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
(4)ShadowHeart.w3x
Variables
Initialization
Map Initialization
Death Knell
UnitBuild01
UnitBuild02
UnitBuild03
UnitBuild04
UnitBuild05
Unit Order
Commander1 Die
Commander2 Die
Commander3 Die
Hero Dies
Hero Level
City Gate Open
Boss Appear
End Game
End Field
Timer End
Hero1 Move
Hero2 Move
Hero3 Move
Hero4 Move
Quitters
Solo Mode
Hero Lose
Name
Type
is_array
initial_value
RandomSound
integer
No
timer
timer
No
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Assassin 0006 <gen> using war3mapImported\Claw-R.mdx
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Playable map area)
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
Visibility - Enable (Last created visibility modifier)
Destructible - Make Gate 2003 <gen> Invulnerable
Destructible - Make Gate 2420 <gen> Invulnerable
Destructible - Make Gate 2002 <gen> Invulnerable
Destructible - Make Gate 3233 <gen> Invulnerable
Unit - Hide Goddess of War 0207 <gen>
Unit - Change color of Goddess of War 0207 <gen> to Red
Hero - Make Player 1 (Red) Heroes gain 1.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 1.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 1.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 1.00 % experience from future kills
Player - Make Player 1 (Red) treat Player 2 (Blue) 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 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) 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 6 (Orange) 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 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 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 7 (Green) 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 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Set name of Player 9 (Gray) to Shadow Heart Clan
Player - Set name of Player 10 (Light Blue) to Shadow Heart Clan
Player - Change color of Player 10 (Light Blue) to Gray , Changing color of existing units
Selection - Select Adventurer 0011 <gen> for Player 1 (Red)
Selection - Select Undead Warrior 0010 <gen> for Player 2 (Blue)
Selection - Select Kunoichi 0009 <gen> for Player 6 (Orange)
Selection - Select Assassin 0006 <gen> for Player 7 (Green)
Quest - Create a Required quest titled Story with the description Feudal era Japan. During the peak of the fighting, a mysterious ninja army known only as the "Shadow Heart" Descended from the mountains and conquered nearly all over the country in a single week, including the seizure of the capital at Edo. However, one thing was oddly different about this new army- it was composed entirely of young, skilled and deadly women! Their warriors were invincible in battle, unaffected by swords and arrows alike. It was later discovered through a spy, a girl named Mayumi, that the leader of the clan was none other then Lady Yaksha, a Goddess of War who was using her magic to render her troops immortal and invulnerable against attacks by men. However, her being a female god, her magic did not prevent her troops from being harmed by other females. In a panic, the remaining warlords scoured the lands, looking for capable female fighters with promises of riches and fame for those who could remove the Shadow Heart threat. Only one was found- an adventurer named Hitomi. However, Hitomi would not stand alone. A rival ninja clan has sent Aya, a capable assassin, to aid in removing Yaksha, and Natsumi, a fierce Kunoichi who is searching for her sister, Mayumi, the very same spy who discovered Yaksha. Also along with them came a powerful undead warrior, the remains of a feared general, though his lack of a soul, was unaffected by Yaksha's inhibitive magic and could slay her minions freely. His motives are unknown, but some believe that he is collecting the souls of the slain so he could resurrect his flesh and live again. Yakasha is passing through an area that is lightly occupied by the Shadow Heart army, at a rural outskirt of Edo. She is only staying the day there, so the heroes must work fast to slay her before she leaves and hides behind the bulk of her forces again. Destroy Yaksha! Save Mayumi! Recapture the land! , using icon path ReplaceableTextures\CommandButtons\BTNBansheeMaster.blp
Quest - Create a Required quest titled Objectives with the description Stay moving to avoid enemy attacks. Foes have a hard time hitting moving targets. In order to advance, you must slay the enemy commanders. The only way you can gain levels is also by defeating the commanders. One the city has been secured, you will be prompted to head south to secure Yaksha's outpost. You must defeat Yaksha before the time runs out. If killed (injured), your hero will respawn at the spawn point. The spawn point will advance as you defeat commanders. There is unlimited respawns, being forced back to the respawn after every death will take a toll on your time remaining. Periodically enemy reinforcements will arrive. Enemies appear from the tents stationed everywhere across the map. Destroying these tents will prevent reinforcements from arriving. Also, defeating enemy commanders will also halt reinforcements. Starting without any human or AI allies will enable Solo Mode, where you start off at maximum level and have no respawns. Sort of an endurance match to see how far you can get without dying. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Create a Optional quest titled Credits with the description Map by: VGsatomiMap inspired by: Ninja vs Samurai by Shin HayateCharacter models by : Jigrael, Black_Stan and SDOther models by: Killst4r, Born2Modificate and SantoRayo , using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
Wait 1.00 seconds
Countdown Timer - Create a timer window for timer with title Time Remaining
Countdown Timer - Show (Last created timer window)
Countdown Timer - Start timer as a One-shot timer that will expire in 3610.00 seconds
Sound - Play Forest <gen>
Game - Display to (All players) the text: Press F9 (quest menu) for full details.
Trigger - Turn off (This trigger)
Hero - Disable experience gain for Commander 0068 <gen> .
Hero - Disable experience gain for Commander 0069 <gen> .
Hero - Disable experience gain for Commander 0070 <gen> .
Hero - Disable experience gain for Commander 0071 <gen> .
Hero - Disable experience gain for Commander 0147 <gen> .
Hero - Disable experience gain for Commander 0148 <gen> .
Hero - Disable experience gain for Commander 0149 <gen> .
Hero - Disable experience gain for Commander 0150 <gen> .
Hero - Disable experience gain for Commander 0151 <gen> .
Trigger - Run Solo_Mode <gen> (checking conditions)
If ((Player 1 (Red) controller) Equal to Computer) then do (Turn on Hero1_Move <gen>) else do (Do nothing)
If ((Player 2 (Blue) controller) Equal to Computer) then do (Turn on Hero2_Move <gen>) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Turn on Hero3_Move <gen>) else do (Do nothing)
If ((Player 7 (Green) controller) Equal to Computer) then do (Turn on Hero4_Move <gen>) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
If ((Player 2 (Blue) controller) Equal to Computer) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
If ((Player 7 (Green) controller) Equal to Computer) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Special Effect - Create a special effect at (Position of Adventurer 0011 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Unit - Remove Adventurer 0011 <gen> from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is unused
Then - Actions
Special Effect - Create a special effect at (Position of Undead Warrior 0010 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Unit - Remove Undead Warrior 0010 <gen> from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Then - Actions
Special Effect - Create a special effect at (Position of Kunoichi 0009 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Unit - Remove Kunoichi 0009 <gen> from the game
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is unused
Then - Actions
Special Effect - Create a special effect at (Position of Assassin 0006 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Unit - Remove Assassin 0006 <gen> from the game
Else - Actions
Do nothing
Death Knell
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
((Dying unit) is Mechanical) Equal to False
((Dying unit) is A structure) Equal to False
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Destructible - Create a DTsp (Unexpected type: 'destructablecode') at (Position of (Dying unit)) facing (Random angle) with scale 1.20 and variation 0
Set Variable Set RandomSound = (Random integer number between 1 and 6)
If (RandomSound Equal to 1) then do (Play Death01 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
If (RandomSound Equal to 2) then do (Play Death02 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
If (RandomSound Equal to 3) then do (Play Death03 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
If (RandomSound Equal to 4) then do (Play Death04 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
If (RandomSound Equal to 5) then do (Play Death05 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
If (RandomSound Equal to 6) then do (Play Death06 <gen> at 50.00% volume, located at (Position of (Dying unit)) with Z offset 0) else do (Do nothing)
UnitBuild01
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Order Tent 0074 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0075 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0072 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0073 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0098 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0099 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0100 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0101 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0102 <gen> to train/upgrade to a Shadow Heart Minion
If ((Commander 0068 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0068 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0069 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0069 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0147 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0147 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0149 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0149 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0148 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0148 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0150 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0150 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0151 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0151 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0071 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0071 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0070 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0070 <gen>) for 5.00 seconds) else do (Do nothing)
Else - Actions
Do nothing
UnitBuild02
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Order Tent 0106 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0104 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0105 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0103 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0110 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0111 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0106 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0122 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0125 <gen> to train/upgrade to a Shadow Heart Minion
If ((Commander 0068 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0068 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0069 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0069 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0147 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0147 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0149 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0149 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0148 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0148 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0150 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0150 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0151 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0151 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0071 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0071 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0070 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0070 <gen>) for 5.00 seconds) else do (Do nothing)
Else - Actions
Do nothing
UnitBuild03
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Order Tent 0124 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0123 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0121 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0120 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0126 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0127 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0128 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0129 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0131 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0130 <gen> to train/upgrade to a Shadow Heart Minion
If ((Commander 0068 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0068 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0069 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0069 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0147 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0147 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0149 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0149 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0148 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0148 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0150 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0150 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0151 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0151 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0071 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0071 <gen>) for 5.00 seconds) else do (Do nothing)
If ((Commander 0070 <gen> is alive) Equal to True) then do (Ping minimap for (All players) at (Position of Commander 0070 <gen>) for 5.00 seconds) else do (Do nothing)
Else - Actions
Do nothing
UnitBuild04
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Order Tent 0163 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0162 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0157 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0158 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0159 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0160 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0161 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0208 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0330 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0329 <gen> to train/upgrade to a Shadow Heart Minion
Else - Actions
Do nothing
UnitBuild05
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Unit - Order Tent 0112 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0113 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0114 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0115 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0119 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0116 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0117 <gen> to train/upgrade to a Shadow Heart Minion
Unit - Order Tent 0118 <gen> to train/upgrade to a Shadow Heart Minion
Else - Actions
Do nothing
Unit Order
Events
Unit - A unit Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack . (Random unit from (Units in (Playable map area) matching (((Matching unit) belongs to an enemy of Player 9 (Gray).) Equal to True)))
Commander1 Die
Events
Unit - Commander 0068 <gen> Dies
Conditions
Actions
Trigger - Turn off UnitBuild01 <gen>
Trigger - Turn on UnitBuild02 <gen>
Unit - Move Spawn Point 0037 <gen> instantly to (Center of Circle_Warp1 <gen>)
Special Effect - Create a special effect at (Position of Spawn Point 0037 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Trigger - Turn off (This trigger)
Commander2 Die
Events
Unit - Commander 0070 <gen> Dies
Conditions
Actions
Trigger - Turn off UnitBuild02 <gen>
Trigger - Turn on UnitBuild03 <gen>
Destructible - Open Gate 2002 <gen>
Destructible - Open Gate 3234 <gen>
Destructible - Open Gate 3233 <gen>
Destructible - Open Gate 3232 <gen>
Unit - Move Spawn Point 0037 <gen> instantly to (Center of Circle_Warp2 <gen>)
Special Effect - Create a special effect at (Position of Spawn Point 0037 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: The gates to the city are now open!
Commander3 Die
Events
Unit - Commander 0149 <gen> Dies
Conditions
Actions
Trigger - Turn off UnitBuild05 <gen>
Destructible - Open Gate 2420 <gen>
Game - Display to (All players) the text: The enterance to the outpost is now open!
Trigger - Turn off (This trigger)
Hero Dies
Events
Unit - Adventurer 0011 <gen> Dies
Unit - Kunoichi 0009 <gen> Dies
Unit - Assassin 0006 <gen> Dies
Unit - Undead Warrior 0010 <gen> Dies
Conditions
Actions
Player - Add 1 to (Owner of (Triggering unit)) . Food used
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Weapons\MeatwagonMissile\MeatwagonMissile.mdl
Special Effect - Destroy (Last created special effect)
Hero - Instantly revive (Triggering unit) at (Position of Spawn Point 0037 <gen>) , Show revival graphics
Hero Level
Events
Unit - Commander 0068 <gen> Dies
Unit - Commander 0070 <gen> Dies
Unit - Commander 0071 <gen> Dies
Unit - Commander 0069 <gen> Dies
Unit - Commander 0147 <gen> Dies
Unit - Commander 0148 <gen> Dies
Unit - Commander 0149 <gen> Dies
Unit - Commander 0150 <gen> Dies
Unit - Commander 0151 <gen> Dies
Unit - Commander 0219 <gen> Dies
Conditions
Actions
Hero - Set Adventurer 0011 <gen> Hero-level to ((Hero level of Adventurer 0011 <gen>) + 1) , Show level-up graphics
Hero - Set Kunoichi 0009 <gen> Hero-level to ((Hero level of Kunoichi 0009 <gen>) + 1) , Show level-up graphics
Hero - Set Undead Warrior 0010 <gen> Hero-level to ((Hero level of Undead Warrior 0010 <gen>) + 1) , Show level-up graphics
Hero - Set Assassin 0006 <gen> Hero-level to ((Hero level of Assassin 0006 <gen>) + 1) , Show level-up graphics
Wait 0.50 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Kill Adventurer 0011 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 2 (Blue) controller) Equal to Computer) then do (Kill Undead Warrior 0010 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Kill Kunoichi 0009 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 7 (Green) controller) Equal to Computer) then do (Kill Assassin 0006 <gen>) else do (Do nothing)
City Gate Open
Events
Unit - Commander 0068 <gen> Dies
Unit - Commander 0069 <gen> Dies
Unit - Commander 0070 <gen> Dies
Unit - Commander 0150 <gen> Dies
Unit - Commander 0071 <gen> Dies
Unit - Commander 0151 <gen> Dies
Unit - Commander 0147 <gen> Dies
Conditions
Actions
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Commander 0068 <gen> is dead) Equal to True
(Commander 0069 <gen> is dead) Equal to True
(Commander 0070 <gen> is dead) Equal to True
(Commander 0071 <gen> is dead) Equal to True
(Commander 0151 <gen> is dead) Equal to True
(Commander 0150 <gen> is dead) Equal to True
(Commander 0147 <gen> is dead) Equal to True
Then - Actions
Destructible - Open Gate 2003 <gen>
Game - Display to (All players) the text: The town has been secured! Proceed south the Yaksha's encampment!
Trigger - Turn off UnitBuild03 <gen>
Trigger - Turn on UnitBuild04 <gen>
Unit - Move Spawn Point 0037 <gen> instantly to (Center of Circle_Warp3 <gen>)
Cinematic - Ping minimap for (All players) at (Position of Goddess of War 0207 <gen>) for 10.00 seconds, using a Simple ping of color ( 100 %, 100 %, 100 %)
Else - Actions
Do nothing
Boss Appear
Events
Unit - A unit enters Boss_Appear <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Special Effect - Create a special effect at (Center of Boss <gen>) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 2.50 seconds
Unit - Unhide Goddess of War 0207 <gen>
Cinematic - Send transmission to (All players) from Goddess of War 0207 <gen> named Yaksha : Play No sound and display You will regret attacking the Shadow Heart! You die here! . Modify duration: Add 0 seconds and Wait
End Game
Events
Unit - Goddess of War 0207 <gen> Dies
Conditions
Actions
Unit - Pause all units
Game - Display to (All players) the text: Yaksha has been defeated!
Unit - Create 1 . Kunoichi for Player 6 (Orange) at (Center of Boss <gen>) facing 180.00 degrees
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Special Effect - Create a special effect at (Position of Undead Warrior 0010 <gen>) using Abilities\Spells\Other\Charm\CharmTarget.mdl
Unit - Replace Undead Warrior 0010 <gen> with a General (wielding Frostmourne) using The old unit's relative life and mana
Player - Add 1000000 to Player 1 (Red) . Current gold
Player - Add 1000000 to Player 2 (Blue) . Current gold
Player - Add 1000000 to Player 6 (Orange) . Current gold
Player - Add 1000000 to Player 7 (Green) . Current gold
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
End Field
Events
Unit - A unit enters Field_Enter <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off UnitBuild04 <gen>
Trigger - Turn on UnitBuild05 <gen>
Unit - Move Spawn Point 0037 <gen> instantly to (Center of Circle_Warp4 <gen>)
Special Effect - Create a special effect at (Position of Spawn Point 0037 <gen>) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
Wait 0.50 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Kill Adventurer 0011 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 2 (Blue) controller) Equal to Computer) then do (Kill Undead Warrior 0010 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Kill Kunoichi 0009 <gen>) else do (Do nothing)
Wait 0.50 seconds
If ((Player 7 (Green) controller) Equal to Computer) then do (Kill Assassin 0006 <gen>) else do (Do nothing)
Timer End
Events
Time - timer expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Unit - Pause all units
Special Effect - Create a special effect at (Position of Goddess of War 0207 <gen>) using Abilities\Spells\Human\MassTeleport\MassTeleportTo.mdl
Unit - Remove Goddess of War 0207 <gen> from the game
Game - Display to (All players) the text: Yaksha escaped!
Wait 5.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Hero1 Move
Events
Unit - Adventurer 0011 <gen> Dies
Conditions
Actions
Wait 1.50 seconds
If ((Commander 0068 <gen> is alive) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0068 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0070 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0070 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0071 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0071 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0069 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0069 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0151 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0151 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0147 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0147 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0150 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0150 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0148 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0148 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Position of Commander 0149 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0149 <gen> is dead) Equal to True) then do (Order Adventurer 0011 <gen> to Attack-Move To.(Center of Boss <gen>)) else do (Do nothing)
Hero2 Move
Events
Unit - Undead Warrior 0010 <gen> Dies
Conditions
Actions
Wait 1.50 seconds
If ((Commander 0068 <gen> is alive) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0068 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0070 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0070 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0071 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0071 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0069 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0069 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0151 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0151 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0147 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0147 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0150 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0150 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0148 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0148 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Position of Commander 0149 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0149 <gen> is dead) Equal to True) then do (Order Undead Warrior 0010 <gen> to Attack-Move To.(Center of Boss <gen>)) else do (Do nothing)
Hero3 Move
Events
Unit - Kunoichi 0009 <gen> Dies
Conditions
Actions
Wait 1.50 seconds
If ((Commander 0068 <gen> is alive) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0068 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0070 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0070 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0071 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0071 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0069 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0069 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0151 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0151 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0147 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0147 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0150 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0150 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0148 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0148 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Position of Commander 0149 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0149 <gen> is dead) Equal to True) then do (Order Kunoichi 0009 <gen> to Attack-Move To.(Center of Boss <gen>)) else do (Do nothing)
Hero4 Move
Events
Unit - Assassin 0006 <gen> Dies
Conditions
Actions
Wait 1.50 seconds
If ((Commander 0068 <gen> is alive) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0068 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0068 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0070 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0070 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0071 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0071 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0069 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0069 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0151 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0151 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0147 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0147 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0150 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0150 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0148 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0148 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Position of Commander 0149 <gen>)) else do (Do nothing)
Wait 0.10 seconds
If ((Commander 0149 <gen> is dead) Equal to True) then do (Order Assassin 0006 <gen> to Attack-Move To.(Center of Boss <gen>)) else do (Do nothing)
Quitters
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Solo Mode
Events
Conditions
(Number of players in (All players matching (((Matching player) slot status) Equal to Is playing).)) Equal to 1
Actions
Sound - Play CreepAggroWhat1 <gen>
Game - Display to (All players) the text: |cffffcc00Solo mode enabled! You start at maximum level, but have no respawns. See how far you can get!|r
Trigger - Turn off Hero_Dies <gen>
Trigger - Turn off Hero_Level <gen>
Trigger - Turn on Hero_Lose <gen>
Hero - Set Adventurer 0011 <gen> Hero-level to 10 , Hide level-up graphics
Hero - Set Assassin 0006 <gen> Hero-level to 10 , Hide level-up graphics
Hero - Set Kunoichi 0009 <gen> Hero-level to 10 , Hide level-up graphics
Hero - Set Undead Warrior 0010 <gen> Hero-level to 10 , Hide level-up graphics
Unit - Remove Spawn Point 0037 <gen> from the game
Trigger - Turn off (This trigger)
Hero Lose
Events
Unit - Adventurer 0011 <gen> Dies
Unit - Kunoichi 0009 <gen> Dies
Unit - Assassin 0006 <gen> Dies
Unit - Undead Warrior 0010 <gen> Dies
Conditions
Actions
Wait 5.00 seconds
Game - Defeat (Owner of (Triggering unit)) with the message: Defeat!
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.