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Animation - Play Keeper of the Grove 0012 <gen> 's Spell animation
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 - Set starting resources (for all players)
Melee Game - Create Human starting units for Player 7 (Green) at (Player 7 (Green) start location) ( Exclude Heroes)
Melee Game - Create Orc starting units for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 9 (Gray) at (Player 9 (Gray) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 8 (Pink) at (Player 8 (Pink) start location) ( Exclude Heroes)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Melee Game - Create Orc starting units for Player 6 (Orange) at (Player 6 (Orange) start location) ( Exclude Heroes)
Melee Game - Create Orc starting units for Player 5 (Yellow) at (Player 5 (Yellow) start location) ( Exclude Heroes)
Melee Game - Create Orc starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Exclude Heroes)
Melee Game - Create Orc starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 4 (Purple) at (Player 4 (Purple) start location) ( Exclude Heroes)
Melee Game - Run melee AI scripts (for computer players)
Visibility
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_007 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_007 <gen>
ArenaText
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Warning: Masses of Creatures ahead! at (Center of Region_002 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Warning: Masses of Creatures ahead! at (Center of Region_003 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Apocalypse1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Apocalypse
Actions
Set Variable Set Caster = (Triggering unit)
Set Variable Set Angle = (Position of Caster)
Unit - Hide Caster
Set Variable Set Units = (Units within 400.00 of (Position of Caster).)
Unit - Unhide Caster
Selection - Add Caster to selection
Trigger - Turn on Apocalypse2 <gen>
Wait 1.00 game-time seconds
Trigger - Turn off Apocalypse2 <gen>
Apocalypse2
Events
Time - Every 0.06 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Units and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 18.00 towards (Angle from Angle to (Position of (Picked unit))) degrees.)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
ApocalypseSound
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Apocalypse
Actions
Sound - Play LH_LichKing_LightsHopeEvent06 <gen>
Game - Display to (All players) the text: |cffffcc00Arthas|r: Apocalypse!
SoulRemoveSound
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Soul Removal
Actions
Sound - Play SoulTake01 <gen>
Game - Display to (All players) the text: |cffffcc00Arthas|r: His soul is mine now.
SummonScourge
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Summon Scourge Soldiers
Actions
Sound - Play SummonMinions <gen>
Game - Display to (All players) the text: |cffffcc00Arthas has summoned minions!|r
FreezingShards1
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Freezing Shards
Actions
Set Variable Set CasterKel = (Triggering unit)
Set Variable Set AngleKel = (Position of Caster)
Unit - Hide CasterKel
Set Variable Set UnitsKel = (Units within 400.00 of (Position of Caster).)
Unit - Unhide CasterKel
Selection - Add Caster to selection
Trigger - Turn on FreezingShards2 <gen>
Wait 1.00 game-time seconds
Trigger - Turn off FreezingShards2 <gen>
FreezingShards2
Events
Time - Every 0.06 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Units and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to ((Position of (Picked unit)) offset by 18.00 towards (Angle from AngleKel to (Position of (Picked unit))) degrees.)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Picked unit) using Abilities\Weapons\FrostWyrmMissile\FrostWyrmMissile.mdl
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