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 Great Battle 1.1.w3x
Variables
Initialization
Map Initialization
Gold
Leaderboard
Set Up Leaderboard
Update Leaderboard
Making Units
Unit Builds1
Unit Builds2
Unit Builds3
main Builds1
main Builds2
Moving
Right
Left
Down Left
Down Right
Center Right
Center Left
Down Center Right
Down Center Left
The End
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
Kills
integer
Yes
PlayergroupElf
force
No
PlayergroupHuman
force
No
TheLeaderBoard
leaderboard
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
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Hero - Make Player 1 (Red) Heroes gain 100.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 100.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 100.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 100.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 100.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 100.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 100.00 % experience from future kills
Hero - Make Player 10 (Light Blue) Heroes gain 100.00 % experience from future kills
Player - Set name of Player 12 (Brown) to Azshara Covenant
Player - Set name of Player 11 (Dark Green) to Azsune Sisterhood
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) 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 3 (Teal) treat Player 10 (Light Blue) 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 7 (Green) treat Player 9 (Gray) 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 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 - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player - Set Player 9 (Gray) . Food cap to 100
Player - Set Player 10 (Light Blue) . Food cap to 100
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 7)
Selection - Select Character Chooser 0030 <gen> for Player 1 (Red)
Selection - Select Character Chooser 0037 <gen> for Player 8 (Pink)
Selection - Select Character Chooser 0035 <gen> for Player 6 (Orange)
Selection - Select Character Chooser 0034 <gen> for Player 5 (Yellow)
Selection - Select Character Chooser 0032 <gen> for Player 3 (Teal)
Selection - Select Character Chooser 0031 <gen> for Player 2 (Blue)
Selection - Select Character Chooser 0033 <gen> for Player 4 (Purple)
Selection - Select Character Chooser 0036 <gen> for Player 7 (Green)
Player - Set Player 1 (Red) . Food cap to 5
Player - Set Player 2 (Blue) . Food cap to 5
Player - Set Player 3 (Teal) . Food cap to 5
Player - Set Player 4 (Purple) . Food cap to 5
Player - Set Player 5 (Yellow) . Food cap to 5
Player - Set Player 6 (Orange) . Food cap to 5
Player - Set Player 8 (Pink) . Food cap to 5
Player - Set Player 7 (Green) . Food cap to 5
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Character Chooser 0030 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Character Chooser 0031 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Character Chooser 0032 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Character Chooser 0033 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Character Chooser 0034 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Character Chooser 0035 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Character Chooser 0037 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove Character Chooser 0036 <gen> from the game) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Character Chooser 0030 <gen> to train/upgrade to a Knight) else do (Do nothing)
If ((Player 8 (Pink) controller) Equal to Computer) then do (Order Character Chooser 0037 <gen> to train/upgrade to a Undead Knight) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Character Chooser 0035 <gen> to train/upgrade to a Undead Ranger) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Character Chooser 0034 <gen> to train/upgrade to a Faceless Demon) else do (Do nothing)
If ((Player 3 (Teal) controller) Equal to Computer) then do (Order Character Chooser 0032 <gen> to train/upgrade to a Ranger) else do (Do nothing)
If ((Player 2 (Blue) controller) Equal to Computer) then do (Order Character Chooser 0031 <gen> to train/upgrade to a Hanzo Hattori) else do (Do nothing)
If ((Player 4 (Purple) controller) Equal to Computer) then do (Order Character Chooser 0033 <gen> to train/upgrade to a Paladin) else do (Do nothing)
If ((Player 7 (Green) controller) Equal to Computer) then do (Order Character Chooser 0036 <gen> to train/upgrade to a Lich) else do (Do nothing)
Wait 0.10 seconds
Trigger - Turn off (This trigger)
Gold
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 2 to Player 1 (Red) . Current gold
Player - Add 2 to Player 2 (Blue) . Current gold
Player - Add 2 to Player 3 (Teal) . Current gold
Player - Add 2 to Player 4 (Purple) . Current gold
Player - Add 2 to Player 5 (Yellow) . Current gold
Player - Add 2 to Player 6 (Orange) . Current gold
Player - Add 2 to Player 7 (Green) . Current gold
Player - Add 2 to Player 8 (Pink) . Current gold
Player - Add 100000 to Player 9 (Gray) . Current gold
Player - Add 100000 to Player 10 (Light Blue) . Current gold
Set Up Leaderboard
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 14 , do (Set VariableSet Kills[(Integer A)] = "0")
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Kills
Set Variable Set TheLeaderBoard = (Last created leaderboard)
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of Player 11 (Dark Green)) and value 0) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Add Player 12 (Brown) to (Last created leaderboard) with label (Name of Player 12 (Brown)) and value 0) else do (Do nothing)
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 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)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) 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 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 7 (Green) slot status) Equal to Is playing) then do (Add Player 10 (Light Blue) to (Last created leaderboard) with label (Name of Player 10 (Light Blue)) and value 0) else do (Do nothing)
Trigger - Turn on Update_Leaderboard <gen>
Update Leaderboard
Events
Conditions
Actions
Leaderboard - Change the value for Player 4 (Purple) in TheLeaderBoard to Kills[4]
Leaderboard - Change the value for Player 2 (Blue) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 5 (Yellow) in TheLeaderBoard to Kills[5]
Leaderboard - Change the value for Player 8 (Pink) in TheLeaderBoard to Kills[8]
Leaderboard - Change the value for Player 11 (Dark Green) in TheLeaderBoard to Kills[11]
Leaderboard - Change the value for Player 12 (Brown) in TheLeaderBoard to Kills[12]
Leaderboard - Change the value for Player 6 (Orange) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 1 (Red) in TheLeaderBoard to Kills[1]
Leaderboard - Change the value for Player 7 (Green) in TheLeaderBoard to Kills[10]
Leaderboard - Change the value for Player 3 (Teal) in TheLeaderBoard to Kills[3]
Leaderboard - Change the value for Neutral Hostile in TheLeaderBoard to Kills[13]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Unit Builds1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0013 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0013 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0014 <gen> to train/upgrade to a HorseMen
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0017 <gen> to train/upgrade to a WolfRider
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0011 <gen> to train/upgrade to a WolfRider
Unit - Order Barracks 0015 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0015 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0012 <gen> to train/upgrade to a WolfRider
Unit Builds2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0013 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0013 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0014 <gen> to train/upgrade to a Ranger
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0017 <gen> to train/upgrade to a Undead Ranger
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0011 <gen> to train/upgrade to a Undead Ranger
Unit - Order Barracks 0015 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0015 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0012 <gen> to train/upgrade to a Ranger
Unit Builds3
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0013 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0013 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0014 <gen> to train/upgrade to a Mortar Team
Unit - Order Barracks 0014 <gen> to train/upgrade to a Sorceress
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0010 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0017 <gen> to train/upgrade to a Mortar Team
Unit - Order Undead Barracks 0017 <gen> to train/upgrade to a Undead Sorceress
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0016 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0011 <gen> to train/upgrade to a Mortar Team
Unit - Order Undead Barracks 0011 <gen> to train/upgrade to a Undead Sorceress
Unit - Order Barracks 0015 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0015 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0012 <gen> to train/upgrade to a Mortar Team
Unit - Order Barracks 0012 <gen> to train/upgrade to a Sorceress
main Builds1
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0019 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0019 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0019 <gen> to train/upgrade to a HorseMen
Unit - Order Barracks 0021 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0021 <gen> to train/upgrade to a SwordsMen
Unit - Order Barracks 0021 <gen> to train/upgrade to a HorseMen
Unit - Order Barracks 0023 <gen> to train/upgrade to a Sorceress
Unit - Order Barracks 0023 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0023 <gen> to train/upgrade to a Ranger
Unit - Order Barracks 0023 <gen> to train/upgrade to a Catapult
Unit - Order Barracks 0022 <gen> to train/upgrade to a Ranger
Unit - Order Barracks 0022 <gen> to train/upgrade to a Rifleman
Unit - Order Barracks 0022 <gen> to train/upgrade to a Sorceress
Unit - Order Barracks 0022 <gen> to train/upgrade to a Catapult
main Builds2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Undead Barracks 0025 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0025 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0025 <gen> to train/upgrade to a WolfRider
Unit - Order Undead Barracks 0028 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0028 <gen> to train/upgrade to a Undead SwordsMen
Unit - Order Undead Barracks 0028 <gen> to train/upgrade to a WolfRider
Unit - Order Undead Barracks 0029 <gen> to train/upgrade to a Undead Sorceress
Unit - Order Undead Barracks 0029 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0029 <gen> to train/upgrade to a Undead Ranger
Unit - Order Undead Barracks 0029 <gen> to train/upgrade to a Catapult
Unit - Order Undead Barracks 0026 <gen> to train/upgrade to a Undead Ranger
Unit - Order Undead Barracks 0026 <gen> to train/upgrade to a Undead RifleMan
Unit - Order Undead Barracks 0026 <gen> to train/upgrade to a Undead Sorceress
Unit - Order Undead Barracks 0026 <gen> to train/upgrade to a Catapult
Right
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Region_002 <gen>) to Attack-Move To . (Center of Region_005 <gen>)
Left
Events
Unit - A unit enters Region_003 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Region_003 <gen>) to Attack-Move To . (Center of Region_004 <gen>)
Down Left
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Region_004 <gen>) to Attack-Move To . (Center of Region_003 <gen>)
Down Right
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Region_005 <gen>) to Attack-Move To . (Center of Region_002 <gen>)
Center Right
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Region_001 <gen>) to Attack-Move To . (Center of Region_007 <gen>)
Center Left
Events
Unit - A unit enters Region_000 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Region_000 <gen>) to Attack-Move To . (Center of Region_006 <gen>)
Down Center Right
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Region_007 <gen>) to Attack-Move To . (Center of Region_001 <gen>)
Down Center Left
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Region_006 <gen>) to Attack-Move To . (Center of Region_006 <gen>)
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.