Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Saw 1.05 Beta [Fixed].w3x
Variables
Initialisation
OpenStart
Alliance Settings
Welcome
Plague Cloud
Invincible
Camera Trig
Doodads I Units
Room 7
Zone Kill
Win
Win
Skull
Get the Key
Prison
PrisonDialog
OpenPrisonDoor
Room 1
Key
Room 2
Dialog2
Wrong Key
Enter Key2
Room 3
Enter Key
Dialog
Fire
Room
OpenDoor3
Room 4
zone kill
Room 4
Room 5
Open Doors
OpenDoors2
Die cuz Ability
Learn Ability
Room 5
Room 6
Room 6
Salle finale
Open Door
Old Gun
Blade
Kill 1
Kill 2
Kill 3
Kill 4
Kill 5
Kill 6
Kill 7
Kill 8
Kill 9
Kill 10
Kill 11
Boom1
Boom2
Boom3
GoTo
GoTo2
GoTo3
GoTo4
GoTo5
GoTo6
GoTo7
GoTo8
Open
TurnOff
OpenDoorWithKey
OpenDoorWithKey2
Killer's Room
Text
Name
Type
is_array
initial_value
Name
string
Yes
OpenStart
Events
Map initialization
Conditions
Actions
Destructible - Open Dungeon Gate 0001 <gen>
Destructible - Open Dungeon Gate 0038 <gen>
Destructible - Open Elven Gate 0005 <gen>
Destructible - Open Dungeon Gate 0010 <gen>
Destructible - Open Elven Gate 0009 <gen>
Destructible - Open Dungeon Gate 0019 <gen>
Alliance Settings
Events
Map initialization
Conditions
Actions
Game - Set Restrict resource trading to allies to Off
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Enemy
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Enemy
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 3 (Teal) treat Player 12 (Brown) as an Enemy
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Enemy
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Enemy
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Enemy
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Enemy
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Enemy
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
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
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Enemy
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Enemy
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Enemy
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Enemy
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Enemy
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Enemy
Welcome
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: |cffAE0000Hello .. let's play a game!|rIn this house you will find many traps and questions. This is the first .. find a key to get out of here. You have 2 Minutes or you will feel the pain![Game made by ShutMeUp.]
Trigger - Run Camera_Trig <gen> (ignoring conditions)
Plague Cloud
Events
Map initialization
Conditions
Actions
Wait 140.00 seconds
Unit - Move Plague Cloud 0039 <gen> instantly to (Center of Claud10 <gen>)
Unit - Move Plague Cloud 0043 <gen> instantly to (Center of Claud11 <gen>)
Unit - Move Plague Cloud 0046 <gen> instantly to (Center of Claud12 <gen>)
Unit - Move Plague Cloud 0049 <gen> instantly to (Center of Claud20 <gen>)
Unit - Move Plague Cloud 0065 <gen> instantly to (Center of Claud16 <gen>)
Unit - Move Plague Cloud 0066 <gen> instantly to (Center of Claud6 <gen>)
Unit - Move Plague Cloud 0070 <gen> instantly to (Center of Claud9 <gen>)
Unit - Move Plague Cloud 0072 <gen> instantly to (Center of Claud8 <gen>)
Unit - Move Plague Cloud 0073 <gen> instantly to (Center of Claud14 <gen>)
Unit - Move Plague Cloud 0082 <gen> instantly to (Center of Claud17 <gen>)
Unit - Move Plague Cloud 0084 <gen> instantly to (Center of Claud5 <gen>)
Unit - Move Plague Cloud 0086 <gen> instantly to (Center of Claud1 <gen>)
Unit - Move Plague Cloud 0114 <gen> instantly to (Center of Claud15 <gen>)
Unit - Move Plague Cloud 0132 <gen> instantly to (Center of Claud7 <gen>)
Unit - Move Plague Cloud 0383 <gen> instantly to (Center of Claud5 <gen>)
Unit - Move Plague Cloud 0390 <gen> instantly to (Center of R__gion_075 <gen>)
Unit - Move Plague Cloud 0447 <gen> instantly to (Center of Claud17 <gen>)
Unit - Move Plague Cloud 0448 <gen> instantly to (Center of Claud21 <gen>)
Unit - Move Plague Cloud 0449 <gen> instantly to (Center of Claud13 <gen>)
Unit - Move Plague Cloud 0450 <gen> instantly to (Center of Claud15 <gen>)
Unit - Move Plague Cloud 0451 <gen> instantly to (Center of Claud7 <gen>)
Unit - Move Plague Cloud 0452 <gen> instantly to (Center of Claud19 <gen>)
Unit - Move Plague Cloud 0453 <gen> instantly to (Center of Claud14 <gen>)
Unit - Move Plague Cloud 0454 <gen> instantly to (Center of BigClaud <gen>)
Unit - Move Plague Cloud 0455 <gen> instantly to (Center of Claud5 <gen>)
Unit - Move Plague Cloud 0456 <gen> instantly to (Center of Claud3 <gen>)
Unit - Move Plague Cloud 0457 <gen> instantly to (Center of Claud8 <gen>)
Unit - Move Plague Cloud 0458 <gen> instantly to (Center of Claud10 <gen>)
Unit - Move Plague Cloud 0459 <gen> instantly to (Center of Claud17 <gen>)
Unit - Move Plague Cloud 0463 <gen> instantly to (Center of Claud16 <gen>)
Unit - Move Plague Cloud 0464 <gen> instantly to (Center of Claud18 <gen>)
Unit - Move Plague Cloud 0461 <gen> instantly to (Center of Claud23 <gen>)
Unit - Move Plague Cloud 0462 <gen> instantly to (Center of Claud25 <gen>)
Invincible
Events
Map initialization
Conditions
Actions
Destructible - Make Elven Gate 0000 <gen> Invulnerable
Destructible - Make Dungeon Gate 0001 <gen> Invulnerable
Destructible - Make Dungeon Gate 0003 <gen> Invulnerable
Destructible - Make Dungeon Gate 0002 <gen> Invulnerable
Destructible - Make Dungeon Gate 0004 <gen> Invulnerable
Destructible - Make Dungeon Gate 0038 <gen> Invulnerable
Destructible - Make Elven Gate 0005 <gen> Invulnerable
Destructible - Make Elven Gate 0006 <gen> Invulnerable
Destructible - Make Dungeon Gate 0010 <gen> Invulnerable
Destructible - Make Elven Gate 0007 <gen> Invulnerable
Destructible - Make Elven Gate 0009 <gen> Invulnerable
Destructible - Make Elven Gate 0008 <gen> Invulnerable
Destructible - Make Dungeon Gate 0039 <gen> Invulnerable
Destructible - Make Dungeon Gate 0040 <gen> Invulnerable
Camera Trig
Events
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of No region) over 2.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of No region) over 2.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of Cam <gen>) over 2.00 seconds
Camera - Pan camera for Player 12 (Brown) to (Center of Cam <gen>) over 2.00 seconds
Camera - Lock camera target for Player 1 (Red) to Surviver 0006 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 2 (Blue) to Surviver 0007 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 3 (Teal) to Surviver 0008 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 4 (Purple) to Surviver 0009 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 5 (Yellow) to Surviver 0010 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 6 (Orange) to Surviver 0011 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 7 (Green) to Surviver 0368 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 8 (Pink) to Surviver 0009 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 9 (Gray) to Surviver 0014 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 10 (Light Blue) to Surviver 0015 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - Lock camera target for Player 11 (Dark Green) to Surviver 0369 <gen> , offset by ( 0 , 0 ) using Default rotation
Doodads I Units
Events
Map initialization
Conditions
Actions
Animation - Play the Stand Flesh animation for all doodads of type D001 (Unexpected type: 'doodadcode') within Gebiet_123 <gen> .
Animation - Play the Stand Gold animation for all doodads of type D001 (Unexpected type: 'doodadcode') within Gebiet_125 <gen> .
Animation - Play the Birth animation for all doodads of type D002 (Unexpected type: 'doodadcode') within Gebiet_124 <gen> .
Animation - Play the Stand Defend animation for all doodads of type D003 (Unexpected type: 'doodadcode') within Gebiet_126 <gen> .
Animation - Play Surviver 0007 <gen> 's Death animation
Animation - Play Surviver 0011 <gen> 's Death animation
Animation - Play Surviver 0006 <gen> 's Death animation
Animation - Play Surviver 0010 <gen> 's Death animation
Animation - Play Surviver 0007 <gen> 's Death animation
Animation - Play Surviver 0368 <gen> 's Death animation
Animation - Play Surviver 0012 <gen> 's Death animation
Animation - Play Surviver 0008 <gen> 's Death animation
Animation - Play Surviver 0015 <gen> 's Death animation
Animation - Play Surviver 0369 <gen> 's Death animation
Animation - Play Surviver 0014 <gen> 's Death animation
Animation - Play Surviver 0009 <gen> 's Death animation
Zone Kill
Events
Unit - A unit enters Room71 <gen>
Unit - A unit enters Room7 <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: Don't cross this way.. find another way.. but it's to late for you!) else do (Skip remaining actions)
Win
Events
Unit - Jigsaw Killer 0388 <gen> Dies
Conditions
Actions
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)
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)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Get the Key
Events
Unit - Skull 0037 <gen> Dies
Conditions
Actions
Item - Move gg_item_I008_0385 to (Center of R__gion_078 <gen>)
PrisonDialog
Events
Unit - A unit enters R__gion_064 <gen>
Conditions
Actions
Destructible - Close Dungeon Gate 0001 <gen>
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: You will stay here unti you die! They only way to get out is your friend!) else do (Skip remaining actions)
OpenPrisonDoor
Events
Unit - A unit enters R__gion_065 <gen>
Conditions
Actions
Destructible - Open Dungeon Gate 0001 <gen>
Key
Events
Unit - A unit enters R__gion_075 <gen>
Conditions
((Entering unit) has an item of type Key in a box) Equal to True
Actions
Item - Remove gg_item_I005_0384
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Elven Gate 0000 <gen>
Dialog2
Events
Unit - A unit enters R__gion_067 <gen>
Conditions
Actions
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: You have 60 to find the key or you stay for ever here! If you take the wrong key.. say "Good Bye" to your life. ) else do (Skip remaining actions)
Destructible - Close Elven Gate 0005 <gen>
Wait 20.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 50 seconds!) else do (Skip remaining actions)
Wait 20.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 40 seconds!) else do (Skip remaining actions)
Wait 20.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 30 seconds!) else do (Skip remaining actions)
Wait 20.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 20 seconds!) else do (Skip remaining actions)
Wait 20.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 10 seconds!) else do (Skip remaining actions)
Wait 10.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: To late..) else do (Skip remaining actions)
Wrong Key
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Key
Actions
Wait 5.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 2 Words.. Wrong Key! Speak your last words!) else do (Skip remaining actions)
Unit - Explode (Hero manipulating item) .
Enter Key2
Events
Unit - A unit enters R__gion_066 <gen>
Conditions
((Entering unit) has an item of type Old Key) Equal to True
Actions
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Elven Gate 0005 <gen>
Trigger - Turn off Dialog2 <gen>
Enter Key
Events
Unit - A unit enters R__gion_076 <gen>
Conditions
((Entering unit) has an item of type Old Key) Equal to True
Actions
Item - Remove gg_item_I008_0385
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Elven Gate 0006 <gen>
Dialog
Events
Unit - A unit enters R__gion_068 <gen>
Conditions
Actions
Destructible - Close Dungeon Gate 0010 <gen>
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: You have 15 seconds to survive.. of die in the fire.) else do (Skip remaining actions)
Wait 3.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 12 seconds!) else do (Skip remaining actions)
Wait 4.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 8 seconds! Don't waste your water!) else do (Skip remaining actions)
Wait 4.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 4 seconds!) else do (Skip remaining actions)
Wait 2.00 seconds
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: 2 seconds!) else do (Skip remaining actions)
Wait 2.00 seconds
Destructible - Open Dungeon Gate 0010 <gen>
Trigger - Turn off (This trigger)
Fire
Events
Unit - A unit enters R__gion_068 <gen>
Conditions
Actions
Unit - Move Fire 0112 <gen> instantly to (Center of R__gion_000 <gen>)
Wait 1.00 seconds
Unit - Move Fire 0104 <gen> instantly to (Center of R__gion_001 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0103 <gen> instantly to (Center of R__gion_002 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0111 <gen> instantly to (Center of R__gion_003 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0105 <gen> instantly to (Center of R__gion_006 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0110 <gen> instantly to (Center of R__gion_009 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0109 <gen> instantly to (Center of R__gion_008 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0106 <gen> instantly to (Center of R__gion_004 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0107 <gen> instantly to (Center of R__gion_005 <gen>)
Wait 5.00 seconds
Unit - Move Fire 0108 <gen> instantly to (Center of R__gion_007 <gen>)
OpenDoor3
Events
Unit - A unit enters R__gion_077 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Item - Remove gg_item_I003_0002
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Elven Gate 0007 <gen>
zone kill
Events
Unit - A unit enters R__gion_012 <gen>
Unit - A unit enters R__gion_011 <gen>
Unit - A unit enters R__gion_010 <gen>
Unit - A unit enters R__gion_035 <gen>
Unit - A unit enters R__gion_036 <gen>
Unit - A unit enters R__gion_037 <gen>
Unit - A unit enters R__gion_038 <gen>
Unit - A unit enters R__gion_039 <gen>
Unit - A unit enters R__gion_040 <gen>
Unit - A unit enters R__gion_041 <gen>
Unit - A unit enters R__gion_042 <gen>
Unit - A unit enters R__gion_043 <gen>
Unit - A unit enters R__gion_044 <gen>
Unit - A unit enters R__gion_045 <gen>
Unit - A unit enters R__gion_046 <gen>
Unit - A unit enters R__gion_047 <gen>
Unit - A unit enters R__gion_031 <gen>
Unit - A unit enters R__gion_030 <gen>
Unit - A unit enters R__gion_028 <gen>
Unit - A unit enters R__gion_029 <gen>
Unit - A unit enters R__gion_032 <gen>
Unit - A unit enters R__gion_050 <gen>
Unit - A unit enters R__gion_049 <gen>
Unit - A unit enters R__gion_048 <gen>
Unit - A unit enters R__gion_033 <gen>
Unit - A unit enters R__gion_034 <gen>
Unit - A unit enters R__gion_013 <gen>
Unit - A unit enters R__gion_014 <gen>
Unit - A unit enters R__gion_015 <gen>
Unit - A unit enters R__gion_016 <gen>
Unit - A unit enters R__gion_017 <gen>
Unit - A unit enters R__gion_020 <gen>
Unit - A unit enters R__gion_019 <gen>
Unit - A unit enters R__gion_018 <gen>
Unit - A unit enters R__gion_021 <gen>
Unit - A unit enters R__gion_022 <gen>
Unit - A unit enters R__gion_023 <gen>
Unit - A unit enters R__gion_024 <gen>
Unit - A unit enters R__gion_025 <gen>
Unit - A unit enters R__gion_026 <gen>
Unit - A unit enters R__gion_027 <gen>
Conditions
Actions
Unit - Explode (Triggering unit) .
Room 4
Events
Unit - A unit enters R__gion_069 <gen>
Conditions
Actions
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: Follow the way without touch the lava and you will see..) else do (Skip remaining actions)
Wait 10.00 seconds
Destructible - Close Elven Gate 0009 <gen>
Open Doors
Events
Unit - A unit enters R__gion_070 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0008 <gen>
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Dungeon Gate 0040 <gen>
Destructible - Open Dungeon Gate 0039 <gen>
OpenDoors2
Events
Unit - A unit enters Gebiet_052 <gen>
Conditions
Actions
Destructible - Open Dungeon Gate 0040 <gen>
Don't work atm.. dunno why :/
Die cuz Ability
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Run into Death
Actions
Wait 10.00 seconds
Unit - Explode (Casting unit) .
Don't work atm.. dunno why :/
Learn Ability
Events
Unit - A unit enters R__gion_079 <gen>
Conditions
Actions
Hero - Learn skill for (Entering unit) : Run into Death
Room 5
Events
Unit - A unit enters Gebiet_052 <gen>
Conditions
Actions
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: Haha.. welcome to the room of death! It's easy.. get the key and go back.. but.. don't cut you at the blades or you wil die!) else do (Skip remaining actions)
Destructible - Close Dungeon Gate 0040 <gen>
Trigger - Turn off (This trigger)
Room 6
Events
Unit - A unit enters R__gion_080 <gen>
Conditions
Actions
Destructible - Close Dungeon Gate 0039 <gen>
If (((Owner of (Triggering unit)) Current gold) Greater than or equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) the text: You are really good.. but.. i think not to good! Find the right path or go to hell! ) else do (Skip remaining actions)
Open Door
Events
Unit - A unit enters R__gion_073 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Item - Remove gg_item_I006_0004
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Dungeon Gate 0003 <gen>
Old Gun
Events
Destructible - Crates 1008 <gen> dies
Conditions
Actions
Item - Move gg_item_I00C_0460 to (Center of Gebiet_114 <gen>)
Blade
Events
Unit - A unit enters Gebiet_127 <gen>
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: Find the real corpse and attack it.. you have 60 seconds!
Wait 60.00 seconds
Game - Display to (All players) for 15.00 seconds the text: Do you like blades? I hope.. yes!
Wait 3.00 seconds
Unit - Move Blade 0367 <gen> instantly to (Center of Gebiet_128 <gen>)
Unit - Move Blade 0033 <gen> instantly to (Center of Gebiet_134 <gen>)
Kill 1
Events
Unit - A unit comes within 80.00 of Surviver 0011 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0011 <gen>
Kill 2
Events
Unit - A unit comes within 80.00 of Surviver 0006 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0006 <gen>
Kill 3
Events
Unit - A unit comes within 80.00 of Surviver 0010 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0010 <gen>
Kill 4
Events
Unit - A unit comes within 80.00 of Surviver 0368 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0368 <gen>
Kill 5
Events
Unit - A unit comes within 80.00 of Surviver 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0012 <gen>
Kill 6
Events
Unit - A unit comes within 80.00 of Surviver 0008 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0008 <gen>
Kill 7
Events
Unit - A unit comes within 80.00 of Surviver 0015 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0015 <gen>
Kill 8
Events
Unit - A unit comes within 80.00 of Surviver 0369 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0369 <gen>
Kill 9
Events
Unit - A unit comes within 80.00 of Surviver 0014 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0014 <gen>
Kill 10
Events
Unit - A unit comes within 80.00 of Surviver 0009 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0009 <gen>
Kill 11
Events
Unit - A unit comes within 80.00 of Surviver 0007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Unit - Kill Surviver 0007 <gen>
Boom1
Events
Destructible - A destructible within Gebiet_112 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Gebiet_112 <gen>) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Boom2
Events
Destructible - A destructible within Gebiet_111 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Gebiet_111 <gen>) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
Boom3
Events
Destructible - A destructible within Gebiet_110 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Gebiet_110 <gen>) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\AnimateDead\AnimateDeadTarget.mdl
GoTo
Events
Unit - A unit enters Gebiet_128 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_129 <gen>)
GoTo2
Events
Unit - A unit enters Gebiet_129 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_130 <gen>)
GoTo3
Events
Unit - A unit enters Gebiet_130 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_131 <gen>)
GoTo4
Events
Unit - A unit enters Gebiet_131 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_128 <gen>)
GoTo5
Events
Unit - A unit enters Gebiet_134 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_135 <gen>)
GoTo6
Events
Unit - A unit enters Gebiet_135 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_132 <gen>)
GoTo7
Events
Unit - A unit enters Gebiet_132 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_133 <gen>)
GoTo8
Events
Unit - A unit enters Gebiet_133 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Blade
Actions
Wait 0.20 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gebiet_134 <gen>)
Open
Events
Destructible - A destructible within Gebiet_109 <gen> dies
Conditions
Actions
Destructible - Open Dungeon Gate 0004 <gen>
Game - Display to (All players) for 15.00 seconds the text: |cffC60000Door System|r:Door |cffC60000Open|r
TurnOff
Events
Unit - A unit enters Gebiet_122 <gen>
Conditions
Actions
Trigger - Turn off Blade <gen>
OpenDoorWithKey
Events
Unit - A unit enters R__gion_074 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Item - Remove gg_item_I004_0005
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Dungeon Gate 0002 <gen>
OpenDoorWithKey2
Events
Unit - A unit enters R__gion_072 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Item - Remove gg_item_I007_0387
Sound - Play BattleNetDoorsStereo2 <gen>
Destructible - Open Dungeon Gate 0004 <gen>
Text
Events
Unit - A unit enters R__gion_071 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) for 15.00 seconds the text: Good job.. very good! But I don't think you can kill!
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.