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Triggers
Saw 2.w3x
Variables
Hall
slit ur wirst
Message
Invicible Hole
Initialisation
Music
OpenStart
Alliance Settings
Welcome
Plague Cloud
Invincible
Doodads I Units
Room 7
Zone Kill
thunder
Win
Win Copier
Prison
Drug
PrisonDialog
Room 1
Key
Wrong key
Room 2
Death7
Dialog2
Wrong Key
Enter Key2
Room 3
Enter Key
unable son
Dialog
Fire
Fire Floor
Room
OpenDoor3
Room 4
Death3
zone kill
Room 4
Room 5
Exit key room 5
Open Doors
Room 5
Death
Room 6
Room 6
Exit key
Death2
Salle finale
Death4
Room7
Open Door
Boom1
Boom2
Boom3
Open
TurnOff
OpenDoorWithKey
Killer's Room
Text
Name
Type
is_array
initial_value
EnteringPlayer1
unit
No
Name
string
Yes
test
unit
No
slit ur wirst
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wanna cut your wirst ?
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Orc\OrcSmallDeathExplode\OrcSmallDeathExplode.mdl
Wait 2.00 seconds
Unit - Explode (Hero manipulating item) .
Sound - Play Hearth <gen>
Message
Events
Unit - A unit enters Hole_message <gen>
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: |cffAE0000What happen if you walk on an hole ?!|r
Invicible Hole
Events
Unit - A unit enters Invisible_hole <gen>
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: |cffAE0000You Fall!|r
Unit - Move (Triggering unit) instantly to (Center of Black_hole <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 stuck there forever!) else do (Skip remaining actions)
Music
Events
Map initialization
Conditions
Actions
Sound - Set the music list to Charlie_Clouser___Hellow_Zepp <gen> , starting with a random song
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>
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 2 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Create 1 . Skull for Neutral Passive at (Random point in R__gion_067 <gen>) facing Default building facing degrees
Unit - Move Skull 0013 <gen> instantly to (Random point in R__gion_067 <gen>)
Unit - Move Corpse 0375 <gen> instantly to (Random point in Salle_finale <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!|rDo Not Open Or Cross The Door With Orange Keys.
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
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
Animation - Play Strange Corpse 0501 <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)
Sound - Play thunder2 <gen>
thunder
Events
Unit - A unit enters thunder <gen>
Unit - A unit enters thunder25 <gen>
Unit - A unit enters thunder2 <gen>
Unit - A unit enters thunder3 <gen>
Unit - A unit enters Gebiet_114 <gen>
Unit - A unit enters Thunder7 <gen>
Unit - A unit enters Thunder6 <gen>
Unit - A unit enters Thunder5 <gen>
Unit - A unit enters R__gion_059 <gen>
Unit - A unit enters R__gion_060 <gen>
Conditions
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\Lightningbolt\Lightningbolt.mdl
Unit - Explode (Triggering unit) .
Sound - Play thunder <gen>
Win Copier
Events
Unit - Jigsaw 0388 <gen> Dies
Conditions
Actions
Sound - Stop Boss <gen> Immediately
Unit - Remove Strange Corpse 0501 <gen> from the game
Trigger - Turn off Text <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Unit - Create 1 . Jigsaw for Neutral Passive at (Center of R__gion_071 <gen>) facing 81.20 degrees
Unit - Add Invulnerable (Neutral) to (Last created unit)
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 3 (Teal) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 4 (Purple) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 7 (Green) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 9 (Gray) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 10 (Light Blue) over 0.00 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 10 (Light Blue) over 0.00 seconds
Wait 2 seconds
Destructible - Close Dungeon Gate 0038 <gen>
Sound - Play Door <gen>
Cinematic - Send transmission to (All players) from (Last created unit) named The Real JigSaw : Play O04Mannoroth3801 <gen> and display THIS GAME IS OVER! . Modify duration: Add 1.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 8 (Pink) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 9 (Gray) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 0.00 seconds
Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 0.00 seconds
Cinematic - Enable user control for (All players) .
Sound - Set the music list to Charlie_Clouser___Hellow_Zepp <gen> , starting with a random song
Game - Display to (All players) for 1000.00 seconds the text: |cffAE0000Game Over!|r
Drug
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Drug
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
Wait 2.00 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
Wait 2.00 seconds
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayDamage.mdl
Unit - Explode (Hero manipulating item) .
Sound - Play Hearth <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! Maybe drug will kill you faster?) else do (Skip remaining actions)
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 Door <gen>
Destructible - Open Elven Gate 0000 <gen>
Wrong key
Events
Unit - A unit enters R__gion_075 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Key)
Sound - Play MortarImpact <gen> at 100 % volume, attached to (Triggering unit)
Unit - Explode (Triggering unit) .
Sound - Play Hearth <gen>
Death7
Events
Unit - A unit Dies
Conditions
(R__gion_067 <gen> contains (Dying unit)) Equal to True
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 7 (Green)
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Destructible - Open Elven Gate 0005 <gen>
Dialog2
Events
Unit - A unit enters R__gion_067 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play LaLaLaLa <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 60 to find the key or you stay for ever here! If you take the wrong key.. say "Good Bye" to your life. |cffAE0000Tips.. Your eyes is your best friend in this room!|r) else do (Skip remaining actions)
Destructible - Close Elven Gate 0005 <gen>
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: 50 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: 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 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: 20 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: 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: Too late...) else do (Skip remaining actions)
If ((R__gion_067 <gen> contains (Triggering unit)) Equal to True) then do (Kill (Triggering unit)) else do (Open Elven Gate 0005 <gen>)
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) .
Destructible - Open Elven Gate 0005 <gen>
Sound - Play Hearth <gen>
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 Door <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 (Item carried by (Triggering unit) in slot 1)
Sound - Play Door <gen>
Destructible - Open Elven Gate 0006 <gen>
unable son
Events
Unit - A unit enters R__gion_003 <gen>
Conditions
Actions
Trigger - Turn off Enter_Key <gen>
Dialog
Events
Unit - A unit enters R__gion_068 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play LaLaLaLa <gen>
Destructible - Close Dungeon Gate 0010 <gen>
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You have 15 seconds to pick the key... or die in the fire.
Trigger - Turn on Fire <gen>
Wait 5.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 10 seconds left.
Wait 5.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 5 seconds left.
Wait 1.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 4 seconds...
Wait 1.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 3 seconds...
Wait 1.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 2 seconds...
Wait 1.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) the text: 1 second...
Wait 1.00 seconds
Destructible - Open Dungeon Gate 0010 <gen>
Trigger - Turn off Fire <gen>
Fire
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Fire for Neutral Hostile at (Random point in R__gion_068 <gen>) facing Default building facing degrees
Fire Floor
Events
Unit - A unit enters R__gion_000 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Special Effect - Create a special effect at (Center of R__gion_000 <gen>) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 70.00)
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 Door <gen>
Destructible - Open Elven Gate 0007 <gen>
Death3
Events
Unit - A unit Dies
Conditions
(R__gion_079 <gen> contains (Dying unit)) Equal to True
Actions
Destructible - Open Dungeon Gate 0040 <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
Sound - Play LaLaLaLa <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: Follow the way without touch the lava and you will see..|cffAE0000Tips .. You may lose more than your eyes with lava and don't even think about these gold coin!|r) else do (Skip remaining actions)
Destructible - Close Elven Gate 0009 <gen>
Exit key room 5
Events
Unit - A unit enters Gebiet_052 <gen>
Conditions
((Entering unit) has an item of type Key) Equal to True
Actions
Sound - Play Door <gen>
Destructible - Open Dungeon Gate 0040 <gen>
Trigger - Turn off Room_5 <gen>
Open Doors
Events
Unit - A unit enters R__gion_070 <gen>
Conditions
Actions
Destructible - Open Elven Gate 0008 <gen>
Sound - Play Door <gen>
Destructible - Open Dungeon Gate 0040 <gen>
Destructible - Open Dungeon Gate 0039 <gen>
Room 5
Events
Unit - A unit enters Gebiet_052 <gen>
Conditions
Actions
Sound - Play LaLaLaLa <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: 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 will die.|cffAE0000Tips.. Don't waste your time in this room!|r) else do (Skip remaining actions)
Destructible - Close Dungeon Gate 0040 <gen>
Death
Events
Unit - A unit Dies
Conditions
(R__gion_079 <gen> contains (Dying unit)) Equal to True
Actions
Destructible - Open Dungeon Gate 0040 <gen>
Room 6
Events
Unit - A unit enters R__gion_080 <gen>
Conditions
Actions
Sound - Play LaLaLaLa <gen>
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 good enough. Find the right path or end up dead.|cffAE0000Tips .. How many time a mine can explode ?!|r) else do (Skip remaining actions)
Exit key
Events
Unit - A unit enters R__gion_001 <gen>
Conditions
((Entering unit) has an item of type White key) Equal to True
Actions
Sound - Play Door <gen>
Destructible - Open Dungeon Gate 0039 <gen>
Trigger - Turn off Room_6 <gen>
Death2
Events
Unit - A unit Dies
Conditions
(R__gion_002 <gen> contains (Dying unit)) Equal to True
Actions
Destructible - Open Elven Gate 0009 <gen>
Death4
Events
Unit - A unit Dies
Conditions
(R__gion_055 <gen> contains (Dying unit)) Equal to True
Actions
Destructible - Open Dungeon Gate 0002 <gen>
Room7
Events
Unit - A unit enters Gebiet_127 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play LaLaLaLa <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: Find the real corpse and attack it.. you have 30 seconds!|cffAE0000Tips .. These corpses are very old!So why are they still bleeding?|r) else do (Skip remaining actions)
Destructible - Close Dungeon Gate 0002 <gen>
Wait 13.00 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 13.00 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 12.00 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: 0 seconds!) else do (Skip remaining actions)
If ((R__gion_055 <gen> contains (Triggering unit)) Equal to True) then do (Kill (Triggering unit)) else do (Open Dungeon Gate 0002 <gen>)
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 Door <gen>
Destructible - Open Dungeon Gate 0003 <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
Open
Events
Unit - Corpse 0375 <gen> Dies
Conditions
Actions
Trigger - Turn off Room7 <gen>
Destructible - Open Dungeon Gate 0004 <gen>
Destructible - Open Dungeon Gate 0002 <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
Sound - Stop music Immediately
Sound - Play pianosolo <gen>
OpenDoorWithKey
Events
Unit - A unit enters R__gion_074 <gen>
Conditions
((Entering unit) has an item of type White key) Equal to True
Actions
Item - Remove gg_item_I004_0005
Sound - Play Door <gen>
Destructible - Open Dungeon Gate 0002 <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!
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