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Triggers
Iblis' Rule.w3x
Variables
Initialization
Map Initialization
Respawning
Hero Selection
Champion Selection
Lancer Selection
Lost Toy Quest
Quest Start
Quest Finish
Undead Quest
Undead Problem Quest Start
Undead Problem Quest Middle I
Undead Problem Quest Middle II
Undead Problem Quest Middle III
Undead Problem Quest Finish
Infestation Quest
Infestation Quest Start
Infestation Quest Finish
Corruption Quest
Corruption Quest Start
Corruption Quest Middle I
Corruption Quest Middle II
Corruption Quest Finish
Misc
Welcome
Starting Gold
Open Training Gate
Close Training Gate
Open Second Training Gate
Close Second Training Gate
Text going into second training
Text going into first training
Exit train from first
Exit train from second
Open Gate out of Nurulean
Not level three
Close Gate out of Nurulean
Into Cave
Welcome to Nurulean Caves
Out of Nurulean Caves 1
Back into Caves
Not level 6 out of Cave
Open Boss Gate
Close Boss Gate
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
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Child 0018 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Destructible - Make Gate 0004 <gen> Invulnerable
Destructible - Make Gate 0007 <gen> Invulnerable
Destructible - Make Gate 0016 <gen> Invulnerable
Destructible - Make Elven Gate 0145 <gen> Invulnerable
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Light_on_Guard <gen>
Respawning
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Neutral Hostile) or (((Dying unit) is A Hero) Equal to True)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Dying unit) is A Hero) Equal to True
Then - Actions
Wait 10.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Starting_Town <gen>) , Show revival graphics
Else - Actions
Wait 40.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Champion Selection
Events
Unit - A unit enters Champion_Selection <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Wisp
Actions
Unit - Create 1 . Champion for Player 1 (Red) at (Center of Starting_Town <gen>) facing Default building facing degrees
Unit - Explode (Entering unit) .
Lancer Selection
Events
Unit - A unit enters Lancer_Selection <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Wisp
Actions
Unit - Create 1 . Lancer for Player 1 (Red) at (Center of Starting_Town <gen>) facing Default building facing degrees
Unit - Explode (Entering unit) .
Quest Start
Events
Unit - A unit enters Penguin_Quest <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Special Effect - Destroy (Last created special effect)
Quest - Display to (All players) the Quest Discovered message: Lost Toy
Quest - Create a Required quest titled Lost Toy with the description The little boy in town lost his Clockwork Penguin. He said he lost it while he was touring the Training Facility ... Weird ... Regardless, he wants you to find it for him. He will reward you if you do. , using icon path ReplaceableTextures\CommandButtons\BTNPenguin.blp
Quest - Enable (Last created quest)
Quest - Mark (Last created quest) as Discovered
Game - Display to (All players) for 10.00 seconds the text: Kid: Hi, mister! I need some help! My parents and I went to the Training Facility to tour its new creeps and I lost my Clockwork Penguin Toy there somewhere. Can you find it? If you do, I will give you a reward.
Trigger - Turn off (This trigger)
Trigger - Turn on Quest_Finish <gen>
Quest Finish
Events
Unit - A unit enters Penguin_Quest <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Entering unit) has an item of type Clockwork Penguin) Equal to True
Then - Actions
Item - Remove (Item carried by (Entering unit) of type Clockwork Penguin)
Quest - Mark (Last created quest) as Completed
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Hero - Add 60 experience to (Triggering unit) , Show level-up graphics
Player - Add 25 to Player 1 (Red) . Current gold
Game - Display to (All players) for 8.00 seconds the text: Kid: Thank you so much!Reward:25 Gold60 Experience
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Villager 0020 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Quest - Display to (All players) the Quest Update message: Journal Updated!
Quest - Change the description of (Last created quest) to The little boy in town lost his Clockwork Penguin. He said he lost it while he was touring the Training Facility ... Weird ... Regardless, he wants you to find it for him. He will reward you if you do.Update: I have found the Clockwork Penguin Toy in the Training Facility. The kid rewarded me and I am now on my way.Reward:60 Experience25 Gold
Trigger - Turn off (This trigger)
Trigger - Turn on Undead_Problem_Quest_Start <gen>
Else - Actions
Undead Problem Quest Start
Events
Unit - A unit enters Undead_Problem_Quest <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Special Effect - Destroy (Last created special effect)
Quest - Display to (All players) the Quest Discovered message: Undead Problem
Quest - Create a Required quest titled Undead Problem with the description Some mystical force has turned a couple of village folk into the Undead. Find the area that is barricated off to the south-west and then discover the force that turned them. , using icon path ReplaceableTextures\CommandButtons\BTNSkeletonWarrior.blp
Quest - Mark (Last created quest) as Discovered
Game - Display to (All players) for 10.00 seconds the text: Man: Hello, Stranger. I see your new here and need some help to get on your feet. Well, I have a job for you. A mysterious "force" has turned some of our village people into the Undead. Go to the area that is barricaded off to the south-west. Then find the "force" and do something about you. You will be rewarded graciously.
Special Effect - Create a special effect at (Center of Talk_to_Undead <gen>) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Undead_Problem_Quest_Middle_I <gen>
Undead Problem Quest Middle I
Events
Unit - A unit enters Talk_to_Undead <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Special Effect - Destroy (Last created special effect)
Game - Display to (All players) for 10.00 seconds the text: Undead Warrior: Uggghhh ... Help ... Us ... Man ... Weird ... Presence ...
Quest - Change the description of (Last created quest) to Some mystical force has turned a couple of village folk into the Undead. Find the area that is barricated off to the south-west and then discover the force that turned them.Update: I went and talking to the Undead Villagers. They said, quote, "Uggghhh ... Help ... Us ... Man ... Weird ... Presence ...", unquote. Have you seen any weird thing in Nurulean?
Quest - Display to (All players) the Quest Update message: Journal Updated!
Trigger - Turn off (This trigger)
Trigger - Turn on Undead_Problem_Quest_Middle_II <gen>
Undead Problem Quest Middle II
Events
Unit - A unit enters Weird_man <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 6.00 seconds the text: Lonely Man: Hi ... Uhh, umm ... Undead? No, I .. uhh - RAWR!!!!!!!!
Wait 2.00 seconds
Unit - Replace Lonely Man 0010 <gen> with a Ice Troll High Priest using The new unit's default life and mana
Unit - Change ownership of (Last replaced unit) to Neutral Hostile and Retain color
Trigger - Turn off (This trigger)
Trigger - Turn on Undead_Problem_Quest_Middle_III <gen>
Undead Problem Quest Middle III
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
Actions
Unit - Remove (Dying unit) from the game
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Villager 0020 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Undead_Problem_Quest_Finish <gen>
Undead Problem Quest Finish
Events
Unit - A unit enters Undead_Problem_Quest <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Quest - Mark (Last created quest) as Completed
Quest - Change the description of (Last created quest) to Some mystical force has turned a couple of village folk into the Undead. Find the area that is barricated off to the south-west and then discover the force that turned them.Update: I went and talking to the Undead Villagers. They said, quote, "Uggghhh ... Help ... Us ... Man ... Weird ... Presence ...", unquote. Have you seen any weird things in Nurulean?Update: The "Lonely Man" in Nurulean turned out to be an Ice Troll.Regardless ...Reward:50 Experience100 Gold
Quest - Display to (All players) the Quest Update message: Journal Updated!
Destructible - Kill Barricade 0078 <gen>
Destructible - Kill Barricade 0077 <gen>
Destructible - Kill Barricade 0079 <gen>
Destructible - Kill Barricade 0080 <gen>
Destructible - Kill Barricade 0081 <gen>
Destructible - Kill Barricade 0082 <gen>
Destructible - Kill Barricade 0086 <gen>
Destructible - Kill Barricade 0087 <gen>
Unit - Replace Skeleton Warrior 0028 <gen> with a Villager (Male) using The new unit's default life and mana
Unit - Replace Skeleton Warrior 0026 <gen> with a Villager (Male) using The new unit's default life and mana
Game - Display to (All players) for 7.00 seconds the text: Man: Woah. I saw the fight. Crazy. Well, thank you for saving the people.Reward: 50 Experience100 Gold
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 100 to Player 1 (Red) . Current gold
Hero - Add 50 experience to (Triggering unit) , Show level-up graphics
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Guard 0040 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Infestation_Quest_Start <gen>
Infestation Quest Start
Events
Unit - A unit enters Infestation_Quest_Start <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Special Effect - Destroy (Last created special effect)
Quest - Display to (All players) the Quest Discovered message: Infestation
Quest - Create a Required quest titled Infestation with the description The Nurulean Cave is infested with creeps. Help the Riflemen clear them out to make the pass a safer place for all. , using icon path ReplaceableTextures\CommandButtons\BTNFurbolgPanda.blp
Quest - Mark (Last created quest) as Discovered
Game - Display to (All players) the text: Guard: Oye! Some help here! These damned Panda beasts are rallying against Nurulean. Kill em' here and we'll share some drink with ya!
Destructible - Kill Guard Barricade 0131 <gen>
Destructible - Kill Guard Barricade 0132 <gen>
Destructible - Kill Guard Barricade 0133 <gen>
Destructible - Kill Guard Barricade 0134 <gen>
Destructible - Kill Guard Barricade 0135 <gen>
Destructible - Kill Guard Barricade 0136 <gen>
Destructible - Kill Guard Barricade 0137 <gen>
Destructible - Kill Guard Barricade 0138 <gen>
Destructible - Kill Guard Barricade 0139 <gen>
Destructible - Kill Guard Barricade 0140 <gen>
Unit - Order Guard 0040 <gen> to Move To . (Center of Rifleman_Teleport_to <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn on Infestation_Quest_Finish <gen>
Infestation Quest Finish
Events
Unit - A unit enters Infestation_Quest_Finish <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Quest - Display to (All players) the Quest Update message: Journal Updated!
Quest - Mark (Last created quest) as Completed
Quest - Change the description of (Last created quest) to The Nurulean Cave is infested with creeps. Help the Riflemen clear them out to make the pass a safer place for all.Update: You helped clear a path for the Riflemen and are rewarded.Reward:Potion of Greater Healing100 Experience
Game - Display to (All players) for 10.00 seconds the text: Guard: Aye! Thank yee, friend. Take this as a complement!Reward:Potion of Greater Healing100 Experience
Player Group - Pick every player in Player Group - Player 1 (Red) and do (Actions)
Loop - Actions
Hero - Add 100 experience to (Entering unit) , Show level-up graphics
Hero - Create Potion of Greater Healing and give it to (Entering unit)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Tree of Life 0029 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Trigger - Turn off (This trigger)
Trigger - Turn on Corruption_Quest_Start <gen>
Corruption Quest Start
Events
Unit - A unit enters Corruption_Quest_Start <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Special Effect - Destroy (Last created special effect)
Quest - Display to (All players) the Quest Discovered message: Corruption
Quest - Create a Required quest titled Corruption with the description The Night Elf Grove of Je'Las has been corrupted by a demon they call Iblis. Find him and destroy this evil curse for the sake of all Elves. , using icon path ReplaceableTextures\CommandButtons\BTNMetamorphosis.blp
Quest - Mark (Last created quest) as Discovered
Game - Display to (All players) for 10.00 seconds the text: Tree of Life: Welcome, young one. We are in need. Our sacred grove of Je'Las has been defiled by the likes of a demon they call Iblis. Please, find the so called Iblis and end his rule in the name of all Elves.
Trigger - Turn off (This trigger)
Trigger - Turn on Corruption_Quest_Middle_I <gen>
Corruption Quest Middle I
Events
Unit - A unit enters Iblis_Taunt <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 6.00 seconds the text: Iblis: Hah hah hah! Come to me, child! Let me see your skill before I feast on your soul!
Trigger - Turn off (This trigger)
Trigger - Turn on Corruption_Quest_Middle_II <gen>
Corruption Quest Middle II
Events
Unit - A unit enters Boss_Battle <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Iblis: Finally ... I can have some real skill. I congratulate you on coming this far. Perhaps to far.
Trigger - Turn off (This trigger)
Trigger - Turn on Corruption_Quest_Finish <gen>
Corruption Quest Finish
Events
Unit - Iblis 0052 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Iblis: This ... Cannot be possible. The gods ... Bestowed ... Powers ... Ughhh ...
Wait 4.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Welcome
Events
Unit - A unit enters Welcome <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 15.00 seconds the text: Welcome to the little outpost of Nurulean! You can check out the Nurulean Training Facility to the east of here, or visit out bazaar which has the regular Weaponsmith or Armorsmith or just a plain General Store. The exit out is to the east of the bazaar. You must be a level 3 (three) to exit Nurulean, though. So, train up and get ready for Life!
Trigger - Turn off (This trigger)
Starting Gold
Events
Unit - A unit enters Welcome <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Player - Add 50 to Player 1 (Red) . Current gold
Trigger - Turn off (This trigger)
Open Training Gate
Events
Unit - A unit enters Open_Training_Gate <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Destructible - Open Gate 0004 <gen>
Close Training Gate
Events
Unit - A unit enters Close_Training_Gate <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Destructible - Close Gate 0004 <gen>
Open Second Training Gate
Events
Unit - A unit enters Open_Second_Training_Gate <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Destructible - Open Gate 0007 <gen>
Close Second Training Gate
Events
Unit - A unit enters Close_Second_Training_Gate <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Destructible - Close Gate 0007 <gen>
Text going into second training
Events
Unit - A unit enters Open_Second_Training_Gate <gen>
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: It only gets harder from here.
Text going into first training
Events
Unit - A unit enters Open_Training_Gate <gen>
Conditions
Actions
Game - Display to (All players) for 7.00 seconds the text: Bouncer: Welcome to the Nurulean Training Facility. We have some captured creeps from the areas surrounding our outpost in here. It is like a zoo ... But with blood. Step into the flames if you want to leave at any time.
Exit train from first
Events
Unit - A unit enters Teleport_out_1 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Starting_Town <gen>)
Game - Display to (All players) for 3.00 seconds the text: Hope you had a good time!
Exit train from second
Events
Unit - A unit enters Teleport_out_2 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Starting_Town <gen>)
Game - Display to (All players) for 3.00 seconds the text: Hope you had a good time!
Open Gate out of Nurulean
Events
Unit - A unit enters Gate_out_of_Nurulean <gen>
Conditions
(Hero level of (Entering unit)) Greater than or equal to 3
Actions
Destructible - Open Gate 0016 <gen>
Not level three
Events
Unit - A unit enters Gate_out_of_Nurulean <gen>
Conditions
(Hero level of (Entering unit)) Less than 3
Actions
Game - Display to (All players) the text: Sorry! You are not level three or more. Go to the Training Facility or a do a Quest and then come back.
Close Gate out of Nurulean
Events
Unit - A unit leaves Gate_out_of_Nurulean <gen>
Conditions
Actions
Destructible - Close Gate 0016 <gen>
Into Cave
Events
Unit - A unit enters Into_Cave <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of In_Cave <gen>)
Welcome to Nurulean Caves
Events
Unit - A unit enters Into_Cave <gen>
Conditions
Actions
Game - Display to (All players) the text: Welcome to the Nurulean Caves. The only way to Je'Las.
Out of Nurulean Caves 1
Events
Unit - A unit enters Out_of_Cave_2 <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Out_of_Cave_1 <gen>)
Back into Caves
Events
Unit - A unit enters Back_in_Cave <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Infestation_Quest_Finish <gen>)
Not level 6 out of Cave
Events
Unit - A unit enters Out_of_Cave_3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Entering unit)) Less than 6
Then - Actions
Game - Display to (All players) the text: You are not level six yet and cannot move onto the next area.
Else - Actions
Unit - Move (Entering unit) instantly to (Center of Out_of_Cave_4 <gen>)
Open Boss Gate
Events
Unit - A unit enters Boss_Gate <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Entering unit) has an item of type Blood Key) Equal to True
Then - Actions
Destructible - Open Elven Gate 0145 <gen>
Else - Actions
Game - Display to (All players) the text: You need a key to open this door!
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