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Triggers
Consulate Race.w3x
Variables
Variables
Spells
Magic Stasis Started
Evernight Pendant Level Up
Elation Armor Level Up
Initialization
Melee Initialization
Consulate Ready
Consulate Music
Name
Type
is_array
initial_value
ConsulateMusic
string
No
TempEffect
effect
No
TempUnit
unit
No
Magic Stasis Started
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Sleep (Neutral Hostile)
Actions
Custom script: local unit udg_TempUnit
Custom script: local effect udg_TempEffect
Set Variable Set TempUnit = (Target unit of ability being cast)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Target unit of ability being cast) using RuneShell.mdx
Set Variable Set TempEffect = (Last created special effect)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Unit - Make TempUnit Invulnerable
Unit - Pause TempUnit
Wait 45.00 seconds
Unit - Unpause TempUnit
Unit - Make TempUnit Vulnerable
Else - Actions
Unit - Make TempUnit Invulnerable
Unit - Pause TempUnit
Wait 45.00 seconds
Unit - Unpause TempUnit
Unit - Make TempUnit Vulnerable
Special Effect - Destroy TempEffect
Set Variable Set TempUnit = No unit
Evernight Pendant Level Up
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 1
Then - Actions
Sound - Play WandOfIllusionTarget1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Mana Regeneration to (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 2
Then - Actions
Sound - Play WandOfIllusionTarget1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Mana Regeneration to (Killing unit)
Unit - Remove Item Mana Regeneration from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 3
Then - Actions
Sound - Play WandOfIllusionTarget1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Mana Regeneration to (Killing unit)
Unit - Remove Item Mana Regeneration from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 4
Then - Actions
Sound - Play WandOfIllusionTarget1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Mana Regeneration to (Killing unit)
Unit - Remove Item Mana Regeneration from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 5
Then - Actions
Sound - Play WandOfIllusionTarget1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Mana Regeneration to (Killing unit)
Unit - Remove Item Mana Regeneration from (Killing unit)
Else - Actions
Elation Armor Level Up
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 1
Then - Actions
Sound - Play SpellShieldImpact1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Armor Bonus (+1) to (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 2
Then - Actions
Sound - Play SpellShieldImpact1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Armor Bonus (+1) to (Killing unit)
Unit - Remove Item Armor Bonus (+1) from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 3
Then - Actions
Sound - Play SpellShieldImpact1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Armor Bonus (+1) to (Killing unit)
Unit - Remove Item Armor Bonus (+1) from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 4
Then - Actions
Sound - Play SpellShieldImpact1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Armor Bonus (+1) to (Killing unit)
Unit - Remove Item Armor Bonus (+1) from (Killing unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Long Rifles (Icon) for (Killing unit)) Equal to 5
Then - Actions
Sound - Play SpellShieldImpact1 <gen> at 100 % volume, attached to (Killing unit)
Unit - Increase level of Long Rifles (Icon) for (Killing unit)
Unit - Add Item Armor Bonus (+1) to (Killing unit)
Unit - Remove Item Armor Bonus (+1) from (Killing unit)
Else - Actions
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Trigger - Run Consulate_Ready <gen> (checking conditions)
Consulate Ready
Events
Conditions
Actions
Player Group - Pick every player in (All players) 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
(Race of (Picked player)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Town Hall
Then - Actions
Unit - Replace (Picked unit) with a Town Hall using The old unit's relative life and mana
Else - Actions
Unit - Replace (Picked unit) with a Peasant using The old unit's relative life and mana
Player - Limit training of Heroes to 3 for (Picked player)
Player - Limit training of Warden to 1 for (Picked player)
Player - Limit training of High Elf Archmage to 1 for (Picked player)
Player - Limit training of Blood Mage to 1 for (Picked player)
Player - Limit training of Dark Knight to 1 for (Picked player)
Else - Actions
Do nothing
Consulate Music
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Sound - Clear the music list
Sound - Stop music Immediately
Set Variable Set ConsulateMusic = "02 Welcome Back Commander.mp3"
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