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Triggers
Izal-Shurah Ruins -V1.0.5-.w3x
Variables
General
Quests
Mana
Create Spirits
Roll J1
Roll J2
Roll J3
Roll J4
Time of Day
Enter
Victory
Initial Resources
Death and Resurrection
Forest Special Efect
Spells
Untitled Trigger 001
Great Hammer Hit
GreatHammer Knockback
Selection System
Lightning Elemental
Sorceress
Battle Priest
Sword Dancer
Forest Spirit
Wind Archer
Monk
Avance
1 Puerta
2 Puente de Fuerza
3 Palancas 1
3 Palancas 2
4 Miniboss 1
4 Miniboss 2
4 Miniboss 3
4 Crear Portal 1
4 Crear Portal 2
5 Entrar en la Arena
5 Entrar en la Arena Otros
6 Cueva
6 Salida Cueva
7 Inicio Combate Boss Final
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
GreatHammerGroup
group
No
GreatHammerPoint
location
No
Hero1
unit
No
Hero2
unit
No
Hero3
unit
No
Hero4
unit
No
MiniBossesDown
integer
No
Roll
integer
No
TempPoint
location
No
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Credits with the description donut3.5 [Skeleton King model]dickxunder [Lord of the Tides model]jigrael [Lightning Elemental model]General Frank [Sorceress model, Sword Dancer model]Norinrad [Battle Priest model]Dark Hunter1357 [Forest Spirit model]R.A.N.G.I.T. [Wind Archer model]Tiki [Monk model] , using icon path ReplaceableTextures\CommandButtons\BTNMurgulTideWarrior.blp
Quest - Mark (Last created quest) as Discovered
Quest - Enable (Last created quest)
Mana
Events
Map initialization
Conditions
Actions
Unit - Set mana of |cFFC0C0C0Lightning Elemental|r 0012 <gen> to (Max mana of |cFFC0C0C0Lightning Elemental|r 0012 <gen>)
Unit - Set mana of |cFFFF0000Sorceress|r 0011 <gen> to (Max mana of |cFFFF0000Sorceress|r 0011 <gen>)
Unit - Set mana of |cFF0080FFBattle Priest|r 0010 <gen> to (Max mana of |cFF0080FFBattle Priest|r 0010 <gen>)
Unit - Set mana of |cFFFFFF00Sword Dancer|r 0004 <gen> to (Max mana of |cFFFFFF00Sword Dancer|r 0004 <gen>)
Unit - Set mana of |cFF00FF00Forest Spirit|r 0006 <gen> to (Max mana of |cFF00FF00Forest Spirit|r 0006 <gen>)
Unit - Set mana of |cFF00FFFFWind Archer|r 0007 <gen> to (Max mana of |cFF00FFFFWind Archer|r 0007 <gen>)
Unit - Set mana of |cFFC000C0Monk|r 0008 <gen> to (Max mana of |cFFC000C0Monk|r 0008 <gen>)
Create Spirits
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across zona_visible_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across zona_visible_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across zona_visible_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across zona_visible_1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across zona_visible_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across zona_visible_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across zona_visible_2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across zona_visible_2 <gen>
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Spirit for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to User
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Spirit for Player 2 (Blue) at (Player 1 (Red) start location) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to User
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Spirit for Player 6 (Orange) at (Player 1 (Red) start location) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to User
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Spirit for Player 7 (Green) at (Player 1 (Red) start location) facing Default building facing degrees
Else - Actions
Do nothing
Roll J1
Events
Player - Player 1 (Red) types a chat message containing -roll (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Roll = (Random integer number between 1 and 100)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( rolls a dice: + (|cFFFFFF00 + ((String(Roll)) + |r))))
Roll J2
Events
Player - Player 2 (Blue) types a chat message containing -roll (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Roll = (Random integer number between 1 and 100)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( rolls a dice: + (|cFFFFFF00 + ((String(Roll)) + |r))))
Roll J3
Events
Player - Player 3 (Teal) types a chat message containing -roll (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Roll = (Random integer number between 1 and 100)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( rolls a dice: + (|cFFFFFF00 + ((String(Roll)) + |r))))
Roll J4
Events
Player - Player 4 (Purple) types a chat message containing -roll (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Roll = (Random integer number between 1 and 100)
Game - Display to (All players) the text: ((Name of (Triggering player)) + ( rolls a dice: + (|cFFFFFF00 + ((String(Roll)) + |r))))
Time of Day
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Enter
Events
Unit - A unit enters entrada <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - . Apply . gg_cam_Camera_016 for (Owner of (Triggering unit)) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Rect_051 <gen>)
Victory
Events
Unit - Lord of the Tides 0043 <gen> Dies
Conditions
Actions
Wait 1.00 seconds
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.50 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Initial Resources
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 3
Player - Set Player 2 (Blue) . Current lumber to 3
Player - Set Player 6 (Orange) . Current lumber to 3
Player - Set Player 7 (Green) . Current lumber to 3
Death and Resurrection
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of (Triggering unit)) Current lumber) Greater than or equal to 1
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait (2.00 x (Real((Hero level of (Triggering unit))))) seconds
Camera - . Apply . gg_cam_Camera_015 for (Owner of (Triggering unit)) over 0 seconds
Wait 1.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of zona_visible_1 <gen>) , Show revival graphics
Forest Special Efect
Events
Map initialization
Conditions
Actions
Environment - Create at bosque <gen> the weather effect Rays Of Moonlight
Untitled Trigger 001
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Stunning Shot
Actions
Unit - Pause (Target unit of ability being cast)
Wait 6.00 seconds
Unit - Unpause (Target unit of ability being cast)
Just copy the folder to your map to use.
DON'T forget to give CREDITS to TERRADONT!
Enjoy!
Great Hammer Hit
Events
Unit - A unit Is attacked
Conditions
(Random integer number between 1 and 100) Less than or equal to (5 + (5 x (Level of Thunder Push for (Attacking unit))))
(Level of Thunder Push for (Attacking unit)) Greater than or equal to 1
((Triggering unit) is A structure) Equal to False
((Triggering unit) is Magic Immune) Equal to False
((Triggering unit) is A flying unit) Equal to False
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Unit - Create 1 . Spirit for (Owner of (Attacking unit)) at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
Unit - Add Healing Touch to (Last created unit)
Unit - Order (Last created unit) to Human Mountain King - Storm Bolt . (Triggering unit)
Unit - Cause (Attacking unit) to damage (Triggering unit) , dealing (10.00 + (10.00 x (Real((Level of Holy Freeze for (Attacking unit)))))) damage of attack type Spells and damage type Normal
Wait until (((Triggering unit) has buff Stunned) Equal to True) , checking every 0.10 seconds
Unit Group - Add (Triggering unit) to GreatHammerGroup
Unit - Set the custom value of (Triggering unit) to (Integer((Facing of (Attacking unit))))
Wait until (((Triggering unit) has buff Stunned) Equal to False) , checking every 0.10 seconds
Unit Group - Remove (Triggering unit) from GreatHammerGroup .
Unit - Set the custom value of (Triggering unit) to 0
GreatHammer Knockback
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in GreatHammerGroup and do (Actions)
Loop - Actions
Set Variable Set GreatHammerPoint = (Position of (Picked unit))
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 10.00 towards (Real((Custom value of (Picked unit)))) degrees.)
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Lightning Elemental
Events
Unit - A unit enters choose_lightning_elemental <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFFC0C0C0Lightning Elemental|r 0012 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFFC0C0C0Lightning Elemental|r 0012 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFFC0C0C0Lightning Elemental|r 0012 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFFC0C0C0Lightning Elemental|r 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFFC0C0C0Lightning Elemental|r 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFFC0C0C0Lightning Elemental|r 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFFC0C0C0Lightning Elemental|r 0012 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Sorceress
Events
Unit - A unit enters choose_sorceress <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFFFF0000Sorceress|r 0011 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFFFF0000Sorceress|r 0011 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFFFF0000Sorceress|r 0011 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFFFF0000Sorceress|r 0011 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFFFF0000Sorceress|r 0011 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFFFF0000Sorceress|r 0011 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFFFF0000Sorceress|r 0011 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Battle Priest
Events
Unit - A unit enters choose_battle_priest <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFF0080FFBattle Priest|r 0010 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFF0080FFBattle Priest|r 0010 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFF0080FFBattle Priest|r 0010 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFF0080FFBattle Priest|r 0010 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFF0080FFBattle Priest|r 0010 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFF0080FFBattle Priest|r 0010 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFF0080FFBattle Priest|r 0010 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Sword Dancer
Events
Unit - A unit enters choose_sword_dancer <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFFFFFF00Sword Dancer|r 0004 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFFFFFF00Sword Dancer|r 0004 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFFFFFF00Sword Dancer|r 0004 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFFFFFF00Sword Dancer|r 0004 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFFFFFF00Sword Dancer|r 0004 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFFFFFF00Sword Dancer|r 0004 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFFFFFF00Sword Dancer|r 0004 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Forest Spirit
Events
Unit - A unit enters choose_forest_spirit <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFF00FF00Forest Spirit|r 0006 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFF00FF00Forest Spirit|r 0006 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFF00FF00Forest Spirit|r 0006 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFF00FF00Forest Spirit|r 0006 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFF00FF00Forest Spirit|r 0006 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFF00FF00Forest Spirit|r 0006 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFF00FF00Forest Spirit|r 0006 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Wind Archer
Events
Unit - A unit enters choose_wind_archer <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFF00FFFFWind Archer|r 0007 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFF00FFFFWind Archer|r 0007 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFF00FFFFWind Archer|r 0007 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFF00FFFFWind Archer|r 0007 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFF00FFFFWind Archer|r 0007 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFF00FFFFWind Archer|r 0007 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFF00FFFFWind Archer|r 0007 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Monk
Events
Unit - A unit enters choose_monk <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Spirit
Actions
Unit - Kill (Triggering unit)
Special Effect - Create a special effect at (Position of |cFFC000C0Monk|r 0008 <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Change ownership of |cFFC000C0Monk|r 0008 <gen> to (Owner of (Triggering unit)) and Change color
Selection - Select |cFFC000C0Monk|r 0008 <gen> for (Owner of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Hero1 = |cFFC000C0Monk|r 0008 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set Hero2 = |cFFC000C0Monk|r 0008 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Set Variable Set Hero3 = |cFFC000C0Monk|r 0008 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Hero4 = |cFFC000C0Monk|r 0008 <gen>
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
1 Puerta
Events
Unit - A unit enters puerta_1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Moon Key
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Moon Key
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Moon Key
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Moon Key
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Moon Key
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Moon Key
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 2)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 3)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 3)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 4)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 4)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 5)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 5)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 6)) Equal to Moon Key
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 6)
Else - Actions
Do nothing
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_puerta_1 for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Destructible - Open Ruined Gate 2408 <gen>
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_puerta_2 for (Picked player) over 5.00 seconds
Wait 5.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Unit - Unpause all units
2 Puente de Fuerza
Events
Unit - Deeplord Revenant 0044 <gen> Dies
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_puente_de_fuerza_1 for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Destructible - Resurrect DTsb 2410 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_puente_de_fuerza_2 for (Picked player) over 4.00 seconds
Wait 4.00 seconds
Destructible - Open Massive Ruined Gate 2409 <gen>
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Unit - Unpause all units
3 Palancas 1
Events
Destructible - Lever 4006 <gen> dies
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_paredes_gemelas for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.50 seconds
Destructible - Kill ForceWall 2696 <gen>
Wait 1.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Unit - Unpause all units
3 Palancas 2
Events
Destructible - Lever 4007 <gen> dies
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_paredes_gemelas for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2.50 seconds
Destructible - Kill ForceWall 4014 <gen>
Wait 1.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Unit - Unpause all units
4 Miniboss 1
Events
Unit - Makrura Tidal Lord 0166 <gen> Dies
Conditions
Actions
Set Variable Set MiniBossesDown = (MiniBossesDown + 1)
4 Miniboss 2
Events
Unit - Makrura Tidal Lord 0164 <gen> Dies
Conditions
Actions
Set Variable Set MiniBossesDown = (MiniBossesDown + 1)
4 Miniboss 3
Events
Unit - Makrura Tidal Lord 0165 <gen> Dies
Conditions
Actions
Set Variable Set MiniBossesDown = (MiniBossesDown + 1)
4 Crear Portal 1
Events
Time - Every 0.50 seconds of game time
Conditions
MiniBossesDown Equal to 3
Actions
Trigger - Run _4_Crear_Portal_2 <gen> (checking conditions)
Trigger - Turn off (This trigger)
4 Crear Portal 2
Events
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Trigger - Turn on _5_Entrar_en_la_Arena <gen>
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_puerta_reluciente for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Destructible - Resurrect Shimmering Portal 4013 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Wait 9.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Wait 2 seconds
Unit - Unpause all units
Trigger - Turn on _5_Entrar_en_la_Arena <gen>
Trigger - Turn off (This trigger)
5 Entrar en la Arena
Events
Unit - A unit enters puerta_reluciente_entrada <gen>
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Move Hero1 instantly to (Center of puerta_reluciente_salida_j1 <gen>) , facing 270.00 degrees
Unit - Move Hero2 instantly to (Center of puerta_reluciente_salida_j2 <gen>) , facing 180.00 degrees
Unit - Move Hero3 instantly to (Center of puerta_reluciente_salida_j3 <gen>) , facing 90.00 degrees
Unit - Move Hero4 instantly to (Center of puerta_reluciente_salida_j4 <gen>) , facing 0.00 degrees
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_arena_1 for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_arena_2 for (Picked player) over 6.00 seconds
Wait 6.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_arena_3 for (Picked player) over 6.00 seconds
Wait 6.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_arena_4 for (Picked player) over 6.00 seconds
Wait 6.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_arena_1 for (Picked player) over 6.00 seconds
Wait 6.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Wait 2 seconds
Unit - Unpause all units
Trigger - Turn on _5_Entrar_en_la_Arena_Otros <gen>
Trigger - Turn off (This trigger)
5 Entrar en la Arena Otros
Events
Unit - A unit enters puerta_reluciente_entrada <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of puerta_reluciente_salida_j1 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of puerta_reluciente_salida_j2 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of puerta_reluciente_salida_j3 <gen>)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of puerta_reluciente_salida_j4 <gen>)
Else - Actions
Do nothing
6 Cueva
Events
Unit - Skeleton King 0042 <gen> Dies
Conditions
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_terremoto_1 for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Special Effect - Create a special effect at (Random point in arena_boss_1 <gen>) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Wait 0.75 seconds
Unit - Move Hero1 instantly to (Random point in cueva_inicio <gen>)
Unit - Move Hero2 instantly to (Random point in cueva_inicio <gen>)
Unit - Move Hero3 instantly to (Random point in cueva_inicio <gen>)
Unit - Move Hero4 instantly to (Random point in cueva_inicio <gen>)
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
Wait 2 seconds
Unit - Unpause all units
6 Salida Cueva
Events
Unit - A unit enters cueva_fin <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Unit - Move (Triggering unit) instantly to (Center of exterior_cueva <gen>)
Camera - . Apply . gg_cam_salida_cueva for (Owner of (Triggering unit)) over 0 seconds
7 Inicio Combate Boss Final
Events
Unit - A unit enters inicio_cinematica_boss_final <gen>
Conditions
(Number of units in (Units in inicio_cinematica_boss_final <gen>)) Equal to 0
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Actions
Cinematic - Fade out over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 2 seconds
Unit - Pause all units
Cinematic - Turn cinematic mode On for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - . Apply . gg_cam_boss_final for (Picked player) over 0 seconds
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 2.00 seconds
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