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Triggers
RicartenKingdom.w3x
Variables
Start
players see their bases
Invul Gates
Intro Movie
Start Movie
quest menu
quests
Ally
Ally
------------------------------------
makeing animals
make deer
make bunnies
owner of da tent
owner of da tent Copy
flare
killing animals
bunny death
deer death
kill stag in ork castle
kill bunny in ork castle
kill bunny in cave
kill bunny in castle
kill stag in caslte
kill stag in cave
------------------------------------
teal triggers
Red loses
Teal loses
Green loses
---------------------------
miners
miners Copy
miners Copy 2
------------------------------------
Gate Keeper
Attack
Ceeps in the city
Spawn
Ogre Respawn
Player12 Ogre Respawn
Ogre Capture
------------------------------------
Human Castle
open doors
open doors Copy
open doors Copy 2
open doors Copy 3
open doors Copy 4
open doors Copy 5
close doors
close doors Copy
close doors Copy 2
close doors Copy 3
close doors Copy 4
close doors Copy 5
-----------------------------------------
activeate cannon on left
cannon on the left
leaves cannon on left
-----------------------------------
active cannon on right
cannon on the right
leaves cannon on right
---------------------------
HC1 Siege tower set up
teleport hc1
hc1 tower dies
---------------------------
HC2 Siege tower set up
teleportHC2
hc1 tower dies Copy
ork castle
open doors Narach
close doors Narach
open doors ZulMawe
close doors ZulMawe
close door
open door
side door open
side door close
---------------------------
OC1 Siege tower set up
teleport OC1
OC1 tower dies
---------------------------
OC2 Siege tower set up
teleport OC2
OC2 tower dies
---------------------------
OC3 Siege tower set up
teleport OC3
OC3 tower dies Copy
---------------------------
------------------------------------
cave in/out
cave1 enter
cave1 leave
cave2 in/out
cave2 enter
cave2 leave
gold
gold1
gold2
Items
Fire stone spawn
Keg of black gunpowder spawn
Gems spawn
Raw iron spawn
------------------------------------
Gold
ZulMawe Gold Effect
Untitled Trigger 001
Ricarten Mines
Stomps Gold Effect
Narach Gold Movie
Ship back
Ship Remove
------------------------------------
Loses
Lose
subs
------------------------------------
Places
Observatory
Prison
Forest
------------------------------------
Revive Heros
rev1
rev2
rev3
rev4
rev5
------------------------------------
Towers
Buildings
Name
Type
is_array
initial_value
players see their bases
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across human_castle <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across human_castle <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across human_castle <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Troll <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across OC <gen>
Invul Gates
Events
Map initialization
Conditions
Actions
Destructible - Make Iron Gate 3539 <gen> Invulnerable
Destructible - Make Dungeon Gate 8103 <gen> Invulnerable
Destructible - Make Dark Gold 6358 <gen> Invulnerable
Intro Movie
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Human for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Human for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Human for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Troll for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Ogre for Player 12 (Brown) over 0 seconds
Camera - . Apply . gg_cam_Tauren for Player 6 (Orange) over 0 seconds
Cinematic - Send transmission to (All players) from Blademaster 0190 <gen> named Blade_Master45 : Play No sound and display Hello and welcome to *The Kingdom of Ricarten*. This is a war between 3 tribes - Narach Clan, Zul'Mawe Clan and Stompers Clan - and a kingdom - that contains the King, the War Commander and the Defence Sistem Commander - , but the three tribes are enemies too. Please read QUESTS (F9) and HAVE FUN !!! . Modify duration: Set to 22.00 seconds and Wait
Trigger - Run Start_Movie <gen> (checking conditions)
Start Movie
Events
Map initialization
Conditions
Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Ricarten King named King of Ricarten at (Center of (Playable map area)) : Play ShadowHunterPissed8 <gen> and display Hi and Welcome to my Kingdom. I'm The King of Ricarten. Let's kill all these clans leaders and destroy these monsters ! . Modify duration: Add 10.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 2 (Blue) . Zul'Mawe Clan Leader named Zul'maran at (Center of (Playable map area)) : Play RokhanPissed3 <gen> and display Hah! These idiot humans think they can win us! . Modify duration: Add 7.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 12 (Brown) . Stompers Clan Leader named Gorgonnash at (Center of (Playable map area)) : Play RokhanPissed3 <gen> and display Grrrrrrrrr.... Let's crush them all ! . Modify duration: Add 7.00 seconds and Wait
Cinematic - Send transmission to (All players) from a Player 6 (Orange) . Narach Clan Leader named Necro at (Center of (Playable map area)) : Play RokhanPissed3 <gen> and display We will let the Kingdom in the shadows. . Modify duration: Add 7.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 12 (Brown) over 0 seconds
Trigger - Turn on Untitled_Trigger_001 <gen>
quests
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Noobs Guide with the description -=By Blade_Master45=-Ok, so you are a noob ? I will explain the game for you...1. There are 3 tribes: Narach Clan, Zul'mawe Clan and Stompers Clan (They are enemies), and the forces of Ricarten (The War Commander, the Defence Sistem Commander and the King) (!!! And they ARE allies !!!). If your hero dies, he will revive after 240 seconds.2.To know the objectives and how to win, read "Objectives" quest.3.To see importants things about how the game works, read "Important Things".4.To see how open and close gates, read "Gates".5.And... to see somethings about how the game was made, read "Bibliography".6. If someone destroy your buildings, they will respawn after 360 seconds.Well... I think that's it. Thanks for playing my map and have fun ! , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Quest - Create a Required quest titled Objectives with the description The objective of the forests clans is destroy the other clans and the kingdom.*Suggestion* - Destroy the kingdom first, so the other clans will can help you before you destroy them :))).The Objective to the Kingdom Forces is destroy all forest clans. *Waring* - Don't let the King die or he will be booted from the game and his forces will ally the clan who killed him !!! , using icon path ReplaceableTextures\CommandButtons\BTNSnazzyScrollPurple.blp
Quest - Create a Optional quest titled Important Things with the description -=Narach Clan=-You get gold by a ship - every 400 seconds your camera will lock at the area that a ship will bring gold to you. After the "movie" ends you will get 2400 gold and the camera will be unlocked. The Narach Clan have diferent units wth diferent prices, and her leader have some items that he can't drop.If someone destroy your towers, they will respawn.-=Zul'Mawe Clan=-You get gold by a meteor that falls on the dark gold. Your camera will pan at the area that this will happens and will happens every 400 seconds of the game. After that you will recive 2400 gold too. Zul'Mawe Clan have just trolls. About all units have a "low" price, but 2 of they have a high price because they are the more powerfull units of the Clan.-=Stompers Clan=- You get gold by a ancient spell that bring 3600 gold for you. This will happens and yur camera will pan at the area every 600 seconds of the game. Do you want know why your "Gold Effect" is different? Well, is because your units are very more stronger, but , they have a high price too.The warriors of the Stompers Clan are all "giants" and very powerfull.If someone destroy your towers, they will respawn.-=Ricarten Forces=-You have some Miners near gold deposits. You get gold like melee.The warriors of Ricarten are humans, but there are some beasts too. They aren't very stronger, but they have a very low price.There are somethings that Green haves and Teal don't haves and vice-versa. Green can train beasts, and Teal can train Guardians. Red can train everything.If someone destroy your towers, they will respawn too :). Oh yes, more one thing, the area at right of your barracks is cursed: Every 180 seconds 6 hadow Creatures will spawn at this area and attack you, so, be alert!**-=Places=-**-=Caves=-There are 2 caves entrances at the east of the map, they take you to 2 different caves. At the caves, there are some gold deposits, and a lot of gems. In a periodic time, some items how raw iron and fire stone will spawn in the cave, but this only happens if you are IN the cave.-=Observatory=-The observatory is a place that you can get "Flares". To make a flare, you should get: 1 "Keg of black gunpowder", 1 "Raw Iron" and 1 "Fire Stone", and give all these items to the Tower that is in the Observatory in this order:Slot1= Keg of Black gunpowderSlot2=Raw IronSlot3=Fire StoneThen wait and a "Flare" will spawn at the center of the Observatory.-=Prison=- ( *IMPORTANT* )The King of Ricarten has captured the best guard of the Stompers Clan. He is at one prison, at the right top corner of the kingdom. Be careful, he is very stronger., and ( IMPORTANT) Don't let anyone of the Stompers Clan get in the prison or he will have control of the guard !!! If they take the guard, you need kill him, so he will back to the prison and they will need do everything back to get the guard again. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Optional quest titled Gates with the description -=Gates=-Near the gates there are 2 levers : one is to open and one to close the gates. To active they, it's just hit them. , using icon path ReplaceableTextures\CommandButtons\BTNArcaniteArchitecture.blp
Quest - Create a Optional quest titled Bibliography with the description This map was half completly made and tested by Blade_Master45: All the custom units, items, abilities and dooads.But I has a help of Ork_Warboss on the terrian.Thanks for all the people that gave me the custom models and a special thanks for Ork_Warboss for help with the terrian.Was really hard make this map, is a very nice map and I hope that you have fun ! ---- Blade_Master45 ---- , using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
Ally
Events
Map initialization
Conditions
Actions
Player - Make Neutral Passive treat Player 1 (Red) as an Ally
Player - Make Player 1 (Red) treat Neutral Passive as an Neutral
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Enemy
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Enemy
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Enemy
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Enemy
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Enemy
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Enemy
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Enemy
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Enemy
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Enemy
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Enemy
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Enemy
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Enemy
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Enemy
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Enemy
make deer
Events
Time - Every 360.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
make bunnies
Events
Time - Every 90.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
owner of da tent
Events
Unit - A unit enters public_market <gen>
Conditions
Actions
Unit - Change ownership of Ricarten Guard Tower 0028 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn on Keg_of_black_gunpowder_spawn <gen>
owner of da tent Copy
Events
Unit - A unit leaves public_market <gen>
Conditions
Actions
Unit - Change ownership of Ricarten Guard Tower 0028 <gen> to Neutral Passive and Change color
Trigger - Turn off Keg_of_black_gunpowder_spawn <gen>
flare
Events
Unit - Ricarten Guard Tower 0028 <gen> Acquires an item
Conditions
(Item-type of (Item carried by Ricarten Guard Tower 0028 <gen> in slot 1)) Equal to Keg of black gunpowder
(Item-type of (Item carried by Ricarten Guard Tower 0028 <gen> in slot 2)) Equal to Raw Iron
(Item-type of (Item carried by Ricarten Guard Tower 0028 <gen> in slot 3)) Equal to Fire Stone
Actions
Item - Remove (Item carried by Ricarten Guard Tower 0028 <gen> in slot 1)
Item - Remove (Item carried by Ricarten Guard Tower 0028 <gen> in slot 2)
Item - Remove (Item carried by Ricarten Guard Tower 0028 <gen> in slot 3)
Item - Create Flare at (Center of king_rejection <gen>)
bunny death
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Item - Create at (Position of (Triggering unit))
deer death
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Item - Create at (Position of (Triggering unit))
Item - Create at (Position of (Triggering unit))
kill stag in ork castle
Events
Unit - A unit enters OC <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in ork castle
Events
Unit - A unit enters OC <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in cave
Events
Unit - A unit enters cave <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in castle
Events
Unit - A unit enters human_castle <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
kill stag in caslte
Events
Unit - A unit enters human_castle <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
kill stag in cave
Events
Unit - A unit enters cave <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
Red loses
Events
Unit - Ricarten King 0043 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
Teal loses
Events
Unit - Ricarten King 0043 <gen> Dies
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Defeat!
Green loses
Events
Unit - Ricarten King 0043 <gen> Dies
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Defeat!
miners
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Miner
Actions
Player - Add 20 to Player 1 (Red) . Current lumber
miners Copy
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Miner
Actions
Player - Add 20 to Player 1 (Red) . Current lumber
miners Copy 2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Miner
Actions
Player - Add 20 to Player 1 (Red) . Current lumber
Attack
Events
Unit - A unit enters Cage_gate <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
Actions
Unit - Order Gate Guardian 0027 <gen> to Attack . (Triggering unit)
Spawn
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Create 6 . Shadow Creature for Neutral Hostile at (Random point in Undead_Respawn <gen>) facing Default building facing degrees
Ogre Respawn
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Captured Stompers Guard
Actions
Wait 280.00 seconds
Unit - Create 1 . Captured Stompers Guard for Neutral Hostile at (Center of Captured_Ogre_Guard <gen>) facing Default building facing degrees
Player12 Ogre Respawn
Events
Unit - A unit Dies
Conditions
(((Owner of (Killing unit)) Not equal to Player 1 (Red)) and ((Owner of (Killing unit)) Not equal to Player 3 (Teal))) and ((Owner of (Killing unit)) Not equal to Player 7 (Green))
(Unit-type of (Triggering unit)) Equal to Captured Stompers Guard
Actions
Wait 140.00 seconds
Unit - Create 1 . Captured Stompers Guard for Player 12 (Brown) at (Center of BIG_OGRE <gen>) facing Default building facing degrees
Ogre Capture
Events
Unit - A unit Dies
Conditions
(((Owner of (Killing unit)) Equal to Player 1 (Red)) or ((Owner of (Killing unit)) Equal to Player 3 (Teal))) or ((Owner of (Killing unit)) Equal to Player 7 (Green))
(Unit-type of (Triggering unit)) Equal to Captured Stompers Guard
Actions
Unit - Create 1 . Captured Stompers Guard for Neutral Hostile at (Center of Captured_Ogre_Guard <gen>) facing Default building facing degrees
Trigger - Turn on Ogre_Respawn <gen>
Trigger - Turn off Player12_Ogre_Respawn <gen>
Trigger - Turn off (This trigger)
open doors
Events
Destructible - Lever 2080 <gen> dies
Conditions
Actions
Destructible - Open Massive Ruined Gate 2073 <gen>
Destructible - Open Massive Ruined Gate 2076 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2080 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors Copy
Events
Destructible - Lever 2044 <gen> dies
Conditions
Actions
Destructible - Open Dungeon Gate 1672 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2044 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors Copy 2
Events
Destructible - Lever 2040 <gen> dies
Conditions
Actions
Destructible - Open Gate 0805 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2040 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors Copy 3
Events
Destructible - Lever 2041 <gen> dies
Conditions
Actions
Destructible - Open City Entrance 0001 <gen>
Destructible - Open City Entrance 0000 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2041 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors Copy 4
Events
Destructible - Lever 6430 <gen> dies
Conditions
Actions
Destructible - Open City Entrance 0001 <gen>
Destructible - Open City Entrance 0000 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 6430 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors Copy 5
Events
Destructible - Lever 6436 <gen> dies
Conditions
Actions
Destructible - Open Gate 0002 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 6436 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors
Events
Destructible - Lever 2079 <gen> dies
Conditions
Actions
Destructible - Close Massive Ruined Gate 2073 <gen>
Destructible - Close Massive Ruined Gate 2076 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2079 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Copy
Events
Destructible - Lever 2043 <gen> dies
Conditions
Actions
Destructible - Close Dungeon Gate 1672 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2043 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Copy 2
Events
Destructible - Lever 2039 <gen> dies
Conditions
Actions
Destructible - Close Gate 0805 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2039 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Copy 3
Events
Destructible - Lever 2042 <gen> dies
Conditions
Actions
Destructible - Close City Entrance 0001 <gen>
Destructible - Close City Entrance 0000 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 2042 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Copy 4
Events
Destructible - Lever 6431 <gen> dies
Conditions
Actions
Destructible - Close City Entrance 0000 <gen>
Destructible - Close City Entrance 0001 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 6431 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Copy 5
Events
Destructible - Lever 6437 <gen> dies
Conditions
Actions
Destructible - Close Gate 0002 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 6437 <gen> with (Max life of (Last created destructible)) life and Show birth animation
activeate cannon on left
Events
Unit - A unit enters cannon_left <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Trigger - Turn on cannon_on_the_left <gen>
cannon on the left
Events
Unit - A unit enters cannon_left <gen>
Time - Elapsed game time is 2.00 seconds
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Order Cannon 0041 <gen> to Attack Ground . (Center of siege_tower_HC1_Placement <gen>)
leaves cannon on left
Events
Unit - A unit leaves cannon_left <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Order Cannon 0041 <gen> to Stop .
active cannon on right
Events
Unit - A unit enters cannon_right <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Trigger - Turn on cannon_on_the_right <gen>
cannon on the right
Events
Unit - A unit enters cannon_right <gen>
Time - Elapsed game time is 2.00 seconds
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Order Cannon 0042 <gen> to Attack Ground . (Center of siege_tower_HC2 <gen>)
leaves cannon on right
Events
Unit - A unit leaves cannon_right <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Passive
Actions
Unit - Order Cannon 0042 <gen> to Stop .
HC1 Siege tower set up
Events
Unit - A unit enters siege_tower_HC1_Placement <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of sige_ladder_HC1_Exit <gen>) over 0 seconds
Trigger - Turn on teleport_hc1 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport hc1
Events
Unit - A unit enters siege_tower_hc1_entery <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of sige_ladder_HC1_Exit <gen>) , facing (Position of (Triggering unit))
hc1 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_hc1 <gen>
HC2 Siege tower set up
Events
Unit - A unit enters siege_tower_HC2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of siege_tower_HC2_exit <gen>) over 0 seconds
Trigger - Turn on teleportHC2 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleportHC2
Events
Unit - A unit enters siege_tower_HC2_entry <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of siege_tower_HC2_exit <gen>) , facing (Position of (Triggering unit))
hc1 tower dies Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleportHC2 <gen>
open doors Narach
Events
Destructible - Lever 8955 <gen> dies
Conditions
Actions
Destructible - Open Elven Gate 8922 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 8955 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors Narach
Events
Destructible - Lever 8938 <gen> dies
Conditions
Actions
Destructible - Close Elven Gate 8922 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 8938 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open doors ZulMawe
Events
Destructible - Lever 8966 <gen> dies
Conditions
Actions
Destructible - Open Dungeon Gate 8959 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 8966 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors ZulMawe
Events
Destructible - Lever 8962 <gen> dies
Conditions
Actions
Destructible - Close Dungeon Gate 8959 <gen>
Wait 1.00 seconds
Destructible - Resurrect Lever 8962 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close door
Events
Destructible - Lever 3663 <gen> dies
Conditions
Actions
Destructible - Close Dungeon Gate 8103 <gen>
Destructible - Resurrect Lever 3663 <gen> with (Max life of (Last created destructible)) life and Show birth animation
open door
Events
Destructible - Lever 3295 <gen> dies
Conditions
Actions
Destructible - Open Iron Gate 3539 <gen>
Destructible - Resurrect Lever 3295 <gen> with (Max life of (Last created destructible)) life and Show birth animation
side door open
Events
Destructible - Lever 3296 <gen> dies
Conditions
Actions
Destructible - Open Dungeon Gate 8103 <gen>
Destructible - Resurrect Lever 3296 <gen> with (Max life of (Last created destructible)) life and Show birth animation
side door close
Events
Destructible - Lever 5029 <gen> dies
Conditions
Actions
Destructible - Close Iron Gate 3539 <gen>
Destructible - Resurrect Lever 5029 <gen> with (Max life of (Last created destructible)) life and Show birth animation
OC1 Siege tower set up
Events
Unit - A unit enters OC_siege_tower_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of OC_siege_tower_exit <gen>) over 0 seconds
Trigger - Turn on teleport_OC1 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC1
Events
Unit - A unit enters OC_siege_tower_entry <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of OC_siege_tower_exit <gen>) , facing (Position of (Triggering unit))
OC1 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC1 <gen>
OC2 Siege tower set up
Events
Unit - A unit enters siege_tower_OC2_Set_up <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of OC2_siege_tower_exit <gen>) over 0 seconds
Trigger - Turn on teleport_OC2 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC2
Events
Unit - A unit enters OC_SIEGE_TOWER_2_ENTERY <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of OC2_siege_tower_exit <gen>) , facing (Position of (Triggering unit))
OC2 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC2 <gen>
OC3 Siege tower set up
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of Region_042 <gen>) over 0 seconds
Trigger - Turn on teleport_OC3 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC3
Events
Unit - A unit enters Region_043 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_042 <gen>) , facing (Position of (Triggering unit))
OC3 tower dies Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC3 <gen>
cave1 enter
Events
Unit - A unit enters cave_in_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_2 <gen>)
Trigger - Turn on gold1 <gen>
Trigger - Turn on Fire_stone_spawn <gen>
Trigger - Turn on Gems_spawn <gen>
Trigger - Turn on Raw_iron_spawn <gen>
cave1 leave
Events
Unit - A unit enters cave_in_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_1 <gen>)
Trigger - Turn off gold1 <gen>
Trigger - Turn off Fire_stone_spawn <gen>
Trigger - Turn off Gems_spawn <gen>
Trigger - Turn off Raw_iron_spawn <gen>
cave2 enter
Events
Unit - A unit enters cave_in_3 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_4 <gen>)
Trigger - Turn on gold2 <gen>
Trigger - Turn on Fire_stone_spawn <gen>
Trigger - Turn on Gems_spawn <gen>
Trigger - Turn on Raw_iron_spawn <gen>
cave2 leave
Events
Unit - A unit enters cave_in_4 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_3 <gen>)
Trigger - Turn off gold2 <gen>
Trigger - Turn off Fire_stone_spawn <gen>
Trigger - Turn off Gems_spawn <gen>
Trigger - Turn off Raw_iron_spawn <gen>
gold1
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Gold at (Center of gold_spawn_1 <gen>)
Item - Create Gold at (Center of gold_spawn_1 <gen>)
Item - Create Gold at (Center of gold_spawn_1 <gen>)
Item - Create Gold at (Center of gold_spawn_1 <gen>)
Item - Create Gold at (Center of gold_spawn_1 <gen>)
gold2
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Gold at (Center of gold_spawn_2 <gen>)
Item - Create Gold at (Center of gold_spawn_2 <gen>)
Item - Create Gold at (Center of gold_spawn_2 <gen>)
Item - Create Gold at (Center of gold_spawn_2 <gen>)
Item - Create Gold at (Center of gold_spawn_2 <gen>)
Fire stone spawn
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Fire Stone at (Random point in cave <gen>)
Item - Create Fire Stone at (Random point in cave <gen>)
Item - Create Fire Stone at (Random point in cave <gen>)
Item - Create Fire Stone at (Random point in cave <gen>)
Keg of black gunpowder spawn
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Item - Create Keg of black gunpowder at (Center of Gunpowder <gen>)
Gems spawn
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Gem at (Random point in cave <gen>)
Item - Create Gem at (Random point in cave <gen>)
Item - Create Gem at (Random point in cave <gen>)
Item - Create Gem at (Random point in cave <gen>)
Item - Create Gem at (Random point in cave <gen>)
Item - Create Gem at (Random point in cave <gen>)
Raw iron spawn
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Raw Iron at (Random point in cave <gen>)
Item - Create Raw Iron at (Random point in cave <gen>)
Item - Create Raw Iron at (Random point in cave <gen>)
Item - Create Raw Iron at (Random point in cave <gen>)
Item - Create Raw Iron at (Random point in cave <gen>)
Item - Create Raw Iron at (Random point in cave <gen>)
ZulMawe Gold Effect
Events
Time - Every 400.00 seconds of game time
Conditions
Actions
Camera - Pan camera for Player 2 (Blue) to (Center of Meteor_Fall <gen>) over 0 seconds
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using Objects\Spawnmodels\Demon\InfernalMeteor\InfernalMeteor3.mdl
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Meteor_Fall <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Player - Add 2400 to Player 2 (Blue) . Current gold
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Wait 6.00 seconds
Trigger - Run ZulMawe_Gold_Effect <gen> (checking conditions)
Trigger - Run Stomps_Gold_Effect <gen> (checking conditions)
Trigger - Run Narach_Gold_Movie <gen> (checking conditions)
Wait 25.00 seconds
Game - Display to (All players) the text: If your hero dies, he will revive after 300 seconds. If someone destroy your buildings, they will respawn after 270 seconds.
Ricarten Mines
Events
Time - Every 720.00 seconds of game time
Conditions
Actions
Neutral Building - Add 50000 gold to Gold Mine 0038 <gen>
Neutral Building - Add 50000 gold to Gold Mine 0039 <gen>
Neutral Building - Add 50000 gold to Gold Mine 0040 <gen>
Neutral Building - Add 50000 gold to Gold Mine 0116 <gen>
Neutral Building - Add 50000 gold to Gold Mine 0117 <gen>
Stomps Gold Effect
Events
Time - Every 600.00 seconds of game time
Conditions
Actions
Camera - Pan camera for Player 12 (Brown) to (Center of Stomp_Totem <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Stomp_Totem <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Special Effect - Create a special effect at (Center of Stomp_Totem <gen>) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Stomp_Totem <gen>) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
Player - Add 3250 to Player 12 (Brown) . Current gold
Narach Gold Movie
Events
Time - Every 400.00 seconds of game time
Conditions
Actions
Cinematic - Disable user control for Player Group - Player 6 (Orange) .
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across SHIP_GOLD <gen>
Camera - Pan camera for Player 6 (Orange) to (Center of Oj_Gold <gen>) over 0 seconds
Unit - Create 1 . Human Transport Ship for Neutral Passive at (Center of Ship_come <gen>) facing Default building facing degrees
Wait 0.01 seconds
Unit - Order (Random unit from (Units of type Human Transport Ship)) to Move To . (Center of Ship_Back <gen>)
Ship back
Events
Unit - A unit enters Ship_Back <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Human Transport Ship
Actions
Special Effect - Create a special effect at (Random point in Gold_Effect <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Gold_Effect <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Gold_Effect <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Gold_Effect <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Create a special effect at (Random point in Gold_Effect <gen>) using UI\Feedback\GoldCredit\GoldCredit.mdl
Player - Add 2400 to Player 6 (Orange) . Current gold
Wait 3.00 seconds
Unit - Order (Triggering unit) to Move To . (Center of Ship_come <gen>)
Trigger - Turn on Ship_Remove <gen>
Ship Remove
Events
Unit - A unit enters Ship_come <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Human Transport Ship
Actions
Unit - Remove (Triggering unit) from the game
Wait 0.10 seconds
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Fog of war across SHIP_GOLD <gen>
Cinematic - Enable user control for Player Group - Player 6 (Orange) .
Trigger - Turn off (This trigger)
Lose
Events
Unit - Ricarten King 0043 <gen> Dies
Conditions
Actions
Unit - Change ownership of Ricarten Barracks 0033 <gen> to (Owner of (Killing unit)) and Change color
Unit - Change ownership of Ricarten Barracks 0032 <gen> to (Owner of (Killing unit)) and Change color
Unit - Change ownership of Ricarten Barracks 0031 <gen> to (Owner of (Killing unit)) and Change color
Unit - Change ownership of Animals Training Camp 0001 <gen> to (Owner of (Killing unit)) and Change color
Wait 2 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Kill (Picked unit))
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Kill (Picked unit))
subs
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 6 (Orange) leaves the game with a defeat
Player - Player 7 (Green) leaves the game with a defeat
Player - Player 12 (Brown) leaves the game with a defeat
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Matching player)) and do (Change ownership of (Picked unit) to Neutral Hostile and Retain color)
Observatory
Events
Unit - A unit enters public_market <gen>
Conditions
Actions
Game - Display to (All players) the text: -Observatory- To get a flare you need : -Fire Stone -Raw Iron -Keg of black gunpowder Put all these things in the tower and thats it
Prison
Events
Unit - A unit enters Captures_Ogre <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Change ownership of Captured Stompers Guard 0037 <gen> to Player 12 (Brown) and Change color
Trigger - Turn off Ogre_Respawn <gen>
Trigger - Turn on Player12_Ogre_Respawn <gen>
Trigger - Turn on Ogre_Capture <gen>
Forest
Events
Time - Every 360.00 seconds of game time
Conditions
Actions
Unit - Create 30 . Draenei Darkslayer for Neutral Hostile at (Random point in (Playable map area)) facing Default building facing degrees
rev1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Narach Clan Leader
Actions
Player - Add -500 to Player 6 (Orange) . Current gold
Game - Display to Player Group - Player 6 (Orange) the text: Your hero is dead. He will revive after 240 seconds
Wait 240.00 seconds
Unit - Create 1 . Narach Clan Leader for Player 6 (Orange) at (Center of Rev1 <gen>) facing Default building facing degrees
rev2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Stompers Clan Leader
Actions
Player - Add -500 to Player 12 (Brown) . Current gold
Game - Display to Player Group - Player 12 (Brown) the text: Your hero is dead. He will revive after 240 seconds
Wait 240.00 seconds
Unit - Create 1 . Stompers Clan Leader for Player 12 (Brown) at (Center of Rev2 <gen>) facing Default building facing degrees
rev3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Zul'Mawe Clan Leader
Actions
Player - Add -500 to Player 2 (Blue) . Current gold
Game - Display to Player Group - Player 2 (Blue) the text: Your hero is dead. He will revive after 240 seconds
Wait 240.00 seconds
Unit - Create 1 . Zul'Mawe Clan Leader for Player 2 (Blue) at (Center of Rev3 <gen>) facing Default building facing degrees
rev4
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to War Commander
Actions
Player - Add -500 to Player 7 (Green) . Current gold
Game - Display to Player Group - Player 7 (Green) the text: Your hero is dead. He will revive after 240 seconds
Wait 240.00 seconds
Unit - Create 1 . War Commander for Player 7 (Green) at (Center of Rev4 <gen>) facing Default building facing degrees
rev5
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Kingdom Defence Sistem Commander
Actions
Player - Add -500 to Player 3 (Teal) . Current gold
Game - Display to Player Group - Player 3 (Teal) the text: Your hero is dead. He will revive after 240 seconds
Wait 240.00 seconds
Unit - Create 1 . Kingdom Defence Sistem Commander for Player 3 (Teal) at (Center of Rev5 <gen>) facing Default building facing degrees
Buildings
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
Actions
Wait 360.00 seconds
Unit - Create 1 . (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
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