>) facing (Random angle) with scale 1 and variation 0
FireStarter
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Inferno Stone) Equal to True
((Hero manipulating item) has an item of type Spiked Collar) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Inferno Stone)
Item - Remove (Item carried by (Hero manipulating item) of type Spiked Collar)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\FragmentationShards\FragBoomSpawn.mdl
Hero - Create Starting Flames and give it to (Hero manipulating item)
Else - Actions
Do nothing
Tower Combination
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Wooden Plank) Equal to True
((Hero manipulating item) has an item of type Wooden Plank) Equal to True
((Hero manipulating item) has an item of type Stone) Equal to True
((Hero manipulating item) has an item of type Stone) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Wooden Plank)
Item - Remove (Item carried by (Hero manipulating item) of type Wooden Plank)
Item - Remove (Item carried by (Hero manipulating item) of type Stone)
Item - Remove (Item carried by (Hero manipulating item) of type Stone)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Hero - Create Ivory Tower and give it to (Hero manipulating item)
Else - Actions
Do nothing
Kharn
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Spiked Collar) Equal to True
((Hero manipulating item) has an item of type Stone Token) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Spiked Collar)
Item - Remove (Item carried by (Hero manipulating item) of type Stone Token)
Hero - Create Kharns Eye and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 0.05 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 0.05 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 0.05 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 0.05 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 0.05 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Else - Actions
Do nothing
Dendroid
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Amulet of the Wild) Equal to True
((Hero manipulating item) has an item of type Wooden Plank) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Amulet of the Wild)
Item - Remove (Item carried by (Hero manipulating item) of type Wooden Plank)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Hero - Create Branch of the Dendroid and give it to (Hero manipulating item)
Else - Actions
Do nothing
Dendroid Special
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Keeper of the Grove
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Amulet of the Wild) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Amulet of the Wild)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Hero - Create Branch of the Dendroid and give it to (Hero manipulating item)
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