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Triggers
Human vs Orc ver.0.02.w3x
Variables
Initialization
Land mine field
spawns
Giving at start
Ai
Ai for other player
Ai movement
Ai movement Copy
ai ignore
quest
quests
quest fail
quest complete
Heros summonned
Entering combat zone
Not divine
making invulrable
Disable invulrable orc
Disable invulrable human
Sound
sound play danger
Foes incoming
foes spawn
Foes attack castle
lose
lose
win
Modes
life mode
life
Time limit
wtf mode
wtf
items mix
Bracer
Hood of cunning
spells
Reflecting blade
Bash
Critical
tranqulity
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
Ciclet
item
No
ItemNull
GameCach
gamecache
No
Land mine field
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Land Mine!! CAUTION!!!!~~~~ at (Center of Region_004 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
spawns
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0030 <gen> to train/upgrade to a Footman
Unit - Order Barracks 0033 <gen> to train/upgrade to a Footman
Unit - Order Barracks 0031 <gen> to train/upgrade to a Footman
Giving at start
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Set starting resources (for all players)
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Captain corpse for Player 1 (Red) at (Random point in Region_007 <gen>) facing (Random angle) degrees
Ai
Events
Map initialization
Conditions
Actions
AI - Start melee AI script for Player 6 (Orange) : war3mapImported\lol.ai (Unexpected type: 'aiscript')
Ai for other player
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\TEAL AI.ai (Unexpected type: 'aiscript')
Unit - Move Peasant 0025 <gen> instantly to (Center of Region_003 <gen>)
Destructible - Remove Elven Gate 0589 <gen>
Hero - Create Periapt of Vitality and give it to Paladin 0749 <gen>
Hero - Create Periapt of Vitality and give it to Paladin 0749 <gen>
Hero - Create Periapt of Vitality and give it to Paladin 0749 <gen>
Hero - Set Paladin 0749 <gen> Hero-level to 10000 , Show level-up graphics
Player - Divert 100 % of the Gold income of Player 3 (Teal) to Player 2 (Blue)
Trigger - Turn on Ai_movement <gen>
Trigger - Turn on Ai_movement_Copy <gen>
Trigger - Turn on ai_ignore <gen>
Else - Actions
Unit - Remove Paladin 0749 <gen> from the game
Ai movement
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Order Paladin 0749 <gen> to Attack . (Random unit from (Units owned by Player 6 (Orange).))
Unit - Order Paladin 0749 <gen> to Attack . (Random unit from (Units owned by Player 6 (Orange).))
Ai movement Copy
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_003 <gen>)
ai ignore
Events
Unit - A unit owned by Player 1 (Red) . Is attacked
Unit - A unit owned by Player 2 (Blue) . Is attacked
Unit - A unit owned by Player 4 (Purple) . Is attacked
Unit - A unit owned by Player 5 (Yellow) . Is attacked
Conditions
Actions
Unit - Set Rally-Point for Paladin 0749 <gen> to (Position of (Triggering unit))
quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Destorying Great hall with the description Destory the enemmy's Great Hall. , using icon path ReplaceableTextures\CommandButtons\BTNGreathall.blp
Quest - Create a Optional quest titled Saving the farm. with the description Try to save the Farm in the forest ASAP!!!~~~~ Reward $1000 , using icon path ReplaceableTextures\CommandButtons\BTNFarm.blp
quest fail
Events
Unit - Farm 0505 <gen> Dies
Conditions
Actions
Quest - Mark (Last created quest) as Failed
quest complete
Events
Unit - Farm 0505 <gen> Is selected
Conditions
Actions
Quest - Mark (Last created quest) as Completed
Player - Add 1000 to Player 2 (Blue) . Current gold
Player - Add 1000 to Player 3 (Teal) . Current gold
Player - Add 1000 to Player 4 (Purple) . Current gold
Player - Add 1000 to Player 5 (Yellow) . Current gold
Player - Add 1000 to Player 2 (Blue) . Current lumber
Player - Add 1000 to Player 3 (Teal) . Current lumber
Player - Add 1000 to Player 4 (Purple) . Current lumber
Player - Add 1000 to Player 5 (Yellow) . Current lumber
Trigger - Turn off quest_fail <gen>
Trigger - Turn off (This trigger)
Entering combat zone
Events
Unit - A unit enters Region_002 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Region_003 <gen>)
Else - Actions
Do nothing
making invulrable
Events
Map initialization
Conditions
Actions
Unit - Make Great Hall 0096 <gen> Invulnerable
Unit - Make Castle 0003 <gen> Invulnerable
Disable invulrable orc
Events
Unit - Drak'thul 0476 <gen> Dies
Conditions
Actions
Unit - Make Great Hall 0096 <gen> Vulnerable
Disable invulrable human
Events
Unit - Spellbreaker 0467 <gen> Dies
Conditions
Actions
Unit - Make Castle 0003 <gen> Vulnerable
sound play danger
Events
Unit - Castle 0003 <gen> 's life becomes Less than 4000.00
Conditions
Actions
Sound - Play PH1 <gen>
foes spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Grunt for Player 6 (Orange) at (Center of Region_005 <gen>) facing Default building facing degrees
Unit - Order Barracks 0411 <gen> to train/upgrade to a Grunt
Unit - Create 1 . Grunt for Player 6 (Orange) at (Center of Region_006 <gen>) facing Default building facing degrees
Foes attack castle
Events
Unit - Spellbreaker 0467 <gen> Dies
Conditions
Actions
Unit - Create 45 . Orc Warlock for Player 6 (Orange) at (Center of Region_000 <gen>) facing Default building facing degrees
lose
Events
Unit - Castle 0003 <gen> Dies
Conditions
Actions
Sound - Stop music Immediately
Sound - Play SadMystery <gen>
Unit - Pause all units
Game - Display to (All players) for 30 seconds the text: You have lost.... This Game will end after 25 seconds.....
Wait 25.00 seconds
Game - Defeat Player 5 (Yellow) 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!
win
Events
Unit - Great Hall 0096 <gen> Dies
Conditions
Actions
Unit - Pause all units
Sound - Stop music Immediately
Sound - Play HumanVictory <gen>
Game - Display to (All players) for 30 seconds the text: You have won!!! Amazing!!....You survive the bad words and the war!! This Game will end in 25 seconds.
Wait 25.00 seconds
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)
life mode
Events
Player - Player 2 (Blue) types a chat message containing -life (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: life mode has been selected. All heros do not take damage.
Trigger - Turn on life <gen>
Trigger - Turn off (This trigger)
life
Events
Unit - A unit enters Region_003 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
Then - Actions
Unit - Make (Triggering unit) Invulnerable
Else - Actions
Do nothing
Time limit
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn off wtf_mode <gen>
Trigger - Turn off life_mode <gen>
wtf mode
Events
Player - Player 2 (Blue) types a chat message containing -wtf (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on wtf <gen>
Game - Display to (All players) for 15.00 seconds the text: WTF Mode has been selected. There is no cooldown for spells and no mana cost( Report if ERROR happened)
Trigger - Turn off (This trigger)
wtf
Events
Unit - A unit Finishes casting an ability
Unit - A unit Stops casting an ability
Conditions
Actions
Unit - Reset ability cooldowns for (Triggering unit) .
Unit - Set mana of (Triggering unit) to 100.00 %
Bracer
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to (Item-class of (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3))
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
Then - Actions
Hero - Create Runed Bracers and give it to (Triggering unit)
Item - Remove (Item carried by (Triggering unit) of type Circlet of Nobility)
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Ogre Strength +3)
Else - Actions
Do nothing
Hood of cunning
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to (Item-class of (Item carried by (Triggering unit) of type Crown of Kings +5))
Or - Any (Conditions) are true
Conditions
(Item-class of (Item carried by (Triggering unit) in slot 1)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 2)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 3)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 4)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 5)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
(Item-class of (Item carried by (Triggering unit) in slot 6)) Equal to (Item-class of (Item carried by (Triggering unit) of type Circlet of Nobility))
Then - Actions
Hero - Create Hood of Cunning and give it to (Triggering unit)
Item - Remove (Item carried by (Triggering unit) of type Circlet of Nobility)
Item - Remove (Item carried by (Triggering unit) of type Crown of Kings +5)
Else - Actions
Do nothing
Reflecting blade
Events
Unit - A unit Learns a skill
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Reflection
Then - Actions
Hero - Make (Owner of (Triggering unit)) Heroes gain 10.00 % experience from future kills
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
Bash
Events
Unit - A unit Learns a skill
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Bash
Then - Actions
Hero - Make (Owner of (Triggering unit)) Heroes gain 10.00 % experience from future kills
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
Critical
Events
Unit - A unit Learns a skill
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Learned Hero Skill) Equal to Critical Strike
Then - Actions
Hero - Make (Owner of (Triggering unit)) Heroes gain 10.00 % experience from future kills
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
tranqulity
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Tranquility
Then - Actions
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Position of (Triggering unit)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Position of (Triggering unit)) facing (Random angle) with scale 2.00 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Position of (Triggering unit)) facing (Random angle) with scale 3.00 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at (Position of (Triggering unit)) facing (Random angle) with scale 4.00 and variation 0
Floating Text - Create floating text that reads Trees grow!!!! at (Position of (Triggering unit)) with Z offset 0 , using font size 10 , color ( 0.00 %, 0.00 %, 0.00 %), and 0 % transparency
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