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
The Game I.w3x
Variables
If Editing::READ
Beginning
Village Cinematic
Conflict
Esc Key
Black Out Intro
Moving
Player Related
Village Move Kids 1
Village Move Kids 2
Village Move Kids 3
Move Left
Move Right
Units Related
---Making Them 1---
Making Units 1
Making Units 2
Making Units 3
Making Units 4
Making Units 5
---Making Them 2---
Making Units 2a
Making Units 2b
Making Units 2c
Making Units 2d
Making Units 2e
---Making Them 3---
Making Units 3a
Making Units 3b
Making Units 3c
Making Units 3d
Making Units 3e
---Making Them 4---
---Moving Them 1---
Move Units 1
Move Units 2
Move Units 3
Move Units 4
Move Units 5
---Moving Them 2---
Move Units 2a
Move Units 2b
Move Units 2c
Move Units 2d
Move Units 2e
---Removing Them---
Remove Unit 1
Remove Unit 2
Remove Unit 3
Remove Unit 4
Remove Unit 5
Cameras
Lock Main
Music
Kills and Scores
Upgrading
Upgrades
Killing
Killed 1
Killed 2
Killed 3
LeaderBoards
Size Board
Refesh Board
Name
Type
is_array
initial_value
CineOff
integer
No
1
LeaderBoard1
leaderboard
No
SizeIncrease
integer
No
1
SpeedFakeIncrease
integer
No
1
SpeedIncrease
integer
No
200
These triggers are simple and made to work the way I made them to. Please if you alter any of the triggers don't post this map up again, just adjust it to your personal diffuculty of having more units in waves or making it have a revive sequence. I made this map so you can experiment in simple triggering.
This is the main cinematic on the game.
Esc Key
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Cinematic - Fade in over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Set Variable Set CineOff = (CineOff + 1)
Cinematic - Turn cinematic mode Off for (All players)
Leaderboard - Show LeaderBoard1
Trigger - Turn off Black_Out_Intro <gen>
Trigger - Turn on Making_Units_1 <gen>
Trigger - Turn on Making_Units_2 <gen>
Trigger - Turn on Making_Units_3 <gen>
Trigger - Turn on Making_Units_4 <gen>
Trigger - Turn on Making_Units_5 <gen>
Trigger - Turn on Making_Units_2a <gen>
Trigger - Turn on Making_Units_2b <gen>
Trigger - Turn on Making_Units_2c <gen>
Trigger - Turn on Making_Units_2d <gen>
Trigger - Turn on Making_Units_2e <gen>
Trigger - Turn on Making_Units_3b <gen>
Trigger - Turn on Making_Units_3c <gen>
Trigger - Turn on Making_Units_3d <gen>
Trigger - Turn on Making_Units_3e <gen>
Trigger - Run Music <gen> (checking conditions)
Trigger - Run Lock_Main <gen> (ignoring conditions)
Trigger - Turn on Move_Left <gen>
Trigger - Turn on Move_Right <gen>
Black Out Intro
Events
Map initialization
Conditions
Actions
Sound - Set Music to 100.00 %
Sound - Play forbidden <gen>
Trigger - Turn off Move_Right <gen>
Trigger - Turn off Move_Left <gen>
Sound - Stop music Immediately
Game - Set the time of day to 12
Unit - Order Child 0022 <gen> to Move To . (Center of Child_Move_3 <gen>)
Unit - Order Child 0024 <gen> to Move To . (Center of Child_Move_2 <gen>)
Unit - Order Child 0023 <gen> to Move To . (Center of Child_Move_1 <gen>)
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Fade out over 0.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Game - Display to (All players) for 8.00 seconds the text: Ah, welcome to Lordearon. Such a peaceful place...
Camera - . Apply . gg_cam_Starting_Village_Cinematic for Player 1 (Red) over 0 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Wait 7.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 1.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Camera - . Apply . gg_cam_Ending_Village_Cinematic for Player 1 (Red) over 18.00 seconds
Wait 6.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Unit - Order Villager 0017 <gen> to Move To . (Center of Villager_Move_1 <gen>)
Wait 11.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Cinematic - Fade out over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Game - Display to (All players) for 8.00 seconds the text: Until fate intervened with this pleasant life style...
Wait 6.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 6.00 seconds the text: Soon, a disease struck a townsfolk...
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 10.00 seconds the text: He was banished, as he grew weaker in size, strength, and speed, so he left the small town...
Wait 9.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 8.00 seconds the text: While away, he realized it was not a disease but a transformation...
Wait 6.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 6.00 seconds the text: He returned to the village as a small hideous creature and everyone fled from him...
Wait 6.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 6.00 seconds the text: His misery, turned him into a beast!
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Game - Display to (All players) for 6.00 seconds the text: Now, you must guide him to their deaths.
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CineOff Equal to 2
Then - Actions
Cinematic - Clear the screen of text messages for (All players) .
Wait until (CineOff Equal to 1000000) , checking every 1 seconds
Else - Actions
Cinematic - Fade in over 2.00 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Wait 3.00 seconds
Leaderboard - Show LeaderBoard1
Trigger - Turn on Making_Units_1 <gen>
Trigger - Turn on Making_Units_2 <gen>
Trigger - Turn on Making_Units_3 <gen>
Trigger - Turn on Making_Units_4 <gen>
Trigger - Turn on Making_Units_5 <gen>
Trigger - Turn on Making_Units_2a <gen>
Trigger - Turn on Making_Units_2b <gen>
Trigger - Turn on Making_Units_2c <gen>
Trigger - Turn on Making_Units_2d <gen>
Trigger - Turn on Making_Units_2e <gen>
Trigger - Turn on Making_Units_3b <gen>
Trigger - Turn on Making_Units_3c <gen>
Trigger - Turn on Making_Units_3d <gen>
Trigger - Turn on Making_Units_3e <gen>
Trigger - Run Music <gen> (checking conditions)
Trigger - Run Lock_Main <gen> (ignoring conditions)
Trigger - Turn on Move_Left <gen>
Trigger - Turn on Move_Right <gen>
Cinematic - Turn cinematic mode Off for (All players)
Village Move Kids 1
Events
Unit - A unit enters Child_Move_1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Child_Move_2 <gen>)
Village Move Kids 2
Events
Unit - A unit enters Child_Move_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Child_Move_3 <gen>)
Village Move Kids 3
Events
Unit - A unit enters Child_Move_3 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Child_Move_1 <gen>)
Move Left
Events
Player - Player 1 (Red) Presses the Left Arrow key
Conditions
Actions
If ((Move_1 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_2 <gen>)) else do (Do nothing)
If ((Move_2 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_3 <gen>)) else do (Do nothing)
If ((Move_3 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_4 <gen>)) else do (Do nothing)
If ((Move_4 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_5 <gen>)) else do (Do nothing)
Move Right
Events
Player - Player 1 (Red) Presses the Right Arrow key
Conditions
Actions
If ((Move_5 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_4 <gen>)) else do (Do nothing)
If ((Move_4 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_3 <gen>)) else do (Do nothing)
If ((Move_3 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_2 <gen>)) else do (Do nothing)
If ((Move_2 <gen> contains Peasant 0000 <gen>) Equal to True) then do (Order Peasant 0000 <gen> to Move To.(Center of Move_1 <gen>)) else do (Do nothing)
Basic wave of avergae footmen.
Making Units 1
Events
Time - Every (Random real number between 2.00 and 10.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of Start_1 <gen>) facing Default building facing degrees
Making Units 2
Events
Time - Every (Random real number between 1.00 and 10.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of Start_2 <gen>) facing Default building facing degrees
Making Units 3
Events
Time - Every (Random real number between 5.00 and 10.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of Start_3 <gen>) facing Default building facing degrees
Making Units 4
Events
Time - Every (Random real number between 1.00 and 10.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of Start_4 <gen>) facing Default building facing degrees
Making Units 5
Events
Time - Every (Random real number between 3.00 and 10.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 2 (Blue) at (Center of Start_5 <gen>) facing Default building facing degrees
Basic wave of higher knights.
Making Units 2a
Events
Time - Every (Random real number between 32.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Start_1 <gen>) facing Default building facing degrees
Making Units 2b
Events
Time - Every (Random real number between 30.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Start_2 <gen>) facing Default building facing degrees
Making Units 2c
Events
Time - Every (Random real number between 34.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Start_3 <gen>) facing Default building facing degrees
Making Units 2d
Events
Time - Every (Random real number between 35.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Start_4 <gen>) facing Default building facing degrees
Making Units 2e
Events
Time - Every (Random real number between 30.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of Start_5 <gen>) facing Default building facing degrees
Basic wave of killer rollers.
Making Units 3a
Events
Time - Every (Random real number between 15.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 2 (Blue) at (Center of Start_1 <gen>) facing Default building facing degrees
Making Units 3b
Events
Time - Every (Random real number between 10.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 2 (Blue) at (Center of Start_2 <gen>) facing Default building facing degrees
Making Units 3c
Events
Time - Every (Random real number between 14.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 2 (Blue) at (Center of Start_3 <gen>) facing Default building facing degrees
Making Units 3d
Events
Time - Every (Random real number between 20.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 2 (Blue) at (Center of Start_4 <gen>) facing Default building facing degrees
Making Units 3e
Events
Time - Every (Random real number between 23.00 and 60.00) seconds of game time
Conditions
Actions
Unit - Create 1 . Siege Engine for Player 2 (Blue) at (Center of Start_5 <gen>) facing Default building facing degrees
This reserved for your own pursonal use of adding challenges if you'd like.
Move Units 1
Events
Unit - A unit enters Start_1 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Start_1_Copy_2 <gen>)
Move Units 2
Events
Unit - A unit enters Start_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Start_2_Copy_2 <gen>)
Move Units 3
Events
Unit - A unit enters Start_3 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Start_3_Copy_2 <gen>)
Move Units 4
Events
Unit - A unit enters Start_4 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Start_4_Copy_2 <gen>)
Move Units 5
Events
Unit - A unit enters Start_5 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Start_5_Copy_2 <gen>)
Move Units 2a
Events
Unit - A unit enters Start_1_Copy_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of End_1 <gen>)
Move Units 2b
Events
Unit - A unit enters Start_2_Copy_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of End_2 <gen>)
Move Units 2c
Events
Unit - A unit enters Start_3_Copy_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of End_3 <gen>)
Move Units 2d
Events
Unit - A unit enters Start_4_Copy_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of End_4 <gen>)
Move Units 2e
Events
Unit - A unit enters Start_5_Copy_2 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of End_5 <gen>)
Remove Unit 1
Events
Unit - A unit enters End_1 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Remove Unit 2
Events
Unit - A unit enters End_2 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Remove Unit 3
Events
Unit - A unit enters End_3 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Remove Unit 4
Events
Unit - A unit enters End_4 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Remove Unit 5
Events
Unit - A unit enters End_5 <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Lock Main
Events
Conditions
Actions
Camera - Lock camera target for Player 1 (Red) to Peasant 0000 <gen> , offset by ( 0 , 0 ) using Default rotation
Game - Disable selection and deselection functionality ( Disable selection circles)
Music
Events
Conditions
Actions
Sound - Play Doom <gen>
Upgrades
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SizeIncrease Greater than or equal to 125
Then - Actions
Trigger - Turn on Killed_2 <gen>
Trigger - Turn off Killed_1 <gen>
Sound - Set position of KotoBeastPissed3 <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play KotoBeastPissed3 <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SizeIncrease Greater than or equal to 200
Then - Actions
Trigger - Turn on Killed_3 <gen>
Trigger - Turn off Killed_2 <gen>
Sound - Set position of KotoBeastPissed2 <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play KotoBeastPissed2 <gen>
Else - Actions
Killed 1
Events
Unit - A unit comes within 75.00 of Peasant 0000 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Footman
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 1)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 1)
Set Variable Set SpeedIncrease = (SpeedIncrease + 1)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Knight
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 2)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 2)
Set Variable Set SpeedIncrease = (SpeedIncrease + 2)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Siege Engine
Then - Actions
Unit - Explode Peasant 0000 <gen> .
Else - Actions
Killed 2
Events
Unit - A unit comes within 125.00 of Peasant 0000 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Footman
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 1)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 1)
Set Variable Set SpeedIncrease = (SpeedIncrease + 1)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Knight
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 2)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 2)
Set Variable Set SpeedIncrease = (SpeedIncrease + 2)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Siege Engine
Then - Actions
Unit - Explode (Triggering unit) .
Else - Actions
Killed 3
Events
Unit - A unit comes within 175.00 of Peasant 0000 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Footman
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 1)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 1)
Set Variable Set SpeedIncrease = (SpeedIncrease + 1)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Knight
Then - Actions
Unit - Explode (Triggering unit) .
Set Variable Set SizeIncrease = (SizeIncrease + 2)
Set Variable Set SpeedFakeIncrease = (SpeedFakeIncrease + 2)
Set Variable Set SpeedIncrease = (SpeedIncrease + 2)
Animation - Change Peasant 0000 <gen> 's size to ( (Real(SizeIncrease)) %, (Real(SizeIncrease)) %, (Real(SizeIncrease)) %) of its original size
Unit - Set Peasant 0000 <gen> movement speed to (Real(SpeedIncrease))
Sound - Set position of Devour <gen> to (Center of Move_3 <gen>) with Z offset 0
Sound - Play Devour <gen>
Animation - Play Peasant 0000 <gen> 's attack animation
Wait 1.00 seconds
Animation - Reset Peasant 0000 <gen> 's animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Siege Engine
Then - Actions
Unit - Explode (Triggering unit) .
Else - Actions
Size Board
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled (Ratios of + (Name of Player 1 (Red)))
Set Variable Set LeaderBoard1 = (Last created leaderboard)
Leaderboard - Hide LeaderBoard1
Leaderboard - Add Neutral Hostile to LeaderBoard1 with label Size % and value SizeIncrease
Leaderboard - Add Player 12 (Brown) to LeaderBoard1 with label Speed % and value SpeedFakeIncrease
Trigger - Turn on Refesh_Board <gen>
Refesh Board
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Neutral Hostile in LeaderBoard1 to SizeIncrease
Leaderboard - Change the value for Player 12 (Brown) in LeaderBoard1 to SpeedFakeIncrease
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.