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Triggers
Underwater War.w3x
Variables
Initialization
Initialization
Intro
Makrura Spawns
Makrura Spawn 1 Trigger
Makrura Spawn 1 Loop
Makrura Spawn 2 Trigger
Makrura Spawn 2 Loop
Sunken Pirates Spawns
Sunken Pirates Spawn 1 Trigger
Sunken Pirates Spawn 1 Loop
Sunken Pirates Spawn 2 Trigger
Sunken Pirates Spawn 2 Loop
Makrura Moves
Makrura Move 1
Makrura Move 2
Makrura Move 3
Makrura Move 4
Sunken Pirates Moves
Sunken Pirates Move 1
Sunken Pirates Move 2
Makrura Deep Lords Spawns
Makrura Deep Lords Spawns Loop
Hermit
Hermit Trigger 1
Hermit Trigger 2
Hermit Dies
Guardian of the Vault Dies
Hermit Guards Die
Hermit Guard Dies 1
Hermit Guard Dies 2
Buying Hero
Buying Hero
Victory Condition
Victory Condition
Defeat Conditions
Defeat Condition 1
Defeat Condition 2
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
Guardian_of_the_Vault
unit
No
Hermit
unit
No
Default melee game initialization for all players
Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 24.00
Game - Turn the day/night cycle Off
Player - Set Player 2 (Blue) . Current gold to 850
Player - Set Player 1 (Red) . Current gold to 850
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) 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 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Intro
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Welcome to: |cffffcc00Underwater War|rPlease wait until the creeps spawn
Wait 4.00 seconds
Quest - Create a Required quest titled The Relics with the description Recover the Relics to drive the Skeletal Pirates from their homeland. , using icon path ReplaceableTextures\CommandButtons\BTNSpellShieldAmulet.blp
Quest - Create a quest requirement for (Last created quest) with the description Recover the Relics
Quest - Display to (All players) the Quest Discovered message: |cffffcc00Main Quest Discover|r-Recover the Relics
Wait 3.00 seconds
Quest - Create a Required quest titled The Hermit with the description Kill the Hermit to gain access to the vault and recover the Relics. , using icon path ReplaceableTextures\CommandButtons\BTNOrcWarlockRed.blp
Quest - Create a quest requirement for (Last created quest) with the description Kill the Hermit
Quest - Display to (All players) the Quest Discovered message: |cffffcc00Main Quest Discover|r-Kill the Hermit
Makrura Spawn 1 Trigger
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn on Makrura_Spawn_1_Loop <gen>
Trigger - Turn on Makrura_Deep_Lords_Spawns_Loop <gen>
Makrura Spawn 1 Loop
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Makrura Tide Warrior for Player 4 (Purple) at (Center of Makrura_Spawn_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Makrura Spikethrower for Player 4 (Purple) at (Center of Makrura_Spawn_1 <gen>) facing Default building facing degrees
Makrura Spawn 2 Trigger
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn on Makrura_Spawn_2_Loop <gen>
Makrura Spawn 2 Loop
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Makrura Tide Warrior for Player 4 (Purple) at (Center of Makrura_Spawn_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Makrura Spikethrower for Player 4 (Purple) at (Center of Makrura_Spawn_2 <gen>) facing Default building facing degrees
Sunken Pirates Spawn 1 Trigger
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn on Sunken_Pirates_Spawn_1_Loop <gen>
Sunken Pirates Spawn 1 Loop
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Drowned Pirate for Player 9 (Gray) at (Center of Sunken_Pirates_Spawn_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Sunken Marksman for Player 9 (Gray) at (Center of Sunken_Pirates_Spawn_1 <gen>) facing Default building facing degrees
Sunken Pirates Spawn 2 Trigger
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Trigger - Turn on Sunken_Pirates_Spawn_2_Loop <gen>
Sunken Pirates Spawn 2 Loop
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Drowned Pirate for Player 9 (Gray) at (Center of Sunken_Pirates_Spawn_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Sunken Marksman for Player 9 (Gray) at (Center of Sunken_Pirates_Spawn_2 <gen>) facing Default building facing degrees
Makrura Move 1
Events
Unit - A unit enters Makrura_Move_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Makrura_Move_4 <gen>)
Makrura Move 2
Events
Unit - A unit enters Markrura_Move_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Makrura_Move_3 <gen>)
Makrura Move 3
Events
Unit - A unit enters Makrura_Move_3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Sunken_Pirates_Spawn_2 <gen>)
Makrura Move 4
Events
Unit - A unit enters Makrura_Move_4 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Sunken_Pirates_Spawn_2 <gen>)
Sunken Pirates Move 1
Events
Unit - A unit enters Sunken_Pirates_Move_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Makrura_Move_1 <gen>)
Sunken Pirates Move 2
Events
Unit - A unit enters Sunken_Pirates_Move_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Markrura_Move_2 <gen>)
Makrura Deep Lords Spawns Loop
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Makrura Deep Lord for Player 4 (Purple) at (Center of Makrura_Spawn_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Makrura Deep Lord for Player 4 (Purple) at (Center of Makrura_Spawn_2 <gen>) facing Default building facing degrees
Game - Display to (All players) for 20.00 seconds the text: Two |cffffcc00Makrura Deep Lords|r has spawn into your allied bases...
Hermit Trigger 1
Events
Unit - A unit enters Hermit_Trigger_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order Hermit 0011 <gen> to Move To . (Center of Hermit_Move <gen>)
Set Variable Set Hermit = Hermit 0011 <gen>
Unit - Order Drowned Champion 0007 <gen> to Move To . (Center of Hermit_Guard_1_Move <gen>)
Unit - Order Drowned Champion 0008 <gen> to Move To . (Center of Hermit_Guard_2_Move <gen>)
Cinematic - Send transmission to (All players) from Hermit 0011 <gen> named Hermit : Play No sound and display So, you made it to my vault. Good work to you! . Modify duration: Set to 5.00 seconds and Wait
Trigger - Turn off Hermit_Trigger_2 <gen>
Trigger - Turn off (This trigger)
Hermit Trigger 2
Events
Unit - A unit enters Hermit_Trigger_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order Hermit 0011 <gen> to Move To . (Center of Hermit_Move <gen>)
Set Variable Set Hermit = Hermit 0011 <gen>
Unit - Order Drowned Champion 0007 <gen> to Move To . (Center of Hermit_Guard_1_Move <gen>)
Unit - Order Drowned Champion 0008 <gen> to Move To . (Center of Hermit_Guard_2_Move <gen>)
Cinematic - Send transmission to (All players) from Hermit 0011 <gen> named Hermit : Play No sound and display So, you made it to my vault. Good work to you! . Modify duration: Set to 5.00 seconds and Wait
Trigger - Turn off Hermit_Trigger_1 <gen>
Trigger - Turn off (This trigger)
Hermit Dies
Events
Unit - Hermit 0011 <gen> 's life becomes Less than 200.00
Conditions
Actions
Unit - Make Hermit Invulnerable
Cinematic - Send transmission to (All players) from Hermit 0011 <gen> named Hermit : Play No sound and display Argh... You made it so far, but you don't know what's my true form is. . Modify duration: Set to 7.50 seconds and Wait
Unit - Kill Hermit
Unit - Create 1 . Guardian of the Vault for Player 9 (Gray) at (Position of Hermit 0011 <gen>) facing Default building facing degrees
Set Variable Set Guardian_of_the_Vault = (Last created unit)
Hero - Set Guardian_of_the_Vault Hero-level to 20 , Hide level-up graphics
Cinematic - Send transmission to (All players) from Hermit 0011 <gen> named Hermit : Play No sound and display You must die in the name of the Ocean! . Modify duration: Set to 5.00 seconds and Wait
Trigger - Add to (This trigger) the event (Guardian_of_the_Vault Dies)
Trigger - Run Guardian_of_the_Vault_Dies <gen> (checking conditions)
Trigger - Turn off (This trigger)
Guardian of the Vault Dies
Events
Conditions
Actions
Destructible - Remove Blind 0963 <gen>
Game - Display to (All players) the text: Now you defeated the Hermit, go to the vault and acquire the Relics.
Trigger - Turn off (This trigger)
Hermit Guards Die
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Drowned Champion
Actions
Unit - Create 1 . Drowned Champion for Player 9 (Gray) at (Center of Hermit_Guards_Spawn <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Hermit_Guards_Spawn_Move <gen>)
Hermit Guard Dies 1
Events
Unit - Drowned Champion 0007 <gen> Dies
Conditions
Actions
Unit - Create 1 . Drowned Champion for Player 9 (Gray) at (Center of Guard_2 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Hermit_Guard_1_Move <gen>)
Trigger - Add to (This trigger) the event ((Last created unit) Dies)
Hermit Guard Dies 2
Events
Unit - Drowned Champion 0008 <gen> Dies
Conditions
Actions
Unit - Create 1 . Drowned Champion for Player 9 (Gray) at (Center of Guard_1 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Hermit_Guard_2_Move <gen>)
Trigger - Add to (This trigger) the event ((Last created unit) Dies)
Buying Hero
Events
Unit - A unit enters (Playable map area)
Conditions
(Unit-type of (Triggering unit)) Equal to Revenant of the Tides
(Unit-type of (Triggering unit)) Equal to Sea Hunter
Actions
Unit - Kill
Victory Condition
Events
Unit - A unit enters The_Vault <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: And now the vault of the mighty army of skeletal pirates has now claim... The Pirates will now run away in fear after their lose...
Wait 7.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Defeat!
Trigger - Turn off (This trigger)
Defeat Condition 1
Events
Unit - Revenant of the Tides 0059 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Tral Dies
Defeat Condition 2
Events
Unit - Sea Hunter 0000 <gen> Dies
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Shaelin Dies
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