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Triggers
Throne Defence.w3x
Variables
Init.
Initialization
Gold Recieving
For footman
For riflemen
For priest
For crusader
For gryphon rider
Game Resulting
Defeat
Victory conditions pass
Victory
Alarms
Throne is under attack
Alert for fools
Tower lost
Less than 1000 HP
Less than 500 HP
Enemy Waves
First
Second
Third
Fourth
Fifth
Sixth
Seventh
Eight
Ninth
Tenth
Upgrades For Enemies
Priests Adept
Priests Master
Damage and armor 1
Damage and armor 2
Expiring Timers
Next wave start
Next wave close
Cinematics
Intro
Outro
Environment
Weather and environment
Floating text on the ground
Info
About game in quests menu
Inform about quests data
Write to author
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
Computer
player
No
Player01
Player
player
No
Player00
timer_till_next_wave
timer
No
Wave_count
integer
No
0
Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 24.00
Game - Set time of day speed to 200.00 % of the default speed
Game - Turn the day/night cycle Off
AI - Start campaign AI script for Computer : war3mapImported\Throne Attackers.ai (Unexpected type: 'aiscript')
Player - Set name of Player 1 (Red) to New King Jakob
Player - Change color of Player to Yellow , Changing color of existing units
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 1 (Red) . Current lumber
Player - Set the current research level of Rosp (Unexpected type: 'techcode') to 1 for Player
Trigger - Run Intro <gen> (checking conditions)
For each enemy footman slain you recieve +15 gold and +3 lumber
For footman
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Footman
Actions
Player - Add 15 to Player . Current gold
Player - Add 3 to Player . Current lumber
For each enemy rifleman slain you recieve +20 gold and +10 lumber
For riflemen
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Rifleman
Actions
Player - Add 20 to Player . Current gold
Player - Add 10 to Player . Current lumber
For each enemy priest slain you recieve +10 gold and +5 lumber
For priest
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Priest
Actions
Player - Add 10 to Player . Current gold
Player - Add 5 to Player . Current lumber
For each enemy crusader slain you recieve +25 gold and +15 lumber
For crusader
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Crusader
Actions
Player - Add 25 to Player . Current gold
Player - Add 15 to Player . Current lumber
For each enemy gryphon rider slain you recieve +30 gold and +20 lumber
For gryphon rider
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Gryphon Rider
Actions
Player - Add 30 to Player . Current gold
Player - Add 20 to Player . Current lumber
Defeat
Events
Unit - THRONE 0000 <gen> Dies
Conditions
(Owner of (Killing unit)) Equal to Computer
Actions
Wait 1.00 seconds
Game - Display to (All players) for 4.00 seconds the text: Damn! What king am I if I can't protect my own throne!
Wait 4.00 seconds
Game - Defeat Player 1 (Red) with the message: You have been vanquished!
Victory conditions pass
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
And - All (Conditions) are true
Conditions
Wave_count Equal to 10
(Number of living Footman units owned by Computer) Equal to 0
(Number of living Rifleman units owned by Computer) Equal to 0
(Number of living Priest units owned by Computer) Equal to 0
(Number of living Crusader units owned by Computer) Equal to 0
(Number of living Gryphon Rider units owned by Computer) Equal to 0
(THRONE 0000 <gen> is alive) Equal to True
Actions
Wait 2.50 seconds
Game - Display to (All players) for 3.50 seconds the text: Milord, I guess that's the end of them! We've MADE it! We can finally return our HOMES back!
Wait 4.00 seconds
Trigger - Run Outro <gen> (checking conditions)
Victory
Events
Conditions
Actions
Unit - Pause Last Son Of The King 0022 <gen>
Wait 1.00 seconds
Game - Victory Player ( Show dialogs, Show scores)
Throne is under attack
Events
Unit - THRONE 0000 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Computer
Actions
Game - Display to (All players) for 1.00 seconds the text: THRONE IS UNDER ATTACK!
This is for those who like hitting their own units, buildings (teamkillers) to protect from self destruction
Alert for fools
Events
Unit - THRONE 0000 <gen> Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player
Actions
Game - Display to (All players) for 1.00 seconds the text: DON'T DESTROY YOUR OWN THRONE, FOOL!
Tower lost
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Guard Tower
Actions
Game - Display to (All players) for 2.00 seconds the text: We've LOST a TOWER!
Less than 1000 HP
Events
Unit - THRONE 0000 <gen> 's life becomes Less than 1000.00
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: Throne currently has less than 1000 hit points! Repair it!
Less than 500 HP
Events
Unit - THRONE 0000 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to (All players) for 4.00 seconds the text: Throne currently has less than 500 hit points! You must repair it!
Released 1min after game start (at the end ofcinematics). Contains 2 footmen. All remaining waves occur every 3min.
First
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "1"
-------- Top Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 2 footmen and 1 riflemen.
Second
Events
Time - Elapsed game time is 240.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "2"
-------- Top Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Rifleman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Rifleman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Rifleman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 2 Footman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Rifleman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 3 footman and 2 riflemen.
Third
Events
Time - Elapsed game time is 420.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "3"
-------- Top Wave --------
Unit - Create 3 Footman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 3 Footman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 3 Footman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 3 Footman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 4 footman 2 riflemens and 1 priest.
Fourth
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "4"
-------- Top Wave --------
Unit - Create 4 Footman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Priest for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 4 Footman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Priest for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 4 Footman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Priest for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 4 Footman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Rifleman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Priest for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "6"
-------- Top Wave --------
Unit - Create 2 Crusader for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 3 Rifleman for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Priest for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 2 Crusader for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 3 Rifleman for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Priest for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 2 Crusader for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 3 Rifleman for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Priest for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 2 Crusader for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 3 Rifleman for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Priest for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 4 crusaders and 4 priests
Seventh
Events
Time - Elapsed game time is 1140.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "7"
-------- Top Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 4 crusaders 4 priests and 1 gryphon rider
Eight
Events
Time - Elapsed game time is 1320.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "8"
-------- Top Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Gryphon Rider for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Gryphon Rider for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Gryphon Rider for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 4 Crusader for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Priest for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 1 Gryphon Rider for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 5 crusaders and 2 gryphon riders
Ninth
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "9"
-------- Top Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Gryphon Rider for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Gryphon Rider for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Gryphon Rider for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 2 Gryphon Rider for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Timer Start --------
Wait 5.00 seconds
Trigger - Run Next_wave_start <gen> (checking conditions)
Contains 5 crusaders and 4 gryphon riders
Tenth
Events
Time - Elapsed game time is 1680.00 seconds
Conditions
Actions
Game - Display to (All players) for 2.00 seconds the text: Milord, our scouts have spoted enemy approaching this way!
Set Variable Set Wave_count = "10"
-------- Top Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Gryphon Rider for Player 2 (Blue) at (Center of Top_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Top_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Bottom Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Gryphon Rider for Player 2 (Blue) at (Center of Bottom_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Bottom_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Left Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Gryphon Rider for Player 2 (Blue) at (Center of Left_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Left_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Right Wave --------
Unit - Create 5 Crusader for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit - Create 4 Gryphon Rider for Player 2 (Blue) at (Center of Right_Spawn <gen>) facing (Center of THRONE <gen>)
Unit Group - Order (Units in Right_Spawn <gen>) to Patrol To . (Center of THRONE <gen>)
-------- Waves End & Outro Start --------
Wait 30.00 seconds
Trigger - Run Victory_conditions_pass <gen> (checking conditions)
Priests Adept
Events
Time - Elapsed game time is 780.00 seconds
Conditions
Actions
Player - Set the current research level of Rhpt (Unexpected type: 'techcode') to 1 for Computer
Priests Master
Events
Time - Elapsed game time is 960.00 seconds
Conditions
Actions
Player - Set the current research level of Rhpt (Unexpected type: 'techcode') to 2 for Computer
Increases damage and armor of enemy units in 5th wave
Damage and armor 1
Events
Time - Elapsed game time is 780.00 seconds
Conditions
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Computer
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for Computer
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 1 for Computer
Increases damage and armor of enemy units in 9th wave
Damage and armor 2
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Computer
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 2 for Computer
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 2 for Computer
Next wave start
Events
Conditions
Actions
Countdown Timer - Start timer_till_next_wave as a One-shot timer that will expire in 175.00 seconds
Countdown Timer - Create a timer window for timer_till_next_wave with title Next Wave In:
Countdown Timer - Show (Last created timer window) for Player
Next wave close
Events
Time - timer_till_next_wave expires
Conditions
Actions
Countdown Timer - Hide (Last created timer window)
Intro
Events
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn subtitle display override On
Camera - . Apply . gg_cam_THRONE for Player over 3.00 seconds
Wait 4.00 seconds
-------- Aplying Kings View --------
Camera - . Apply . gg_cam_King for Player over 3.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play Comradeship <gen> and display These are the cruel times! My own father, your King, was slayed from shameless enemy hands... I, JAKOB, am the KING now! And in this very final hour, surrounded by vast enemy armies we'll FIGHT!Fight and defend this THRONE as a symbol of our entire kingdom! . Modify duration: Set to 12.00 seconds and Wait
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display All we have left is this fortress! To protect it - we must NOT let enemies through these entrances: . Modify duration: Set to 7.00 seconds and Wait
Wait 1.00 seconds
-------- Aplying North's View --------
Camera - . Apply . gg_cam_North_Entrance for Player over 4.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display NORTH WAY! Where our mines and woods were... . Modify duration: Set to 4.00 seconds and Wait
Wait 6.00 seconds
-------- Aplying East's View --------
Camera - . Apply . gg_cam_East_Entrance for Player over 4.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display EAST WAY! Where our villages existed... . Modify duration: Set to 4.00 seconds and Wait
Wait 6.00 seconds
-------- Aplying South's View --------
Camera - . Apply . gg_cam_South_Entrance for Player over 4.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display SOUTH WAY! Where our armories and training grounds were built... . Modify duration: Set to 4.00 seconds and Wait
Wait 6.00 seconds
-------- Aplying West's View --------
Camera - . Apply . gg_cam_West_Entrance for Player over 5.00 seconds
Wait 1.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display And WEST WAY! Where we used to enjoy the life with our kids... Now it's all STOLEN from us! . Modify duration: Set to 5.00 seconds and Wait
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display WHAT?! Hold your ground my WARRIORS! May the eternal LIGHT be with US! . Modify duration: Set to 4.00 seconds and Wait
-------- End Of Intro --------
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player to standard game-view over 3.00 seconds
Game - Turn the day/night cycle On
Wait 3.00 seconds
Trigger - Run Floating_text_on_the_ground <gen> (checking conditions)
Outro
Events
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn subtitle display override On
-------- Camera Set --------
Camera - . Apply . gg_cam_THRONE_END for Player over 3.00 seconds
Wait 3.00 seconds
-------- Kings Speech --------
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play DarkVictory <gen> and display PRAISE be the HOLY LIGH! We have SURVIVED and Throne is safe now! . Modify duration: Set to 4.00 seconds and Wait
Wait 4.00 seconds
Camera - Rotate camera 360.00 degrees around (Position of THRONE 0000 <gen>) for Player over 40.00 seconds
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display Even though we RISKED everything, even though ALL is under fire, even though so many of us DIED! We've proven that our existance won't be erased! We have defended the THRONE and our PRIDE! . Modify duration: Set to 10.00 seconds and Wait
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display I, as your NEW king, am really satisfied with COURAGE you've showed here fighting till the LAST drop of the BLOOD! You are true WARRIORS of our glorious KINGDOM! I am proud to be YOUR king! . Modify duration: Set to 10.00 seconds and Wait
Cinematic - Send transmission to (All players) from Last Son Of The King 0022 <gen> named Jakob : Play No sound and display Now go FORTH and retake our lands! Bring back EVERYTHING that belong only to us! I WISH you find there your FAMILIES and live good as deserved - NOTHING LESS! . Modify duration: Set to 10.00 seconds and Wait
Wait 10.00 seconds
-------- End Of Outro --------
Cinematic - Turn cinematic mode Off for (All players)
Camera - Reset camera for Player to standard game-view over 2.00 seconds
Wait 2 seconds
Trigger - Run Victory <gen> (checking conditions)
Weather and environment
Events
Map initialization
Conditions
Actions
Environment - Create at Fortress <gen> the weather effect Lordaeron Rain (Light)
Environment - Set sky to Lordaeron Summer Sky
Environment - Set fog to style Linear , z-start 500.00 , z-end 8000 , density 82.00 and color ( 91.00 %, 31.00 %, 13.00 %)
Floating text on the ground
Events
Conditions
Actions
Floating Text - Create floating text that reads Road to North at (Center of text_Road_to_North <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Show (Last created floating text) for (All players)
Floating Text - Create floating text that reads Road to East at (Center of text_Road_to_East <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Show (Last created floating text) for (All players)
Floating Text - Create floating text that reads Road to South at (Center of text_Road_to_South <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Show (Last created floating text) for (All players)
Floating Text - Create floating text that reads Road to West at (Center of text_Road_to_West <gen>) with Z offset 0 , using font size 10 , color ( 0.00 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Show (Last created floating text) for (All players)
Floating Text - Create floating text that reads Kings Throne at (Center of text_Kings_Throne <gen>) with Z offset 0 , using font size 12.00 , color ( 0.00 %, 26.00 %, 87.00 %), and 0 % transparency
Floating Text - Show (Last created floating text) for (All players)
About game in quests menu
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Basic Info with the description --//Throne Defence//-- [version 1.0] This is the first released basic version without serious testing so please send suggestionsor report bugs to me. Updates will come soon!-------------------------------------------------------------------------Map creator: ForgottenContact: [email protected] , using icon path ReplaceableTextures\CommandButtons\BTNRallyPoint.blp
Quest - Create a Required quest titled 1.1 Version with the description This version icludes some changes like: - Max hero level now is 12 (not 10); - Two-level Atribute Bonus has been addedto Last Son Of The King skills and BattleMorale has been moved to Staff of KingsAuthority (its effect wasnt changed); - Hit points of Throne have been icreasedto 2000 down from 1000; - Base attack speed of the Last Son Of TheKing has beed increased to 2sec from 2.17; - Holy Lights amount of healing has been redused to 150/300/450 hit points but itsmana cost has been changed to 60 from 75; - Towers Envenomed Spears poison damagehas been increased to 5/sec (down from 4); - Priests attack cooldown has been reducedto 1.9 seconds (down from 2 secods); - Avatars of Vengeance hit points has beenincreased by 25 (to 1400); - Hit points of Footmen has been increasedto 345 from 305; - Riflemen damage has been modifed now it deals 15 +1d8 damage instead of 15 +2d3; - Crusaders now have more points equal to 685 from 675; - Gryphon Riders hit point regeneration ratehas been increased to 0.5/sec from 0.25; - Added Tome of Knowledge to Arcane Vault and it costs 200 gold; - The costs of Mask of Death and Crownof Kings has been increased by 100 gold(their prices now are 600 gold & 100 lumber). , using icon path ReplaceableTextures\CommandButtons\BTNRegenerationAura.blp
Quest - Create a Required quest titled 1.2 Version with the description This version icludes some changes like: - Fixed bug that caused ending cinematics not to appear and victory not to be reached; - Enemies now gain damage & armor upgradeswhich are made in 5th and 9th waves; - Thrones chance to evade has been increasedto 25% (up from 20%); - Base agility of Last Son Of The King has beenincreased to 15 (1 added); - Repair time of Guard Tower has been reducedto 20sec from 25sec; - Gryphon Riders 2nd attack (siege vs buildings)cooldown time has been reduced to 2.2sec from2.5 and 1st attack cooldown to 1.95 (from 2.15); - Vengeance mana cost has been increased by25 (to 200); - Changed the alert that occurs when Thronebecomes seriously damaged (now it occurswhen Throne has less 1/2 or 1/4 hit points); - Cooldown of Guard Tower has been reducedto 0.7sec (down from 0.84); - Added simple AI to computer player so it nowwill controll units and act more wisely in combat. , using icon path ReplaceableTextures\CommandButtons\BTNBigBadVoodooSpell.blp
Quest - Create a Optional quest titled Enemy Waves with the description There are 10 enemy waves to defend against. First occurs 1min after game start (during intro end), each next wave is released every 3min. Their strenght increases with each time and they consist of:1 wave = 2 footmen 2 wave = 2 footmen + 1 rifleman3 wave = 3 footmen + 2 riflemen4 wave = 4 footmen + 2 riflemen + 1priest5 wave = 1 crusader + 3 riflemen + 2 priests6 wave = 2 crusaders + 3 riflemen + 2 priests7 wave = 4 crusaders + 4 priests8 wave = 4 crusaders + 4 priests + 1 gryphon rider9 wave = 5 crusaders + 2 gryphon riders10 wave = 5 crusaders + 4 gryphon riders , using icon path ReplaceableTextures\CommandButtons\BTNSpiritLink.blp
Quest - Create a Optional quest titled Resources Gain with the description The main source of gold as well as lumber is killing enemy troops.The amount of resources gained depends on units strenght. So for one killed enemy unit you get resources as follows: Footman: 15 gold and 3 lumber Rifleman: 20 gold and 10 lumber Priest: 10 gold and 5 lumber Crusader: 25 gold and 15 lumber Gryphon Rider: 30 gold and 20 lumberAlternative source of gold is recieved for creeps sold and items. , using icon path ReplaceableTextures\CommandButtons\BTNBasicStruct.blp
Quest - Create a Optional quest titled Various Hints with the description <>Train units in Barracks to increase your army.<>Use upgrades in Blacksmith to improve your units fighting capabilities and some stats of structures.<>If your hero dies - you can revive it in your Altar.<>There are many symmetrically placed creeps around the fortress and some of them drop valuable items, especially in corners (stronger creeps). So it is useful to go creeping in free time (while not defending).<>There are some items in Arcane Vault to strenghten your hero like tomes of stats, potions and two artifacts in reasonable prices.<>Don't forget that your Hero can quickly repair damaged buildings.<>Since there is limited food - it is also limited count of units you can produce so try to not lose your farms.<>Enemies Priests get Priests Adept Training in 5th wave and Priests Master Training in 6th so be aware of it.<>Enemy units damage and armor are upgraded in 5th and 9thwaves as well so dont forget to upgrade yours.<>Note that Throne has Spiked Barricades ability (even though there are no horns) so it deals 15 damage back to melee attackers.<>Throne also heals and replenishes mana of your units in a smallrange so get there your wounded troops (doesnt affect enemies).<>Special advice: try to save all the towers as long as possible because it is easier to defend. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Inform about quests data
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Check quests (F9) for information about game, hints and version history.
Write to author
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Did you find any bugs or have something else to add? Write to [email protected] thx, Author: Forgotten
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