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Triggers
Ruin Pass v.1.01.w3x
Variables
Initialization
Setup Alliances
RuleSet
Hero Cap
Timer
DeBug
Gold Trickle
Starting Gold
Turn Bounty On
Time Warden
Warden Dies
Spawning Warden
World View
Night
Day
Spawning and Ending
Defenders Hold Out
Bandits Enter Defenders
Quick Win
Spawn Defenders
Spawn Bandits
Cart Revival
Cart Revival Buried
Neutral Shop
Sheep Equal 0
Game Phase 1
Secret
Secret Nightelf
Leader of Night Elf Dies
Engineers die
All Invulnerable
Trade Port Dies
Hero Teleport
Villiager Hero
King Hero
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
ChooseHero
dialog
No
HeroAt15Min
button
No
HeroAtStart
button
No
HeroFor1
button
No
HeroForAll
button
No
LoseTimer
timer
No
SetHeroALL
dialog
No
TimeHeroSpawn
dialog
No
UnitGorp
group
No
Setup Alliances
Events
Map initialization
Conditions
Actions
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Enemy
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Enemy
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Enemy
RuleSet
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Game - Display to (All allies of Player 1 (Red).) the text: Ruleset:|cff995500First of all! Welcome to the world of Ruin. You objective as a survivor of the town of Northgard is to invade the neighbouring keep responsible for the attack. in order to do that you must first kill the trade port master. After killing the Trade Port Master, You must invade the castletown itself and take out all the 4 Defence Engineers. Only then will the king will be availble for attack.Good Luck and Have Fun!|r
Game - Display to (All allies of Player 5 (Yellow).) the text: Ruleset:|cff995500First of all! Welcome to the world of Ruin. Your objective as a defender is to portect is king and his interests untill the timer runs out or all the 4 supply carts that will be hidden by the villiages have been destroyed. They will first attack the Trade Port Master, as he will unlock the front gates to the keep, then they will attempt to kill all 4 Defence Engineers to unlock the gates to the keep. During this time you have to constantly defend your kingdom, be warned that the villiagers have 200 food cap as opposed to your 150 food cap.Good Luck and Have Fun! |r
Hero Cap
Events
Map initialization
Conditions
Actions
Player - Limit training of Heroes to 1 for Player 1 (Red)
Player - Limit training of Heroes to 1 for Player 2 (Blue)
Player - Limit training of Heroes to 1 for Player 3 (Teal)
Player - Limit training of Heroes to 1 for Player 4 (Purple)
Player - Limit training of Heroes to 1 for Player 5 (Yellow)
Player - Limit training of Heroes to 1 for Player 6 (Orange)
Player - Limit training of Heroes to 1 for Player 7 (Green)
Player - Limit training of Heroes to 1 for Player 8 (Pink)
Timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Custom script: local timerdialog LoseTimerWindow
Countdown Timer - Start LoseTimer as a One-shot timer that will expire in 3600.00 seconds
Countdown Timer - Create a timer window for LoseTimer with title Remaining Time for Assault:
Custom script: set LoseTimerWindow = GetLastCreatedTimerDialogBJ()
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
Player - Set Player 12 (Brown) . Current gold to 0
Player - Set Player 12 (Brown) . Current lumber to 0
Player - Set Player 12 (Brown) . Food cap to 0
Gold Trickle
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: |cffff0000You have recieved aid!|r
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
Starting Gold
Events
Map initialization
Conditions
Actions
Player - Add 1000 to Player 1 (Red) . Current gold
Player - Add 1000 to Player 2 (Blue) . Current gold
Player - Add 1000 to Player 3 (Teal) . Current gold
Player - Add 1000 to Player 4 (Purple) . Current gold
Player - Add 1000 to Player 5 (Yellow) . Current gold
Player - Add 1000 to Player 6 (Orange) . Current gold
Player - Add 1000 to Player 7 (Green) . Current gold
Player - Add 1000 to Player 8 (Pink) . Current gold
Turn Bounty On
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Warden Dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Time Warden
Actions
Game - Display to (All players) for 5.00 seconds the text: The Time Warden has Died! Hurry and get yours before someone else does!
Trigger - Turn on Spawning_Warden <gen>
Spawning Warden
Events
Unit - A unit enters Region_007 <gen>
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: A Time Warden Has Been Summoned! Beware!
Unit - Create 1 . Time Warden for (Owner of (Triggering unit)) at (Center of Region_008 <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Trigger - Turn off (This trigger)
World View
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to World View
Actions
Floating Text - Create floating text that reads I see all. above (Casting unit) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 5.00 seconds
Floating Text - Destroy (Last created floating text)
Night
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Night
Actions
Game - Set the time of day to 24.00
Day
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Day
Actions
Game - Set the time of day to 12.00
Defenders Hold Out
Events
Time - Elapsed game time is 36000.00 seconds
Conditions
Actions
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 2 (Blue) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 3 (Teal) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 4 (Purple) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Bandits Enter Defenders
Events
Unit - King George IIV 0369 <gen> Dies
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 6 (Orange) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 8 (Pink) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 7 (Green) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Quick Win
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Supplies Cart units owned by Player 1 (Red)) Equal to 0
(Number of living Buried Cart units owned by Player 1 (Red)) Equal to 0
(Number of living Supplies Cart units owned by Player 2 (Blue)) Equal to 0
(Number of living Supplies Cart units owned by Player 3 (Teal)) Equal to 0
(Number of living Supplies Cart units owned by Player 4 (Purple)) Equal to 0
(Number of living Buried Cart units owned by Player 2 (Blue)) Equal to 0
(Number of living Buried Cart units owned by Player 3 (Teal)) Equal to 0
(Number of living Buried Cart units owned by Player 4 (Purple)) Equal to 0
Then - Actions
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 2 (Blue) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 3 (Teal) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Defeat Player 4 (Purple) with the message: You have been defeated! Remember you might want a rematch or swap teams so don't leave!
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Else - Actions
Do nothing
Spawn Defenders
Events
Unit - A unit enters Spawn_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Redirect_1 <gen>)
Spawn Bandits
Events
Unit - A unit enters Spawn_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Redirect_2 <gen>)
Cart Revival
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Supplies Cart
Actions
Game - Display to (All allies of Player 1 (Red).) for 5.00 seconds the text: |cffff0000One of your team's Supplies Caravan had been destroyed! Please wait 30 seconds before it will be revived in the starting point.|r
Wait 30.00 seconds
Unit - Create 1 . Supplies Cart for (Triggering player) at (Center of End_2 <gen>) facing Default building facing degrees
Cart Revival Buried
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Buried Cart
Actions
Game - Display to (All allies of Player 1 (Red).) for 5.00 seconds the text: |cffff0000One of your team's Supplies Caravan had been destroyed! Please wait 30 seconds before it will be revived in the starting point.|r
Wait 30.00 seconds
Unit - Create 1 . Supplies Cart for (Triggering player) at (Center of End_2 <gen>) facing Default building facing degrees
Sheep Equal 0
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Sheep units owned by Neutral Passive) Equal to 0
Then - Actions
Unit - Create 1 Farm Joe's Secret Shack for Neutral Passive at (Center of Farmer_Joe <gen>) facing (Random point in (Playable map area))
Else - Actions
Do nothing
Secret
Events
Map initialization
Conditions
Actions
Unit - Make Leader of the Night Elves 0454 <gen> Invulnerable
Secret Nightelf
Events
Unit - Humpfry The Giant 0436 <gen> Dies
Conditions
Actions
Unit - Make Leader of the Night Elves 0454 <gen> Vulnerable
Leader of Night Elf Dies
Events
Unit - Leader of the Night Elves 0454 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: |cffff0000The Nightelf Warden has died! The survivors have looted her hideout and obtained 10000 gold each!|r
Player - Add 10000 to Player 1 (Red) . Current gold
Player - Add 10000 to Player 2 (Blue) . Current gold
Player - Add 10000 to Player 3 (Teal) . Current gold
Player - Add 10000 to Player 4 (Purple) . Current gold
Engineers die
Events
Unit - A unit Dies
Conditions
(Number of living Mortar Team units owned by Player 12 (Brown)) Equal to 0
Actions
Game - Display to (All players) the text: |cffff0000The Survivors have breeched the King's Steps!|r
Destructible - Make Iron Gate 1830 <gen> Invulnerable
Destructible - Make Iron Gate 1831 <gen> Invulnerable
All Invulnerable
Events
Map initialization
Conditions
Actions
Unit - Make King George IIV 0369 <gen> Invulnerable
Unit - Make Mortar Team 0379 <gen> Invulnerable
Unit - Make Mortar Team 0380 <gen> Invulnerable
Unit - Make Mortar Team 0377 <gen> Invulnerable
Unit - Make Mortar Team 0378 <gen> Invulnerable
Destructible - Make Iron Gate 1827 <gen> Invulnerable
Destructible - Make Iron Gate 1831 <gen> Invulnerable
Destructible - Make Iron Gate 1830 <gen> Invulnerable
Trade Port Dies
Events
Unit - Trade Port Master 0007 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: |cffff0000The Survivors have Killed the port Master!|r
Destructible - Make Iron Gate 1827 <gen> Vulnerable
Unit - Make Mortar Team 0379 <gen> Vulnerable
Unit - Make Mortar Team 0380 <gen> Vulnerable
Unit - Make Mortar Team 0377 <gen> Vulnerable
Unit - Make Mortar Team 0378 <gen> Vulnerable
Villiager Hero
Events
Unit - A unit enters Villiager_Tavern <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Redirect_2 <gen>)
King Hero
Events
Unit - A unit enters Region_014 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Redirect_1 <gen>)
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