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Triggers
Naga Hero battle v1.0.w3x
Variables
Naga Doodads
Moving Heroes
Move Naga Units
Money
Money Given
Make gate invurneble
Startup
Player Heroes Create
kill footmen
Visibility
Emerge
Watar
Water Chain
Main
Next Level
Core Funtion
Defeat
Open Gate Send Units
Gold and Tips
Set Levels
Victory
Music
Naga Music
Quest
Quest Message
Quest
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
caster
unit
No
Defenders
force
No
Level_Number
integer
No
0
Monster_Amount
integer
No
Monster_Type
unitcode
No
Next_Level
timer
No
ringstop
real
No
targetpoint
rect
No
Moving Heroes
Events
Unit - A unit enters move_hereoes <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Move Naga Units
Events
Unit - A unit enters move_hereoes <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Unit - Move (Entering unit) instantly to (Random point in Move_Heroes <gen>)
Money
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Item - Create Gold Coins at (Position of (Dying unit))
Money Given
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gold Coins
Actions
Player - Add 30 to (Owner of (Triggering unit)) . Current gold
Make gate invurneble
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Destructible - Make Ruined Gate 0044 <gen> Invulnerable
Player Heroes Create
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Sea Witch for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Naga Enchantress for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Naga Magician for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Mermaid for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Naga Myrmidian for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Venom Lord for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Sea Lord for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Naga Basilisk for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Create 1.Snap Dragon for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees) else do (Do nothing)
kill footmen
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Kill Blood Elf Lieutenant 0016 <gen>
Visibility
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Playable map area)
Watar
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Emerge
Actions
Set Variable Set caster = (Casting unit)
Set Variable Set targetpoint = (Region centered at (Target point of ability being cast) with size (500.00, 500.00))
Special Effect - Create a special effect at (Target point of ability being cast) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Environment - Create a 3.00 second Permanent crater deformation at (Target point of ability being cast) with radius 400.00 and depth 400.00
Wait 0.30 seconds
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Unit - Create 1 Water for (Owner of caster) at ((Target point of ability being cast) offset by 400.00 towards ringstop degrees.) facing (Target point of ability being cast)
Set Variable Set ringstop = (ringstop + 20.00)
Wait 2.00 seconds
Special Effect - Create a special effect at ((Target point of ability being cast) offset by 200.00 towards 0 degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Trigger - Turn on Water_Chain <gen>
Wait 15.00 seconds
Unit Group - Pick every unit in (Units of type Water) and do (Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\DeathPact\DeathPactTarget.mdl)
Wait 0.20 seconds
Unit Group - Pick every unit in (Units of type Water) and do (Remove (Picked unit) from the game)
Trigger - Turn off Water_Chain <gen>
Environment - Create a 0.5 second Permanent crater deformation at (Center of targetpoint) with radius 400.00 and depth -400.00
Water Chain
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Unit Group - Pick every unit in (Units within 450.00 of (Center of targetpoint).) and do (Move (Picked unit) instantly to (Center of targetpoint))
Unit Group - Pick every unit in (Units in targetpoint) and do (Set life of (Picked unit) to ((Life of (Picked unit)) - 25.00))
Unit Group - Pick every unit in (Units in targetpoint) and do (If ((water001 <gen> contains (Picked unit)) Equal to True) then do (Set life of (Picked unit) to ((Life of (Picked unit)) - 75.00)) else do (Do nothing))
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in targetpoint) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Next Level
Events
Player - Player 12 (Brown) 's Food used becomes Less than or equal to 0.00
Conditions
Actions
-------- Gold Change --------
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 8 (Pink) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
-------- Level Setup --------
Set Variable Set Level_Number = (Level_Number + 1)
-------- Timer --------
If (Level_Number Equal to 1) then do (Start Next_Level as a One-shot timer that will expire in 60.00 seconds) else do (Start Next_Level as a One-shot timer that will expire in 30 seconds)
Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(Level_Number))) + in...)
-------- Set Next Level --------
If (Level_Number Equal to 1) then do (Wait 29.50 seconds) else do (Do nothing)
Game - Display to (All players) the text: |c0000cdf9Next level in 30 seconds|r
If (Level_Number Equal to 30) then do (Display to (All players) for 30.00 seconds the text: |c0000cdf9Very Good, you have beaten the great challenge made by Goofy_23. Please visit www.Wc3Works.tk for information on other maps and more.|r) else do (Do nothing)
Trigger - Run Set_Levels <gen> (checking conditions)
Trigger - Run Gold_and_Tips <gen> (checking conditions)
Wait 0.01 seconds
Core Funtion
Events
Time - Next_Level expires
Conditions
Actions
-------- Setup Timer --------
Countdown Timer - Pause Next_Level
Countdown Timer - Destroy (Last created timer window)
-------- Create Units --------
Unit - Create Monster_Amount . Monster_Type for Player 12 (Brown) at (Center of Spawn_Move <gen>) facing Default building facing degrees
-------- Level Info --------
Game - Display to (All players) the text: ((Level + (String(Level_Number))) + ( - + ((Name of (Last created unit)) + s)))
Defeat
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Open Gate Send Units
Events
Unit - A unit enters Spawn_Move <gen>
Conditions
Actions
Destructible - Open Ruined Gate 0044 <gen>
Unit - Order (Entering unit) to Attack-Move To . (Center of Move_Heroes <gen>)
Gold and Tips
Events
Conditions
Level_Number Greater than or equal to 2
Actions
-------- Player Gold & Player 9 Extra Gold --------
Player Group - Pick every player in Defenders and do (Add 100 to (Picked player).Current gold)
Set Levels
Events
Conditions
Actions
-------- Level 1 --------
If (Level_Number Equal to 1) then do (Set VariableSet Monster_Type = "h001") else do (Do nothing)
If (Level_Number Equal to 1) then do (Set VariableSet Monster_Amount = "9") else do (Do nothing)
-------- Level 2 --------
If (Level_Number Equal to 2) then do (Set VariableSet Monster_Type = "h002") else do (Do nothing)
If (Level_Number Equal to 2) then do (Set VariableSet Monster_Amount = "9") else do (Do nothing)
-------- Level 3 --------
If (Level_Number Equal to 3) then do (Set VariableSet Monster_Type = "h005") else do (Do nothing)
If (Level_Number Equal to 3) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 4 --------
If (Level_Number Equal to 4) then do (Set VariableSet Monster_Type = "h000") else do (Do nothing)
If (Level_Number Equal to 4) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 5 --------
If (Level_Number Equal to 5) then do (Set VariableSet Monster_Type = "H004") else do (Do nothing)
If (Level_Number Equal to 5) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 6 --------
If (Level_Number Equal to 6) then do (Set VariableSet Monster_Type = "h006") else do (Do nothing)
If (Level_Number Equal to 6) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 7 --------
If (Level_Number Equal to 7) then do (Set VariableSet Monster_Type = "h007") else do (Do nothing)
If (Level_Number Equal to 7) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 8 --------
If (Level_Number Equal to 8) then do (Set VariableSet Monster_Type = "h003") else do (Do nothing)
If (Level_Number Equal to 8) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 9 --------
If (Level_Number Equal to 9) then do (Set VariableSet Monster_Type = "h008") else do (Do nothing)
If (Level_Number Equal to 9) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 10 --------
If (Level_Number Equal to 10) then do (Set VariableSet Monster_Type = "O000") else do (Do nothing)
If (Level_Number Equal to 10) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 11 --------
If (Level_Number Equal to 11) then do (Set VariableSet Monster_Type = "h00A") else do (Do nothing)
If (Level_Number Equal to 11) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 12 --------
If (Level_Number Equal to 12) then do (Set VariableSet Monster_Type = "h009") else do (Do nothing)
If (Level_Number Equal to 12) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 13 --------
If (Level_Number Equal to 13) then do (Set VariableSet Monster_Type = "h00B") else do (Do nothing)
If (Level_Number Equal to 13) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 14 --------
If (Level_Number Equal to 14) then do (Set VariableSet Monster_Type = "h00C") else do (Do nothing)
If (Level_Number Equal to 14) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 15 --------
If (Level_Number Equal to 15) then do (Set VariableSet Monster_Type = "U000") else do (Do nothing)
If (Level_Number Equal to 15) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
-------- Level 16 --------
If (Level_Number Equal to 16) then do (Set VariableSet Monster_Type = "h00D") else do (Do nothing)
If (Level_Number Equal to 16) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 17 --------
If (Level_Number Equal to 17) then do (Set VariableSet Monster_Type = "h00F") else do (Do nothing)
If (Level_Number Equal to 17) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 18 --------
If (Level_Number Equal to 18) then do (Set VariableSet Monster_Type = "h00G") else do (Do nothing)
If (Level_Number Equal to 18) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 19 --------
If (Level_Number Equal to 19) then do (Set VariableSet Monster_Type = "h00E") else do (Do nothing)
If (Level_Number Equal to 19) then do (Set VariableSet Monster_Amount = (Number of players)) else do (Do nothing)
-------- Level 20 --------
If (Level_Number Equal to 20) then do (Set VariableSet Monster_Type = "E000") else do (Do nothing)
If (Level_Number Equal to 20) then do (Set VariableSet Monster_Amount = "1") else do (Do nothing)
Victory
Events
Time - Every 0.50 seconds of game time
Conditions
Level_Number Equal to 20
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
Naga Music
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Sound - Play Music , skipping the first 0 seconds and fading in over 0 seconds
Sound - Play Music
Sound - Play Night Elf Defeat .
Sound - Play Night Elf Defeat , skipping the first 0 seconds
Wait 2 seconds
Quest Message
Events
Map initialization
Conditions
Actions
-------- Protech Red to win... for mor info check F9. --------
Wait 2 seconds
Quest
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Clan Sdw with the description Wanna join a good clan? Then join clan Sdw in Lorderan Gateway, enjoy b.net , using icon path ReplaceableTextures\CommandButtons\BTNNagaArmorUp2.blp
Quest - Create a Required quest titled Survive with the description Yoy need to protect the Naga leader...Red. If red dies, then you loose. Protect the Naga queen to survive, or face the hunters wraith! , using icon path ReplaceableTextures\CommandButtons\BTNNagaBurrow.blp
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