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Triggers
Island Of Destiny V1.7.w3x
Variables
Initialization
Melee Initialization
stuff
Triggers
start
init kd b
init kd t
Init
income
plusincome 1
plusincome 2
plusincome 3
minusincome 1
minusincome 2
minusincome 3
Dead
Left
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
income
integer
Yes
5
ppd
unit
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Change Log with the description Changes from 1.1-added town center-added one ability for king-added 1 unit-fixed Magi Tower*next version coming soon with more units and upgrades! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Change Log - V1.4 with the description Changes from 1.3-added Mounts-added Golden walls, and more upgrades-added 2 more units-balanced game-play. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Change Log - V1.5 with the description Changes from 1.4-added City Hall-created 2 more units-added upgrades. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Change Log - V1.6 with the description Changes from 1.5-2 more units-more upgrades-added a hero , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Melee Game - Use melee time of day (for all players)
start
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Cinematic - Fade out over 0.00 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Cinematic - Fade in over 2 seconds using texture White Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
Game - Display to (All players) the text: Welcome, build houses for 4 gold each for every 7 seconds.Win - kill all other kings and be the last standingLose - your king dies.
Wait 1.00 seconds
init kd b
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to King
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has been slaughtered mercilessly by + (Name of (Owner of (Killing unit)))))
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
init kd t
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to King
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has been slaughtered mercilessly by + (Name of (Owner of (Killing unit)))))
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Init
Events
Map initialization
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
For each (Integer A) from 1 to 4 , do (Actions)
Loop - Actions
Player - Set (Player((Integer A))) . Current gold to 200
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . King for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
Else - Actions
income
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 4 , do (Actions)
Loop - Actions
Player - Add income[(Integer A)] to (Player((Integer A))) . Current gold
plusincome 1
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to House
Actions
Set Variable Set income[(Player number of (Triggering player))] = (income[(Player number of (Owner of (Triggering unit)))] + 4)
plusincome 2
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to 2 Story House
Actions
Set Variable Set income[(Player number of (Triggering player))] = (income[(Player number of (Owner of (Triggering unit)))] + 5)
plusincome 3
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Set Variable Set income[(Player number of (Triggering player))] = (income[(Player number of (Owner of (Triggering unit)))] + 10)
minusincome 1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to House
Actions
Set Variable Set income[(Player number of (Owner of (Triggering unit)))] = (income[(Player number of (Triggering player))] - 4)
minusincome 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to 2 Story House
Actions
Set Variable Set income[(Player number of (Owner of (Triggering unit)))] = (income[(Player number of (Triggering player))] - 5)
minusincome 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Set Variable Set income[(Player number of (Owner of (Triggering unit)))] = (income[(Player number of (Triggering player))] - 10)
Dead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to King
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has been slaughtered mercilessly by + (Name of (Owner of (Killing unit)))))
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Triggering unit))) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Left
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
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has bail'd.)
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