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Triggers
(8)Insanity-GoldRush_1.1.w3x
Variables
Initialization
Melee Initialization
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Slasher Ult
Slasher Ult1
Assasin Crit Growth
Assasin Crit Growth 2
Assasin Crit Growth 3
Assassin Alpha Strike
Heavens Aid1
Heavens Aid2
Armageddon
ArmageddonEnd
ArmageddonEnd2
RIP Nuke Dude
Num1 Totem
Num1 Totem2
Num2 Totem
Num2 Totem2
Num3 Totem
Num3 Totem2
Num4 Totem
Num4 Totem2
Num5 Totem
Num5 Totem2
Num6 Totem
Num6 Totem2
Num7 Totem
Num7 Totem2
Num8 Totem
Num8 Totem2
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
AlphaStriked
unit
No
UnitNull
Armacaster
unit
No
Berserk
effect
No
Totem
unitcode
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create Orc starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Exclude Heroes)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Player 2
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Exclude Heroes)
Player 3
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Player 4
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 4 (Purple) at (Player 4 (Purple) start location) ( Include Heroes)
Player 5
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 5 (Yellow) at (Player 5 (Yellow) start location) ( Include Heroes)
Player 6
Events
Map initialization
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 6 (Orange) at (Player 6 (Orange) start location) ( Include Heroes)
Player 7
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 7 (Green) at (Player 7 (Green) start location) ( Include Heroes)
Player 8
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Melee Game - Create Orc starting units for Player 8 (Pink) at (Player 8 (Pink) start location) ( Include Heroes)
Slasher Ult
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Berserk - B
(Unit-type of (Casting unit)) Equal to Slasher
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Other\ImmolationRed\ImmolationRedTarget.mdl
Set Variable Set Berserk = (Last created special effect)
Wait 30.00 seconds
Special Effect - Destroy Berserk
Slasher Ult1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Slasher
Actions
Set Variable Set Berserk = (Last created special effect)
Special Effect - Destroy Berserk
Assasin Crit Growth
Events
Unit - A unit Gains a level
Conditions
(Unit-type of (Triggering unit)) Equal to Assassin
(Level of (Triggering unit)) Equal to 4
Actions
Unit - Increase level of Critical Strike Hero for (Triggering unit)
Assasin Crit Growth 2
Events
Unit - A unit Gains a level
Conditions
(Unit-type of (Triggering unit)) Equal to Assassin
(Level of (Triggering unit)) Equal to 7
Actions
Unit - Increase level of Critical Strike Hero for (Triggering unit)
Assasin Crit Growth 3
Events
Unit - A unit Gains a level
Conditions
(Unit-type of (Triggering unit)) Equal to Assassin
(Level of (Triggering unit)) Equal to 11
Actions
Unit - Increase level of Critical Strike Hero for (Triggering unit)
Assassin Alpha Strike
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Swift Slash - W Hero
(Unit-type of (Casting unit)) Equal to Assassin
Actions
Wait 0.20 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Heavens Aid1
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Heaven's Squire
Actions
Unit - Remove classification of Magic Immune from (Attacked unit)
Unit - Remove Resistant Skin (Neutral Hostile 1) from (Attacked unit)
Unit - Remove Resistant Skin from (Attacked unit)
Unit - Remove Resistant Skin (Neutral Hostile 2) from (Attacked unit)
Unit - Remove Spell Immunity from (Attacked unit)
Unit - Remove Spell Immunity (Neutral Hostile) from (Attacked unit)
Heavens Aid2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Heaven's Squire
Actions
Unit - Set mana of (Killing unit) to ((Mana of (Killing unit)) + 30.00)
Armageddon
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Armageddon - A
Actions
Set Variable Set Armacaster = (Triggering unit)
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\Unsummon\UnsummonTarget.mdl
Wait 3.00 seconds
Special Effect - Destroy (Last created special effect)
Cinematic - Fade out over 0.50 seconds using texture White Mask and color ( 100.00 %, 40.00 %, 0 %) with 80.00 % transparency
ArmageddonEnd
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Armacaster
Actions
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 100.00 %, 40.00 %, 0 %) with 60.00 % transparency
Set Variable Set Armacaster = No unit
ArmageddonEnd2
Events
Unit - A unit Stops casting an ability
Conditions
(Ability being cast) Equal to Armageddon - A
(Triggering unit) Equal to Armacaster
Actions
Cinematic - Fade in over 0.50 seconds using texture White Mask and color ( 100.00 %, 40.00 %, 0 %) with 60.00 % transparency
Set Variable Set Armacaster = No unit
RIP Nuke Dude
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Nuke Dude
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Cinematic - Fade out and back in over 0.30 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 20.00 % transparency
Num1 Totem
Events
Unit - A unit owned by Player 1 (Red) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 1 (Red)
Num1 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 1 (Red)
Num2 Totem
Events
Unit - A unit owned by Player 2 (Blue) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 2 (Blue)
Num2 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 2 (Blue)
Num3 Totem
Events
Unit - A unit owned by Player 3 (Teal) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 3 (Teal)
Num3 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 3 (Teal)
Num4 Totem
Events
Unit - A unit owned by Player 4 (Purple) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 4 (Purple)
Num4 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 4 (Purple)
Num5 Totem
Events
Unit - A unit owned by Player 5 (Yellow) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 5 (Yellow)
Num5 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 5 (Yellow)
Num6 Totem
Events
Unit - A unit owned by Player 6 (Orange) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 6 (Orange)
Num6 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 6 (Orange)
Num7 Totem
Events
Unit - A unit owned by Player 7 (Green) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 7 (Green)
Num7 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 7 (Green)
Num8 Totem
Events
Unit - A unit owned by Player 8 (Pink) . Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Gimmick Totem
Actions
Player - Make Gimmick Totem Unavailable for training/construction by Player 8 (Pink)
Num8 Totem2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gimmick Totem
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Player - Make Gimmick Totem Available for training/construction by Player 8 (Pink)
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