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Triggers
Life of a Wolf v1.00b.w3x
Variables
Initialization
Initialization
Skills
Get Spellbook
Extra
Babies
Evolution point cheat
Defeat
Evolution Point gain
Allying
Unallying
Leave message
Tree invul
Secret Passage 1
Spawns
Set wolfnumber
Roadwarriors
Roadend1
Roadend2
Roadvillagers
Food
Hunters
Food
Eating
Food gain
Food decrease
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
Ufood1
unit
Yes
UGeatingunits
group
No
UGroadendunits
group
No
UGroadstartunits
group
No
Uplayerwolf
unit
Yes
Initialization
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled How to Play with the description You are a wolf, and wolves need to eat, so you should hunt. I suggest searching around a bit, and staying away from humans, because where one human is, there are more, and armed humans are difficult to defeat. First, find an animal, then, attack it, hunt it down, and kill it. When it's dead, stand on its corpse and press the Eat (hotkey: E) button. Try to kill some more, and if you've killed enough, you should be able to grow up to a better wolf, keep doing this and in the end you can make wolf babies! But also, beware, the animals have gone mad because of the increase of human activity, so they will try to fight back. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Required quest titled Need-to-knows with the description - Your food supply drops (amount of wolves) per 5 seconds.- Your maximum food supply is 100 x (amount of wolves).- Humans are strong, and hunters are the strongest of the humans, avoid them!- You can't do anything if you eat, so make sure you know where your enemies are. , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Optional quest titled Tips with the description - If you barely have any food and more than 75 hp, eat and kill a frog, they are poisonous, but they will refill your food supply a bit.- Try to lure villagers away from the path into the forest, and kill them. This way there will be no other humans who will notice it.- If you have a pack of 3+ adult+ wolves, attack the farm, it will give you a lot of upgrade points and food.- Try to call your teammates if you see an enemy wolf, enemies will be your strongest enemy if they grow up. , using icon path ReplaceableTextures\CommandButtons\BTNTimberWolf.blp
Quest - Create a Optional quest titled Credits with the description - Map Design:Eldrazor- Triggering:Eldrazor- Terraining:Eldrazor- Models:Blizzard- World Editor:Blizzard- World Editor Unlimited:PitzerMike- Beta TestingSissel-slayerMattzSacreddustCarl-FredrikPlease contact me if you are not included in the credits and if you should be. , using icon path ReplaceableTextures\CommandButtons\BTNNightElfBuild.blp
Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to User
Then - Actions
Player - Set (Picked player) . Food max to 300
Player - Set (Picked player) . Food cap to 100
Player - Set (Picked player) . Food used to 50
Unit - Create 1 . Baby Wolf for (Picked player) at ((Picked player) start location) facing (Random angle) degrees
Set Variable Set Uplayerwolf[((Player number of (Picked player)) x 1)] = (Last created unit)
Set Variable Set Uplayerwolf[((Player number of (Picked player)) x 2)] = (Last created unit)
Set Variable Set Uplayerwolf[((Player number of (Picked player)) x 3)] = (Last created unit)
Player - Turn Unfollowable On for (Picked player)
Else - Actions
Do nothing
Unit - Order Lumberjack 0066 <gen> to Harvest . Ashenvale Tree Wall 1586 <gen>
Unit - Order Lumberjack 0068 <gen> to Harvest . Ashenvale Tree Wall 1518 <gen>
Unit - Order Lumberjack 0069 <gen> to Harvest . Ashenvale Tree Wall 1540 <gen>
Unit - Order Lumberjack 0067 <gen> to Harvest . Ashenvale Tree Wall 1552 <gen>
Unit - Create ((Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).)) x 2) . Stag for Player 11 (Dark Green) at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create ((Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).)) x 3) . Rabbit for Player 11 (Dark Green) at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create ((Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).)) x 1) . Raccoon for Player 11 (Dark Green) at (Random point in (Playable map area)) facing (Random angle) degrees
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Rabbit) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Random point in (Playable map area))
Unit - Set mana of (Picked unit) to 1.00
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Raccoon) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Random point in (Playable map area))
Unit - Set mana of (Picked unit) to 1.00
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Stag) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Random point in (Playable map area))
Unit - Set mana of (Picked unit) to 1.00
Get Spellbook
Events
Conditions
Actions
Babies
Events
Unit - A unit Finishes casting an ability
Conditions
(Number of units in (Units in (Playable map area) owned by (Owner of (Casting unit)))) Less than 3
((Owner of (Casting unit)) Current gold) Greater than or equal to 40
(Unit-type of (Target unit of ability being cast)) Equal to Veteran Wolf
(Ability being cast) Equal to Create Baby Wolf
Actions
Unit - Create 1 . Baby Wolf for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing (Random angle) degrees
Player - Add 100 to (Owner of (Casting unit)) . Food cap
Evolution point cheat
Events
Player - Player 1 (Red) types a chat message containing -evolution points (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Name of Player 1 (Red)) Equal to Eldrazor
Actions
Player - Add 1000 to Player 1 (Red) . Current gold
Defeat
Events
Unit - A unit Dies
Conditions
(Number of units in (Units owned by (Owner of (Dying unit)) matching (((Matching unit) is alive) Equal to True).)) Equal to 0
Actions
Player Group - Pick every player in (All allies of (Owner of (Dying unit)).) and do (Actions)
Loop - Actions
Player - Make (Owner of (Dying unit)) treat (Picked player) as an Ally with shared vision
Player - Make (Picked player) treat (Owner of (Dying unit)) as an Ally with shared vision
Evolution Point gain
Events
Unit - A unit Dies
Conditions
Actions
Player - Add (Level of (Dying unit)) to (Owner of (Killing unit)) . Current gold
Allying
Events
Player - Player 1 (Red) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 9 (Gray) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 10 (Light Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
(Substring((Entered chat string), 1, 6)) Equal to -ally
Actions
Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 7, 7)))))) as an Ally
Game - Display to (All players matching ((Triggering player) Equal to (Matching player)).) the text: (You have allied with + ((Name of (Player((Integer((Substring((Entered chat string), 7, 7))))))) + .))
Unallying
Events
Player - Player 1 (Red) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 9 (Gray) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 10 (Light Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
(Substring((Entered chat string), 1, 8)) Equal to -unally
Actions
Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 9, 9)))))) as an Enemy
Player - Make (Player((Integer((Substring((Entered chat string), 9, 9)))))) treat (Triggering player) as an Enemy
Leave message
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
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Tree invul
Events
Destructible - A destructible within (Playable map area) dies
Conditions
(Destructible-type of (Dying destructible)) Equal to ATtr (Unexpected type: 'destructablecode')
Actions
Destructible - Create a ATtr (Unexpected type: 'destructablecode') at (Position of (Dying destructible)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation (Random integer number between 0 and 4)
Destructible - Remove (Dying destructible)
Secret Passage 1
Events
Unit - A unit enters Secret_Passage_1_Start <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Random point in Secret_Passage_1_End <gen>)
Set wolfnumber
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Entering unit)) Equal to Baby Wolf
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Uplayerwolf[((Player number of (Owner of (Entering unit))) x 2)] Equal to Uplayerwolf[((Player number of (Owner of (Entering unit))) x 1)]
Then - Actions
Set Variable Set Uplayerwolf[((Player number of (Owner of (Entering unit))) x 2)] = (Entering unit)
Else - Actions
Set Variable Set Uplayerwolf[((Player number of (Owner of (Entering unit))) x 3)] = (Entering unit)
Roadwarriors
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 12 (Brown) at (Random point in roadstart <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to UGroadstartunits
Unit - Create 1 . Footman for Player 12 (Brown) at (Random point in roadend <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to UGroadendunits
Unit Group - Pick every unit in (Units in roadstart <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in roadend <gen>)
Unit Group - Pick every unit in (Units in roadend <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in roadstart <gen>)
Roadend1
Events
Unit - A unit enters roadend <gen>
Conditions
((Entering unit) is in UGroadstartunits.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Roadend2
Events
Unit - A unit enters roadstart <gen>
Conditions
((Entering unit) is in UGroadstartunits.) Equal to True
Actions
Unit - Remove (Entering unit) from the game
Roadvillagers
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Villager (Male 2) for Player 12 (Brown) at (Random point in roadstart <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to UGroadstartunits
Unit - Create 1 . Villager (Male) for Player 12 (Brown) at (Random point in roadend <gen>) facing Default building facing degrees
Unit Group - Add (Last created unit) to UGroadendunits
Unit Group - Pick every unit in (Units in roadstart <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in roadend <gen>)
Unit Group - Pick every unit in (Units in roadend <gen> owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in roadstart <gen>)
Food
Events
Time - Every 150.00 seconds of game time
Conditions
Actions
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Stag for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Stag))) facing (Random angle) degrees
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Stag for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Stag))) facing (Random angle) degrees
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Rabbit for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Rabbit))) facing (Random angle) degrees
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Rabbit for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Rabbit))) facing (Random angle) degrees
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Rabbit for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Rabbit))) facing (Random angle) degrees
Unit - Create ((Number of players in (All allies of Player 1 (Red).)) x 1) . Raccoon for Player 11 (Dark Green) at (Position of (Random unit from (Units of type Raccoon))) facing (Random angle) degrees
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) matching (((Mana of (Matching unit)) Equal to 0.00) and (((Unit-type of (Matching unit)) Not equal to Frog) and ((Unit-type of (Matching unit)) Not equal to Chicken))).) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Random point in (Playable map area))
Unit - Set mana of (Picked unit) to 1.00
Hunters
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Hunter for Player 12 (Brown) at (Random point in roadend <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Patrol To . (Random point in (Playable map area))
Unit - Create 1 . Hunter for Player 12 (Brown) at (Random point in roadstart <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Patrol To . (Random point in (Playable map area))
Eating
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in UGeatingunits and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 5.00)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) Food used) Not equal to 100
Then - Actions
Player - Add 1 to (Owner of (Picked unit)) . Food used
Else - Actions
Do nothing
Food gain
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Eat
Actions
Set Variable Set Ufood1[(Player number of (Owner of (Casting unit)))] = (Missing string for 'FirstOfGroup')
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Chicken
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Rabbit
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 2.50 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Frog
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 2.50 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Cause Ufood1[(Player number of (Owner of (Casting unit)))] to damage (Casting unit) , dealing 75.00 damage of attack type Chaos and damage type Poison
Game - Display to (All players matching ((Owner of (Casting unit)) Equal to (Matching player)).) the text: You just ate a frog, they are poisonous!
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Villager (Child 2)
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Villager (Child)
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Raccoon
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 5.00 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Villager (Female)
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Stag
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Baby Wolf
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 7.50 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Lumberjack
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Footman
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Hunter
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Militia
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Villager (Male 2)
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Villager (Male)
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Adult Wolf
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 10.00 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of Ufood1[(Player number of (Owner of (Casting unit)))]) Equal to Veteran Wolf
Then - Actions
Unit Group - Add (Casting unit) to UGeatingunits
Unit - Pause (Casting unit)
Wait 12.50 seconds
Unit - Unpause (Casting unit)
Unit Group - Remove (Casting unit) from UGeatingunits .
Unit - Remove Ufood1[(Player number of (Owner of (Casting unit)))] from the game
Else - Actions
Do nothing
Food decrease
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) Food used) Equal to 0
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Game - Defeat (Picked player) with the message: You died to starvation!
Else - Actions
Player - Add (0 - (Number of units in (Units in (Playable map area) owned by (Picked player)))) to (Picked player) . Food used
Player Group - Pick every player in (All allies of Player 6 (Orange).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) Food used) Equal to 0
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Game - Defeat (Picked player) with the message: You died to starvation!
Else - Actions
Player - Add (0 - (Number of units in (Units in (Playable map area) owned by (Picked player)))) to (Picked player) . Food used
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