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Triggers
Island Combat.w3x
Variables
Initialization
Melee Initialization
Income
Return Lumber
Gold
Capture
Capture
Abilities
Automanamissles
Pod Building
Warp Rip go Crazy
Warp Rip Void Spawn
Eggsack
Egg Hatch
Chaos Toss
Combustion
Mana Missiles
Select MM
Mana Missiles Copy
Mana Missiles Copy Copy
Mana Bomb
Victory Conditions
Defeat
Win
Win Copy
Win Copy 2
Win Copy 3
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
VoidwalkerSpawn
integer
Yes
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 11 (Dark Green) at (Player 11 (Dark Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Create 1.Isles Builder for Player 12 (Brown) at (Player 12 (Brown) start location) facing Default building facing degrees) else do (Do nothing)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 1s1 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 1s2 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 1s3 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 1s4 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 2s1 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 2s2 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 2s3 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 2s4 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 3s1 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 3s2 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 3s3 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 3s4 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 4s1 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 4s2 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 4s3 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across 4s4 <gen>)
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 550)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 1)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Set Variable Set VoidwalkerSpawn[1] = "1"
Return Lumber
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Cultist Engineer) or ((Unit-type of (Dying unit)) Equal to Void Summoner)
Actions
Player - Add 1 to (Owner of (Dying unit)) . Current lumber
Gold
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Player - Add (Number of living Castle of the Isle units owned by Player 1 (Red)) to Player 1 (Red) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 2 (Blue)) to Player 2 (Blue) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 3 (Teal)) to Player 3 (Teal) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 4 (Purple)) to Player 4 (Purple) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 5 (Yellow)) to Player 5 (Yellow) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 6 (Orange)) to Player 6 (Orange) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 7 (Green)) to Player 7 (Green) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 8 (Pink)) to Player 8 (Pink) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 9 (Gray)) to Player 9 (Gray) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 10 (Light Blue)) to Player 10 (Light Blue) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 11 (Dark Green)) to Player 11 (Dark Green) . Current gold
Player - Add (Number of living Castle of the Isle units owned by Player 12 (Brown)) to Player 12 (Brown) . Current gold
Capture
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Castle of the Isle
Actions
Unit - Create 1 . Castle of the Isle for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Automanamissles
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Magic Mana Center) and do (Order (Picked unit) to Orc Far Seer - Feral Spirit.)
Unit Group - Pick every unit in (Units of type Dragon Bones) and do (Order (Picked unit) to Orc Far Seer - Feral Spirit.)
Unit Group - Pick every unit in (Units of type Rocket Pad) and do (Order (Picked unit) to Orc Far Seer - Feral Spirit.)
Pod Building
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Cultist Po|cffffcc00dt|r
(Unit-type of (Casting unit)) Equal to Drop Pod
Actions
Unit - Kill (Casting unit)
Warp Rip go Crazy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Not equal to Repair (Human)
(Ability being cast) Not equal to Repair
(Unit-type of (Casting unit)) Equal to Cultist
((Casting unit) is A structure) Equal to False
Actions
If (VoidwalkerSpawn[(Random integer number between 1 and 100)] Equal to 1) then do (Change ownership of (Casting unit) to Neutral Hostile and Change color) else do (Skip remaining actions)
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) for 5.00 seconds the text: (A + ((Name of (Casting unit)) + |cffff0000Has become insane from the Void|r))
Warp Rip Void Spawn
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Not equal to Repair (Human)
(Ability being cast) Not equal to Repair
Actions
If (VoidwalkerSpawn[(Random integer number between 1 and 100)] Equal to 1) then do (Create 1.Voidwalker for Neutral Hostile at (Position of (Casting unit)) facing Default building facing degrees) else do (Skip remaining actions)
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) for 5.00 seconds the text: |cffff0000A Voidwalker has escaped to this world!|r
Eggsack
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Glass Spider
Actions
Unit - Create 1 . Eggsack for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Add a 10.00 second Generic expiration timer to (Last created unit)
Egg Hatch
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Eggsack
Actions
Unit - Create 1 . Glass Spider for Neutral Hostile at (Position of (Dying unit)) facing Default building facing degrees
Unit - Add a 25.00 second Generic expiration timer to (Last created unit)
Chaos Toss
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Chaos Toss
Actions
Wait 1.00 seconds
Unit - Move (Target unit of ability being cast) instantly to (Random point in (Playable map area))
Combustion
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Combustion
Actions
Unit - Explode (Casting unit) .
Mana Missiles
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to Mana Missle
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to (Owner of (Entering unit))))) and do (Order (Entering unit) to Attack.(Picked unit))
Select MM
Events
Player - Player 1 (Red) Selects a unit
Player - Player 2 (Blue) Selects a unit
Player - Player 3 (Teal) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 11 (Dark Green) Selects a unit
Player - Player 12 (Brown) Selects a unit
Conditions
Actions
Unit Group - Pick every unit in (Units of type Dragon) and do (Remove (Picked unit) from selection)
Unit Group - Pick every unit in (Units of type Mana Missle) and do (Remove (Picked unit) from selection)
Unit Group - Pick every unit in (Units of type Missle) and do (Remove (Picked unit) from selection)
Mana Missiles Copy
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to Missle
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to (Owner of (Entering unit))))) and do (Order (Entering unit) to Attack.(Picked unit))
Mana Missiles Copy Copy
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to Dragon
Actions
Unit Group - Pick every unit in (Random 1 units from (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to (Owner of (Entering unit))))) and do (Order (Entering unit) to Attack.(Picked unit))
Mana Bomb
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Mana Missle
Actions
Wait 0.50 seconds
Unit - Remove (Attacking unit) from the game
Defeat
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Castle of the Isle
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(All units of (Units owned by (Owner of (Dying unit)) of type Castle of the Isle) are dead) Equal to True
Then - Actions
Game - Defeat (Owner of (Dying unit)) with the message: Defeat!
Else - Actions
Do nothing
Win
Events
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
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
(Player 9 (Gray) slot status) Not equal to Is playing
(Player 10 (Light Blue) slot status) Not equal to Is playing
(Player 11 (Dark Green) slot status) Not equal to Is playing
(Player 12 (Brown) slot status) Not equal to Is playing
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)
Win Copy
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
(Player 9 (Gray) slot status) Not equal to Is playing
(Player 10 (Light Blue) slot status) Not equal to Is playing
(Player 11 (Dark Green) slot status) Not equal to Is playing
(Player 12 (Brown) slot status) Not equal to Is playing
Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Win Copy 2
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 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 10 (Light Blue) slot status) Not equal to Is playing
(Player 11 (Dark Green) slot status) Not equal to Is playing
(Player 12 (Brown) slot status) Not equal to Is playing
Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Win Copy 3
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
Player - Player 9 (Gray) leaves the game
Conditions
(Player 1 (Red) slot status) Not equal to Is playing
(Player 2 (Blue) slot status) Not equal to Is playing
(Player 3 (Teal) slot status) Not equal to Is playing
(Player 4 (Purple) slot status) Not equal to Is playing
(Player 5 (Yellow) slot status) Not equal to Is playing
(Player 6 (Orange) slot status) Not equal to Is playing
(Player 7 (Green) slot status) Not equal to Is playing
(Player 8 (Pink) slot status) Not equal to Is playing
(Player 9 (Gray) slot status) Not equal to Is playing
Actions
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)
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