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Triggers
Human Battles v0.2.w3x
Variables
Initialisierung
Gold
Check Players
Map Init
Start Hero Pick
Hero Pick
Spawn
CreateLeaderboard
Leaderboarkill
Division
WinLoose
Revive
ReviveAction
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
DeadHero
unit
Yes
Kills
integer
Yes
Timer
timer
Yes
Timer_Window
timerdialog
Yes
Gold
Events
Time - Every 1.00 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
Player - Add 1 to Player 9 (Gray) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Player - Add 1 to Player 11 (Dark Green) . Current gold
Player - Add 1 to Player 12 (Brown) . Current gold
Deactivate this trigger if you dont want to loose from beginning
Check Players
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player 1 (Red) controller) Not equal to User) or ((Player 1 (Red) slot status) Not equal to Is playing)
((Player 2 (Blue) controller) Not equal to User) or ((Player 2 (Blue) slot status) Not equal to Is playing)
((Player 3 (Teal) controller) Not equal to User) or ((Player 3 (Teal) slot status) Not equal to Is playing)
Then - Actions
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!
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player 5 (Yellow) controller) Not equal to User) or ((Player 5 (Yellow) slot status) Not equal to Is playing)
((Player 6 (Orange) controller) Not equal to User) or ((Player 6 (Orange) slot status) Not equal to Is playing)
((Player 7 (Green) controller) Not equal to User) or ((Player 7 (Green) slot status) Not equal to Is playing)
Then - Actions
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!
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player 9 (Gray) controller) Not equal to User) or ((Player 9 (Gray) slot status) Not equal to Is playing)
((Player 10 (Light Blue) controller) Not equal to User) or ((Player 10 (Light Blue) slot status) Not equal to Is playing)
((Player 11 (Dark Green) controller) Not equal to User) or ((Player 11 (Dark Green) slot status) Not equal to Is playing)
Then - Actions
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0023 <gen> is dead) Equal to True
(Castle 0024 <gen> is dead) Equal to True
Then - Actions
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)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0024 <gen> is dead) Equal to True
(Castle 0012 <gen> is dead) Equal to True
Then - Actions
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)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0012 <gen> is dead) Equal to True
(Castle 0023 <gen> is dead) Equal to True
Then - Actions
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)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Else - Actions
Map Init
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 12 (Brown)
Game - Set the time of day to 8.00
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Trigger - Add to ReviveAction <gen> the event (Timer[(Integer A)] expires)
Start Hero Pick
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Heroes <gen>
Camera - Pan camera for (Picked player) to (Center of Heroes <gen>) over 0 seconds
Game - Display to (All players) the text: Choose your hero by selecting your Wisp and Right - Click on the hero you want to have.
Player Group - Pick every player in (All players) and do (Select (Random unit from (Units owned by (Picked player) of type Wisp)) for (Picked player))
Hero Pick
Events
Unit - A unit Is issued an order targeting an object
Conditions
(Unit-type of (Ordered unit)) Equal to Wisp
(Heroes <gen> contains (Target unit of issued order)) Equal to True
Or - Any (Conditions) are true
Conditions
(Target unit of issued order) Equal to Mountain King 0062 <gen>
(Target unit of issued order) Equal to Archmage 0061 <gen>
(Target unit of issued order) Equal to Paladin 0060 <gen>
(Target unit of issued order) Equal to Death Knight 0068 <gen>
(Target unit of issued order) Equal to Lich 0069 <gen>
(Target unit of issued order) Equal to Dreadlord 0070 <gen>
(Target unit of issued order) Equal to Crypt Lord 0071 <gen>
(Target unit of issued order) Equal to Warden 0075 <gen>
(Target unit of issued order) Equal to Demon Hunter 0074 <gen>
(Target unit of issued order) Equal to Priestess of the Moon 0073 <gen>
(Target unit of issued order) Equal to Keeper of the Grove 0072 <gen>
(Target unit of issued order) Equal to Shadow Hunter 0067 <gen>
(Target unit of issued order) Equal to Tauren Chieftain 0066 <gen>
(Target unit of issued order) Equal to Far Seer 0065 <gen>
(Target unit of issued order) Equal to Blademaster 0064 <gen>
(Target unit of issued order) Equal to Blood Mage 0063 <gen>
(Target unit of issued order) Equal to Hephaestos 0033 <gen>
(Target unit of issued order) Equal to Brewmaster 0030 <gen>
(Target unit of issued order) Equal to Dark Ranger 0031 <gen>
(Target unit of issued order) Equal to Pit Lord 0032 <gen>
Actions
Unit - Remove (Ordered unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Ordered unit)) is in (All allies of Player 4 (Purple).).) Equal to True
Then - Actions
Camera - Pan camera for (Owner of (Ordered unit)) to (Center of BaseNorth <gen>) over 2.00 seconds
Unit - Move (Target unit of issued order) instantly to (Center of BaseNorth <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Ordered unit)) is in (All allies of Player 8 (Pink).).) Equal to True
Then - Actions
Camera - Pan camera for (Owner of (Ordered unit)) to (Center of BaseSouthWest <gen>) over 2.00 seconds
Unit - Move (Target unit of issued order) instantly to (Center of BaseSouthWest <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Ordered unit)) is in (All allies of Player 12 (Brown).).) Equal to True
Then - Actions
Camera - Pan camera for (Owner of (Ordered unit)) to (Center of BaseSouthEast <gen>) over 2.00 seconds
Unit - Move (Target unit of issued order) instantly to (Center of BaseSouthEast <gen>)
Else - Actions
Unit - Change ownership of (Target unit of issued order) to (Owner of (Ordered unit)) and Change color
Spawn
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
For each (Integer B) from 1 to 3 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0015 <gen> is alive) Equal to True
(Castle 0023 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 4 (Purple) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0023 <gen>)
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Region_004 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0023 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0014 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 4 (Purple) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0013 <gen> is alive) Equal to True
(Castle 0024 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 4 (Purple) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0024 <gen>)
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Region_006 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0024 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0025 <gen> is alive) Equal to True
(Castle 0012 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 8 (Pink) at (Center of Region_012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0012 <gen>)
Unit - Create 1 . Archer for Player 8 (Pink) at (Center of Region_012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0012 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0026 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 8 (Pink) at (Center of Region_011 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Unit - Create 1 . Archer for Player 8 (Pink) at (Center of Region_011 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0027 <gen> is alive) Equal to True
(Castle 0024 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 8 (Pink) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0024 <gen>)
Unit - Create 1 . Archer for Player 8 (Pink) at (Center of Region_010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0024 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0018 <gen> is alive) Equal to True
(Castle 0023 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0023 <gen>)
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Region_009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0023 <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0019 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Middle <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Barracks 0020 <gen> is alive) Equal to True
(Castle 0012 <gen> is alive) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 12 (Brown) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0012 <gen>)
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Region_007 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0012 <gen>)
Else - Actions
CreateLeaderboard
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Not equal to Computer
((Picked player) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
Else - Actions
Leaderboarkill
Events
Unit - A unit Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
(Owner of (Killing unit)) Not equal to Player 8 (Pink)
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Kills[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Division
Events
Unit - A unit enters Middle <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (If ((Random integer number between 1 and 2) Equal to 1) then do (Order (Entering unit) to Attack-Move To.(Position of Castle 0024 <gen>)) else do (Order (Entering unit) to Attack-Move To.(Position of Castle 0023 <gen>))) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (If ((Random integer number between 1 and 2) Equal to 1) then do (Order (Entering unit) to Attack-Move To.(Position of Castle 0012 <gen>)) else do (Order (Entering unit) to Attack-Move To.(Position of Castle 0024 <gen>))) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (If ((Random integer number between 1 and 2) Equal to 1) then do (Order (Entering unit) to Attack-Move To.(Position of Castle 0023 <gen>)) else do (Order (Entering unit) to Attack-Move To.(Position of Castle 0012 <gen>))) else do (Do nothing)
WinLoose
Events
Unit - Castle 0023 <gen> Dies
Unit - Castle 0012 <gen> Dies
Unit - Castle 0024 <gen> Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Castle 0012 <gen>
Then - Actions
Player Group - Pick every player in (All allies of (Owner of (Dying unit)).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Castle 0023 <gen>
Then - Actions
Player Group - Pick every player in (All allies of (Owner of (Dying unit)).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Dying unit) Equal to Castle 0024 <gen>
Then - Actions
Player Group - Pick every player in (All allies of (Owner of (Dying unit)).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Explode (Picked unit).)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0023 <gen> is dead) Equal to True
(Castle 0024 <gen> is dead) Equal to True
Then - Actions
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)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0012 <gen> is dead) Equal to True
(Castle 0024 <gen> is dead) Equal to True
Then - Actions
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)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Castle 0023 <gen> is dead) Equal to True
(Castle 0012 <gen> is dead) Equal to True
Then - Actions
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)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Else - Actions
Revive
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Countdown Timer - Start Timer[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in ((Real((Hero level of (Triggering unit)))) x 5.00) seconds
Countdown Timer - Create a timer window for (Last started timer) with title Revive in
Countdown Timer - Show Timer_Window[(Player number of (Owner of (Triggering unit)))] for (Owner of (Triggering unit))
Set Variable Set DeadHero[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
Game - Display to (Player group((Owner of (Dying unit)))) the text: (Your hero will be revived in + ((String(((Level of (Dying unit)) x 5))) + seconds.))
ReviveAction
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Remaining time for Timer[(Integer A)]))) Equal to 0
(DeadHero[(Integer A)] is dead) Equal to True
Then - Actions
Countdown Timer - Hide Timer_Window[(Integer A)] for (Player((Integer A)))
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