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Triggers
Legion Of War.w3x
Variables
Wala
init
Untitled Trigger 001
Battle Set Up
Attacking
Attacked
Battle Start
Battle Run
Dead Count
Battle End
---------------------------
Move
Heal
End
---------------------------
Red End
Yellow End
---------------------------
End Turn
Withdraw
Hire
Assist
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
Attacked
unit
Yes
Attacking
unit
Yes
Battle_Start
boolean
No
Red_Deads
integer
No
Yellow_Deads
integer
No
init
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Hero - Create Assist and give it to Paladin 0003 <gen>
Untitled Trigger 001
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) the text: -------------------------------------------------------------------
Game - Display to (All players) the text: Select you Keep to [End Turn]
Game - Display to (All players) the text: -------------------------------------------------------------------
Attacking
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Attack
Actions
Set Variable Set Attacking[(Player number of (Triggering player))] = (Casting unit)
Set Variable Set Attacked[(Player number of (Triggering player))] = (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of Attacking[(Player number of (Triggering player))]) Equal to Paladin
Battle_Start Equal to False
Then - Actions
Unit - Create 1 . Paladin for Player 1 (Red) at (Center of Red_Team <gen>) facing Default building facing degrees
Trigger - Turn on Attacked <gen>
Trigger - Run Attacked <gen> (checking conditions)
Else - Actions
Trigger - Turn on Attacked <gen>
Trigger - Run Attacked <gen> (checking conditions)
Attacked
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Attack
Actions
Set Variable Set Attacking[(Player number of (Triggering player))] = (Casting unit)
Set Variable Set Attacked[(Player number of (Triggering player))] = (Target unit of ability being cast)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of Attacked[(Player number of (Triggering player))]) Equal to Bandits Lord
Battle_Start Equal to False
Then - Actions
Unit - Create 1 . Bandits Lord for Player 5 (Yellow) at (Center of Yellow_Team <gen>) facing Default building facing degrees
Trigger - Turn on Battle_Start <gen>
Trigger - Run Battle_Start <gen> (checking conditions)
Trigger - Turn off (This trigger)
Else - Actions
Trigger - Turn on Battle_Start <gen>
Trigger - Run Battle_Start <gen> (checking conditions)
Trigger - Turn off (This trigger)
Battle Start
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Set Variable Set Battle_Start = "true"
Trigger - Turn on Battle_Run <gen>
Trigger - Run Battle_Run <gen> (checking conditions)
Camera - . Apply . gg_cam_Battle_Point for Player 1 (Red) over 0 seconds
Set Variable Set Red_Deads = "0"
Set Variable Set Yellow_Deads = "0"
Trigger - Turn off (This trigger)
Battle Run
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Attacking[(Player number of (Triggering player))] has an item of type Mercinary) Equal to True
Then - Actions
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Dummy for Player 1 (Red) at (Center of Red_Team <gen>) facing Default building facing degrees
Unit - Add Roar to (Last created unit)
Unit - Order (Last created unit) to Special Rexxar - Battle Roar .
Wait 1.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 1 (Red) at (Random point in Red_Team <gen>) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Attacked[(Player number of (Triggering player))] has an item of type Mercinary) Equal to True
Then - Actions
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Dummy for Player 5 (Yellow) at (Center of Yellow_Team <gen>) facing Default building facing degrees
Unit - Add Roar to (Last created unit)
Unit - Order (Last created unit) to Special Rexxar - Battle Roar .
Wait 1.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit - Create 1 . Bandits for Player 5 (Yellow) at (Random point in Yellow_Team <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Battle_Point <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Yellow_Team <gen>)
Unit Group - Pick every unit in (Units in Battle_Point <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in Red_Team <gen>)
Wait 10.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Battle_End <gen>
Trigger - Run Battle_End <gen> (checking conditions)
Dead Count
Events
Unit - A unit Dies
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
Set Variable Set Red_Deads = (Red_Deads + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Yellow_Deads = (Yellow_Deads + 1)
Else - Actions
Battle End
Events
Conditions
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - Pan camera for Player 1 (Red) to (Position of Attacking[(Player number of (Triggering player))]) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of Attacking[(Player number of (Triggering player))]) over 0 seconds
Unit Group - Pick every unit in (Units in Battle_Point <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick every unit in (Units in Battle_Point <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Red_Deads Less than Yellow_Deads
Then - Actions
Set Variable Set Battle_Start = "false"
Unit - Cause Attacking[(Player number of (Triggering player))] to damage Attacked[(Player number of (Triggering player))] , dealing 1.00 damage of attack type Chaos and damage type Fire
Game - Display to (All players) the text: ((Name of Attacking[(Player number of (Triggering player))]) + Wins)
Set Variable Set Attacking[(Player number of (Triggering player))] = No unit
Set Variable Set Attacked[(Player number of (Triggering player))] = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Yellow_Deads Less than Red_Deads
Then - Actions
Set Variable Set Battle_Start = "false"
Unit - Cause Attacked[(Player number of (Triggering player))] to damage Attacking[(Player number of (Triggering player))] , dealing 1.00 damage of attack type Chaos and damage type Fire
Game - Display to (All players) the text: ((Name of Attacking[(Player number of (Triggering player))]) + Lose)
Set Variable Set Attacking[(Player number of (Triggering player))] = No unit
Set Variable Set Attacked[(Player number of (Triggering player))] = No unit
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Red_Deads Equal to Yellow_Deads
Then - Actions
Set Variable Set Battle_Start = "false"
Game - Display to (All players) the text: Draw
Set Variable Set Attacking[(Player number of (Triggering player))] = No unit
Set Variable Set Attacked[(Player number of (Triggering player))] = No unit
Else - Actions
Move
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Move
Actions
Unit - Move (Triggering unit) instantly to (Target point of ability being cast)
Unit - Change color of (Triggering unit) to Maroon
Heal
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Heal [Assist]
Actions
Unit - Change color of (Triggering unit) to Maroon
End
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to End
Actions
Unit - Change color of (Triggering unit) to Maroon
Red End
Events
Unit - A unit enters Yellow_Team <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit Group - Pick every unit in (Units in Yellow_Team <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face (Center of Red_Team <gen>) over 0 seconds
Yellow End
Events
Unit - A unit enters Red_Team <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Unit Group - Pick every unit in (Units in Red_Team <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face (Center of Yellow_Team <gen>) over 0 seconds
End Turn
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to End Turn
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 Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Change color of (Picked unit) to Red
Unit - Set mana of (Picked unit) to 2.00
Else - Actions
Withdraw
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Withdraw
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has been Withdraw)
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Assist
Events
Unit - A unit Acquires an item
Conditions
((Hero manipulating item) has an item of type Assist) Equal to True
Actions
Unit - Add Heal [Assist] to (Hero manipulating item)
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