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Triggers
Sea of Blood.w3x
Variables
Initialization
Starting
Start Loc
player start
game start
Buildings
Guardian Birth
Wood for undead
Wood for night elf
Wood for naga
Wood for naga Copy
Wood for naga Copy 2
Wood for naga Copy 3
Wood
Wood Copy
Wood Copy 2
Wood Copy 3
Wood for human
Wood for human Copy
Wood for human Copy 2
Wood for human Copy 3
Map Info
How to play
Music
---------------------------
Untitled Trigger 001
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
AllPlayer
force
No
Human_Start
group
No
Lumber_naga
unitcode
No
Lumber_naga_unit
unit
No
Naga_Player
race
No
Naga_Start
group
No
SpareUnit
group
No
Wood_Player
integer
No
Starting
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 600 to (Picked player) . Current gold
Player - Add 600 to (Picked player) . Current lumber
Player - Add 20 to (Picked player) . Food cap
player start
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cffffcc00FIND A PLACE TO BUILD YOUR BASE|r
Game - Display to (All players) for 20.00 seconds the text: PLEASE NOTE: IF YOUR RACE IS NOT NAGA, DO NOT USE THE "Build your Base here" SKILL WHILE IN THE WATER
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Unit - Create 1 . Chicken for (Picked player) at ((Matching player) start location) facing Default building facing degrees
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Last created unit)) slot status) Equal to Is unused
Then - Actions
Unit - Remove (Last created unit) from the game
Else - Actions
Do nothing
Else - Actions
Do nothing
game start
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Build your Base here
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Owner of (Casting unit))) Equal to Human
Then - Actions
Unit - Create 5 . Peasant for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Game - Display to (All players) the text: ((Name of (Owner of (Casting unit))) + is ready to play)
Unit - Remove (Casting unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Owner of (Casting unit))) Equal to Orc
Then - Actions
Unit - Create 5 . Mur'gul Slave for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Game - Display to (All players) the text: ((Name of (Owner of (Casting unit))) + is ready to play)
Unit - Remove (Casting unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Owner of (Casting unit))) Equal to Undead
Then - Actions
Unit - Create 4 . Acolyte for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Create 1 . Ghoul for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Game - Display to (All players) the text: ((Name of (Owner of (Casting unit))) + is ready to play)
Unit - Remove (Casting unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Owner of (Casting unit))) Equal to Night Elf
Then - Actions
Unit - Create 5 . Wisp for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Game - Display to (All players) the text: ((Name of (Owner of (Casting unit))) + is ready to play)
Unit - Remove (Casting unit) from the game
Else - Actions
Guardian Birth
Events
Unit - A unit Begins construction
Conditions
(Race of (Owner of (Constructing structure))) Equal to Night Elf
Actions
Special Effect - Create a special effect at (Position of (Constructing structure)) using IonBeam.mdx
Wood for undead
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Undead Trees
Actions
Destructible - Create a KTtw (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (100.00, 0)) facing (Random angle) with scale 0.80 and variation 0
Destructible - Create a KTtw (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (-100.00, 0)) facing (Random angle) with scale 0.80 and variation 0
Wood for night elf
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Ancient Trees
Actions
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (100.00, 0)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (100.00, 100.00)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (100.00, -100.00)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (-100.00, 0)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (-100.00, 100.00)) facing (Random angle) with scale 1 and variation 0
Destructible - Create a LTlt (Unexpected type: 'destructablecode') at ((Position of (Constructed structure)) offset by (-100.00, -100.00)) facing (Random angle) with scale 1 and variation 0
Wood for naga
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Coral Bed) and ((Owner of (Constructed structure)) Equal to Player 1 (Red))
Actions
Trigger - Turn on Wood <gen>
Wood for naga Copy
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Coral Bed) and ((Owner of (Constructed structure)) Equal to Player 2 (Blue))
Actions
Trigger - Turn on Wood_Copy <gen>
Wood for naga Copy 2
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Coral Bed) and ((Owner of (Constructed structure)) Equal to Player 3 (Teal))
Actions
Trigger - Turn on Wood_Copy_2 <gen>
Wood for naga Copy 3
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Coral Bed) and ((Owner of (Constructed structure)) Equal to Player 4 (Purple))
Actions
Trigger - Turn on Wood_Copy_3 <gen>
Wood
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set Variable Set Wood_Player = ((Number of units in (Units owned by Player 1 (Red) of type Coral Bed)) x 20)
Player - Add Wood_Player to Player 1 (Red) . Current lumber
Wood Copy
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Player - Add ((Number of units in (Units owned by Player 2 (Blue) of type Altar of the Depths)) x 40) to Player 2 (Blue) . Current lumber
Wood Copy 2
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set Variable Set Wood_Player = ((Number of units in (Units owned by Player 3 (Teal) of type Coral Bed)) x 20)
Player - Add Wood_Player to Player 3 (Teal) . Current lumber
Wood Copy 3
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Set Variable Set Wood_Player = ((Number of units in (Units owned by Player 4 (Purple) of type Coral Bed)) x 20)
Player - Add Wood_Player to Player 4 (Purple) . Current lumber
Wood for human
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Lumber Mill) and ((Owner of (Constructed structure)) Equal to Player 1 (Red))
Actions
Player - Add 1000 to Player 1 (Red) . Current lumber
Floating Text - Create floating text that reads +1000 Lumber at (Position of (Constructed structure)) with Z offset 0 , using font size 12.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wood for human Copy
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Lumber Mill) and ((Owner of (Constructed structure)) Equal to Player 2 (Blue))
Actions
Player - Add 1000 to Player 2 (Blue) . Current lumber
Floating Text - Create floating text that reads +1000 Lumber at (Position of (Constructed structure)) with Z offset 0 , using font size 12.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wood for human Copy 2
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Lumber Mill) and ((Owner of (Constructed structure)) Equal to Player 3 (Teal))
Actions
Player - Add 1000 to Player 3 (Teal) . Current lumber
Floating Text - Create floating text that reads +1000 Lumber at (Position of (Constructed structure)) with Z offset 0 , using font size 12.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wood for human Copy 3
Events
Unit - A unit Finishes construction
Conditions
((Unit-type of (Constructed structure)) Equal to Lumber Mill) and ((Owner of (Constructed structure)) Equal to Player 4 (Purple))
Actions
Player - Add 1000 to Player 4 (Purple) . Current lumber
Floating Text - Create floating text that reads +1000 Lumber at (Position of (Constructed structure)) with Z offset 0 , using font size 12.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
How to play
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled How to play with the description How to play:-First, move your chicken to where you want to build your base.-Then...build a base!-Create an army-WAGE WAR , using icon path ReplaceableTextures\CommandButtons\BTNBookOfTheDead.blp
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