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Triggers
Two Kingdoms.w3x
Variables
peasents
P1 PEASENT
P2 PEASENT
P3 PEASENT
P4 PEASENT
P5 PEASENT
P7 PEASENT
P8 PEASENT
P9 PEASENT
P10 PEASENT
P11 PEASENT
dont leave your kingdom
SOUTH
NORTH
Initialization
INITIALIZATION
GOLD
FOOD START
unit attack
P1
P2
P3
P4
P5
P7
P8
P9
P10
P11
Catapult/hero
catapult
hero
ppl always trained
auto train
dont attack u
dont attack u Copy
winning/losing
SOUTH KINGDOM
NORTH KINGDOM
Name
Type
is_array
initial_value
P1 PEASENT
Events
Map initialization
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 1 (Red) at (Center of South_Kingdom_Peasents <gen>) facing Default building facing degrees
P2 PEASENT
Events
Map initialization
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 2 (Blue) at (Center of South_Kingdom_Peasents <gen>) facing Default building facing degrees
P3 PEASENT
Events
Map initialization
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 3 (Teal) at (Center of South_Kingdom_Peasents <gen>) facing Default building facing degrees
P4 PEASENT
Events
Map initialization
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 4 (Purple) at (Center of South_Kingdom_Peasents <gen>) facing Default building facing degrees
P5 PEASENT
Events
Map initialization
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 5 (Yellow) at (Center of South_Kingdom_Peasents <gen>) facing Default building facing degrees
P7 PEASENT
Events
Map initialization
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 7 (Green) at (Center of North_Kingdom_Peasents <gen>) facing Default building facing degrees
P8 PEASENT
Events
Map initialization
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 8 (Pink) at (Center of North_Kingdom_Peasents <gen>) facing Default building facing degrees
P9 PEASENT
Events
Map initialization
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 9 (Gray) at (Center of North_Kingdom_Peasents <gen>) facing Default building facing degrees
P10 PEASENT
Events
Map initialization
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 10 (Light Blue) at (Center of North_Kingdom_Peasents <gen>) facing Default building facing degrees
P11 PEASENT
Events
Map initialization
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Great Peasent for Player 11 (Dark Green) at (Center of North_Kingdom_Peasents <gen>) facing Default building facing degrees
SOUTH
Events
Unit - A unit enters dont_leave_south_kingdom <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Great Peasent
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: PEASENTS ARE NOT ALLOWED TO LEAVE THE KINGDOM!
Unit - Move (Triggering unit) instantly to (Center of South_Kingdom_Peasents <gen>)
NORTH
Events
Unit - A unit enters dont_leave_north_kingdom <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Great Peasent
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 3.00 seconds the text: PEASENTS ARE NOT ALLOWED TO LEAVE THE KINGDOM!
Unit - Move (Triggering unit) instantly to (Center of North_Kingdom_Peasents <gen>)
INITIALIZATION
Events
Map initialization
Conditions
Actions
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Heavy)
Game - Turn the day/night cycle Off
Game - Set the time of day to 12.00
Game - Display to (All players) the text: THE TWO KINGDOMS HAVE FINALLY COME TO A FINAL BATTLE!!!!! PREPARE YOURSELVES!!!!!
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))
Player Group - Pick every player in (All players) and do (Enable (Last created visibility modifier))
GOLD
Events
Time - Every 2.20 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 2 to (Picked player).Current gold)
FOOD START
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 15)
P1
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_one <gen>)
P2
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_one <gen>)
P3
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_one <gen>)
P4
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_one <gen>)
P5
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 6 (Orange) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_one <gen>)
P7
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_two <gen>)
P8
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_two <gen>)
P9
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_two <gen>)
P10
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_two <gen>)
P11
Events
Unit - A unit enters kingdom <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
((Unit-type of (Triggering unit)) Equal to Swordsman) or (((Unit-type of (Triggering unit)) Equal to Sword Master) or (((Unit-type of (Triggering unit)) Equal to Berserker) or (((Unit-type of (Triggering unit)) Equal to Knight) or (((Unit-type of (Triggering unit)) Equal to Archer) or (((Unit-type of (Triggering unit)) Equal to Fast Archer) or (((Unit-type of (Triggering unit)) Equal to Possessed Archer) or (((Unit-type of (Triggering unit)) Equal to Catapult) or (((Unit-type of (Triggering unit)) Equal to Militia) or (((Unit-type of (Triggering unit)) Equal to Calvalary) or ((Unit-type of (Triggering unit)) Equal to Bloodthirsy Monster))))))))))
Actions
Unit - Change ownership of (Triggering unit) to Player 12 (Brown) and Change color
Unit - Order (Triggering unit) to Attack-Move To . (Center of end_two <gen>)
catapult
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Unit - A unit owned by Player 3 (Teal) . Finishes construction
Unit - A unit owned by Player 4 (Purple) . Finishes construction
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Unit - A unit owned by Player 7 (Green) . Finishes construction
Unit - A unit owned by Player 8 (Pink) . Finishes construction
Unit - A unit owned by Player 9 (Gray) . Finishes construction
Unit - A unit owned by Player 10 (Light Blue) . Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Catapult
Actions
Unit - Remove (Constructed structure) from the game
Unit - Create 1 . Catapult for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
hero
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Unit - A unit owned by Player 2 (Blue) . Finishes construction
Unit - A unit owned by Player 3 (Teal) . Finishes construction
Unit - A unit owned by Player 4 (Purple) . Finishes construction
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Unit - A unit owned by Player 7 (Green) . Finishes construction
Unit - A unit owned by Player 8 (Pink) . Finishes construction
Unit - A unit owned by Player 9 (Gray) . Finishes construction
Unit - A unit owned by Player 10 (Light Blue) . Finishes construction
Unit - A unit owned by Player 11 (Dark Green) . Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Captain of the Order
Actions
Unit - Remove (Constructed structure) from the game
Unit - Create 1 . Captain of the Order for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
auto train
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in (Entire map)) to train a Swordsman
Unit Group - Order (Units in (Entire map)) to train a Berserker
Unit Group - Order (Units in (Entire map)) to train a Sword Master
Unit Group - Order (Units in (Entire map)) to train a Knight
Unit Group - Order (Units in (Playable map area)) to train a Archer
Unit Group - Order (Units in (Playable map area)) to train a Fast Archer
Unit Group - Order (Units in (Entire map)) to train a Possessed Archer
Unit Group - Order (Units in (Entire map)) to train a Militia
Unit Group - Order (Units in (Entire map)) to train a Calvalary
Unit Group - Order (Units in (Entire map)) to train a Bloodthirsy Monster
dont attack u
Events
Map initialization
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision
dont attack u Copy
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision
SOUTH KINGDOM
Events
Unit - Your Kingdoms Castle 0002 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: THE SOUTH KINGDOM IS VICTORIOUS!!!!!
Wait 5.00 seconds
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Victory (Picked player) (Show dialogs, Show scores))
NORTH KINGDOM
Events
Unit - Your Kingdoms Castle 0001 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: THE NORTH KINGDOM IS VICTORIOUS!!!!!
Wait 5.00 seconds
Player Group - Pick every player in (All allies of Player 7 (Green).) and do (Victory (Picked player) (Show dialogs, Show scores))
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