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Triggers
The Farmers.w3x
Variables
Initialization
Melee Initialization
Unit dies
Create
Monster dies
Leaderboard
Set Up Leaderboard
Update Leaderboard
Change Value
Timers
TIMER
For Every 30 sec
For Every 5 sec
For Every 120 sec
HOusing
Farmers House
Leave Farmers House
Unit Enters
Quest
Chop Crops
Chopped 150 crops
Modes
Normal Mode
Friend mode
Disable Friend Mode
Bounty Mode
AI
Testing
Farmers
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
Crops_Cut
integer
Yes
TheLeaderBoard
leaderboard
No
TimeIncome_window
timerdialog
No
Timer
timer
No
Timer_Income
timer
No
Timer_Window
timerdialog
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Enable (Last created visibility modifier)
Game - Display to (All players) for 15.00 seconds the text: The Quest here is to chop 150 crops.For Modes type -fon for team and type -foff for FFA.For Bounty mode type -bnYou will gain 1 gold for every 120 sec.
Unit dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Farmer
Actions
Game - Display to (All players) the text: Reviving Farmer in 15 seconds.
Wait 5.00 seconds
Game - Display to (All players) the text: Reviving Farmer in 10 seconds.
Wait 5.00 seconds
Game - Display to (All players) the text: Reviving Farmer in 5 seconds.
Wait 5.00 seconds
Game - Display to (All players) the text: Your Farmer is Fully Revived.
Hero - Instantly revive (Dying unit) at (Center of Reviving <gen>) , Show revival graphics
Create
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Create 1 . Farmer for Player 1 (Red) at (Random point in Farmers_House <gen>) facing Default building facing degrees
Unit - Create 1 . Farmer for Player 2 (Blue) at (Random point in Farmers_House <gen>) facing Default building facing degrees
Unit - Create 1 . Farmer for Player 3 (Teal) at (Random point in Farmers_House <gen>) facing Default building facing degrees
Unit - Create 1 . Farmer for Player 4 (Purple) at (Random point in Farmers_House <gen>) facing Default building facing degrees
Unit - Create 1 . Farmer for Player 5 (Yellow) at (Random point in Farmers_House <gen>) facing Default building facing degrees
Monster dies
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Monster
Actions
Unit - Remove (Dying unit) from the game
Set Up Leaderboard
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 14 , do (Set VariableSet Crops_Cut[(Integer A)] = "0")
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Farming Record
Set Variable Set TheLeaderBoard = (Last created leaderboard)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0) else do (Do nothing)
Trigger - Turn on Update_Leaderboard <gen>
Update Leaderboard
Events
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in TheLeaderBoard to Crops_Cut[1]
Leaderboard - Change the value for Player 2 (Blue) in TheLeaderBoard to Crops_Cut[2]
Leaderboard - Change the value for Player 3 (Teal) in TheLeaderBoard to Crops_Cut[3]
Leaderboard - Change the value for Player 4 (Purple) in TheLeaderBoard to Crops_Cut[4]
Leaderboard - Change the value for Player 5 (Yellow) in TheLeaderBoard to Crops_Cut[5]
Change Value
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Owner of (Killing unit)) is in (All players).) Equal to True
Actions
Set Variable Set Crops_Cut[(Player number of (Owner of (Killing unit)))] = (Crops_Cut[(Player number of (Owner of (Killing unit)))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
TIMER
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Set Variable Set Timer = (Last started timer)
Set Variable Set Timer_Window = (Last created timer window)
Countdown Timer - Create a timer window for Timer with title Monster Spawns
Countdown Timer - Start Timer as a Repeating timer that will expire in 30 seconds
Countdown Timer - Show Timer_Window
Countdown Timer - Change the color of the time for Timer_Window to ( 100 %, 80 %, 20 %) with 0 % transparency
For Every 30 sec
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Monster for Player 12 (Brown) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Random point in (Playable map area))
For Every 5 sec
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Crops for Player 12 (Brown) at (Random point in (Playable map area)) facing Default building facing degrees
For Every 120 sec
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to ((Player 1 (Red) Current gold) + 1)
Player - Set Player 2 (Blue) . Current gold to ((Player 2 (Blue) Current gold) + 1)
Player - Set Player 3 (Teal) . Current gold to ((Player 3 (Teal) Current gold) + 1)
Player - Set Player 4 (Purple) . Current gold to ((Player 4 (Purple) Current gold) + 1)
Player - Set Player 5 (Yellow) . Current gold to ((Player 5 (Yellow) Current gold) + 1)
Farmers House
Events
Unit - A unit enters Farmers_House <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Farmer
Actions
Unit - Make (Entering unit) Invulnerable
Leave Farmers House
Events
Unit - A unit leaves Farmers_House <gen>
Conditions
(Unit-type of (Leaving unit)) Equal to Farmer
Actions
Unit - Make (Leaving unit) Vulnerable
Unit Enters
Events
Unit - A unit enters Farmers_House <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Monster
(Unit-type of (Entering unit)) Equal to Crops
Actions
Unit - Move (Entering unit) instantly to (Center of (Playable map area))
Chop Crops
Events
Time - Elapsed game time is 2.50 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Discovered message: Chop 150 Crops
Quest - Create a Required quest titled Chop Crops with the description Chop 150 crops to win the game. , using icon path ReplaceableTextures\CommandButtons\BTNBundleOfLumber.blp
Quest - Enable (Last created quest)
Quest - Mark (Last created quest) as Discovered
Quest - Create a defeat condition with the description You must work faster than your enemies.
Quest - Create a defeat condition with the description You must work faster than your enemies.
Chopped 150 crops
Events
Conditions
Actions
Normal Mode
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 5.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 5.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 5.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 5.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 5.00 % experience from future kills
Friend mode
Events
Player - Player 1 (Red) types a chat message containing -fon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
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 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 3 (Teal) treat Player 5 (Yellow) 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 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 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 1 (Red) 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 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 2 (Blue) 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 3 (Teal) as an Ally with shared vision
Disable Friend Mode
Events
Player - Player 1 (Red) types a chat message containing -foff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Enemy
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Enemy
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Enemy
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Enemy
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Enemy
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Enemy
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Enemy
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Enemy
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Enemy
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Enemy
Bounty Mode
Events
Player - Player 1 (Red) types a chat message containing -bn (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Farmers
Events
Conditions
Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\GruntMaster.ai (Unexpected type: 'aiscript')
AI - Send Player 2 (Blue) the AI Command ( 3 , 5 )
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