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Triggers
UFTR #1.w3x
Variables
Systems
Bounty EXP Rate
Hero Spell Cast
Level Up
Spells
Eka Flash Step
Lulu Flash Step
Crippling Power
Items
Map of Andorhal
Initialization
Players
AI Check
Player 2 Training
Player 2 Preparation
Player 2 Attack
Enemy Resources
Scout Resources
South Zone
North Zone
Victory
Defeat
Name
Type
is_array
initial_value
Foes
force
No
ScoutAttackGroup
group
No
TargetBases
location
Yes
TargetCode
integer
No
Temp_Caster
unit
No
Temp_FT
texttag
No
Temp_Point
location
No
Bounty EXP Rate
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
Hero - Make (Picked player) Heroes gain 10.00 % experience from future kills
Hero Spell Cast
Events
Unit - A unit Starts the effect of an ability
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
-------- Effect --------
Set Variable Set Temp_Caster = (Triggering unit)
Set Variable Set Temp_Point = (Position of Temp_Caster)
Floating Text - Create floating text that reads (Name of (Ability being cast)) at Temp_Point with Z offset 0 , using font size 10 , color ( 25.00 %, 25.00 %, 100.00 %), and 0 % transparency
Set Variable Set Temp_FT = (Last created floating text)
Floating Text - Change Temp_FT : Disable permanence
Floating Text - Change the fading age of Temp_FT to 4 seconds
Floating Text - Change the lifespan of Temp_FT to 6.00 seconds
Hero - Disable experience gain for (Triggering unit) .
Eka Flash Step
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flash Step
(Unit-type of (Triggering unit)) Equal to Genius Magician (Shikai)
Actions
Unit - Add Item Move Speed Bonus to (Triggering unit)
Wait 5.00 seconds
Unit - Remove Item Move Speed Bonus from (Triggering unit)
Lulu Flash Step
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flash Step
(Unit-type of (Triggering unit)) Equal to Light Magician (Shikai)
Actions
Unit - Add True Sight (Neutral 1) to (Triggering unit)
Wait 5.00 seconds
Unit - Remove True Sight (Neutral 1) from (Triggering unit)
Crippling Power
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Crippling Power
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Triggering unit)) Less than or equal to 100.00
Then - Actions
Unit - Set life of (Triggering unit) to 1.00
Else - Actions
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 100.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Life of (Triggering unit)) Less than or equal to 200.00
Then - Actions
Unit - Set life of (Triggering unit) to 1.00
Else - Actions
Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - 200.00)
Map of Andorhal
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Map of Andorhal
Actions
Item - Make (Item being manipulated) Undroppable
Visibility - Disable black mask
Visibility - Disable fog of war
Default melee game initialization for all players
Players
Events
Map initialization
Conditions
Actions
Unit - Make Altar of Kings 0402 <gen> Invulnerable
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 5000
Player - Set (Picked player) . Current lumber to 200
Player - Set Player 2 (Blue) . Current gold to 25000
Player - Set Player 2 (Blue) . Current lumber to 2500
Player - Set Player 2 (Blue) . Food cap to 300
Player - Set Player 3 (Teal) . Food cap to 300
Player - Set Player 4 (Purple) . Food cap to 300
Player - Set Player 6 (Orange) . Food cap to 300
Player - Set Player 7 (Green) . Food cap to 300
Player - Set Player 5 (Yellow) . Current lumber to 5000
Player - Change color of Player 1 (Red) to Maroon , Changing color of existing units
Player - Change color of Player 2 (Blue) to Red , Changing color of existing units
Player - Change color of Player 3 (Teal) to Yellow , Changing color of existing units
Player - Change color of Player 4 (Purple) to Yellow , Changing color of existing units
Player - Change color of Player 5 (Yellow) to Teal , Changing color of existing units
Player - Change color of Player 6 (Orange) to Yellow , Changing color of existing units
Player - Change color of Player 7 (Green) to Blue , Changing color of existing units
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\human.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 4 (Purple) : war3mapImported\human.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 6 (Orange) : war3mapImported\human.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 7 (Green) : war3mapImported\human.ai (Unexpected type: 'aiscript')
Melee Game - Create Human starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 4 (Purple) at (Player 4 (Purple) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 6 (Orange) at (Player 6 (Orange) start location) ( Exclude Heroes)
Melee Game - Create Human starting units for Player 7 (Green) at (Player 7 (Green) start location) ( Exclude Heroes)
Custom script: set udg_ScoutAttackGroup = CreateGroup()
Set Variable Set TargetBases[1] = (Center of Andi_Base <gen>)
Set Variable Set TargetBases[2] = (Center of Fahri_Base <gen>)
Set Variable Set TargetBases[3] = (Center of Hambrani_Base <gen>)
Set Variable Set TargetBases[4] = (Center of Rebel_City <gen>)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Harvester
Then - Actions
Unit - Order (Picked unit) to Harvest Nearby Lumber .
Else - Actions
Quest - Create a Required quest titled Cleanse Andorhal with the description Cleanse Andorhal from opposing forces. , using icon path ReplaceableTextures\CommandButtons\BTNShockWave.blp
Quest - Display to (All players) the Quest Update message: Cleanse Andorhal- Destroy all enemy forces- Both Delta and Andorhal Remnants must survive
Unit Group - Add Genius Magician 0045 <gen> to ScoutAttackGroup
Unit Group - Add Magic Archer 0043 <gen> to ScoutAttackGroup
Unit Group - Add Light Magician 0046 <gen> to ScoutAttackGroup
Unit Group - Add Super Warrior 0041 <gen> to ScoutAttackGroup
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 1 (Red) controller) Not equal to User
(Player 1 (Red) slot status) Equal to Is unused
Then - Actions
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 5 (Yellow) controller) Not equal to User
(Player 5 (Yellow) slot status) Equal to Is unused
Then - Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Else - Actions
AI Check
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to Computer
Or - Any (Conditions) are true
Conditions
(Picked player) Equal to Player 1 (Red)
(Picked player) Equal to Player 5 (Yellow)
Then - Actions
Player - Make Paladin Available for training/construction by (Picked player)
Player - Make Archmage Available for training/construction by (Picked player)
Player - Make Mountain King Available for training/construction by (Picked player)
Player - Make Blood Mage Available for training/construction by (Picked player)
Else - Actions
Player 2 Training
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Order Barracks 0134 <gen> to train/upgrade to a Footman
Unit - Order Arcane Sanctum 0135 <gen> to train/upgrade to a Priest
Unit - Order Arcane Sanctum 0135 <gen> to train/upgrade to a Sorceress
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Genius Magician 0045 <gen> is alive) Equal to False
Then - Actions
Hero - Instantly revive Genius Magician 0045 <gen> at (Position of Altar of Kings 0402 <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Magic Archer 0043 <gen> is alive) Equal to False
Then - Actions
Hero - Instantly revive Magic Archer 0043 <gen> at (Position of Altar of Kings 0402 <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Light Magician 0046 <gen> is alive) Equal to False
Then - Actions
Hero - Instantly revive Light Magician 0046 <gen> at (Position of Altar of Kings 0402 <gen>) , Hide revival graphics
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Super Warrior 0041 <gen> is alive) Equal to False
Then - Actions
Hero - Instantly revive Super Warrior 0041 <gen> at (Position of Altar of Kings 0402 <gen>) , Hide revival graphics
Else - Actions
Player 2 Preparation
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
Actions
Unit Group - Add (Trained unit) to ScoutAttackGroup
Player 2 Attack
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Set Variable Set TargetCode = (Random integer number between 1 and 4)
Game - Display to (All players) the text: Scout Forces are Advancing!Assist their attack!
Unit Group - Pick every unit in ScoutAttackGroup and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . TargetBases[TargetCode]
Enemy Resources
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set Variable Set Foes = (All enemies of Player 1 (Red).)
Player Group - Pick every player in Foes and do (Actions)
Loop - Actions
Player - Add 10 to (Picked player) . Current gold
Player - Add 5 to (Picked player) . Current lumber
Custom script: call DestroyForce(udg_Foes)
Scout Resources
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 50 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 2 (Blue) . Current lumber
South Zone
Events
Unit - A unit enters South_Zone <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off North_Zone <gen>
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
North Zone
Events
Unit - A unit enters North_Zone <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Trigger - Turn off (This trigger)
Trigger - Turn off South_Zone <gen>
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Victory
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Count structures controlled by Player 3 (Teal) (Exclude incomplete structures)) Equal to 0
(Count structures controlled by Player 4 (Purple) (Exclude incomplete structures)) Equal to 0
(Count structures controlled by Player 6 (Orange) (Exclude incomplete structures)) Equal to 0
(Count structures controlled by Player 7 (Green) (Exclude incomplete structures)) Equal to 0
Actions
Quest - Mark (Last created quest) as Completed
Wait Campaign quest delay seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Defeat
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Count structures controlled by Player 1 (Red) (Exclude incomplete structures)) Equal to 0
(Count structures controlled by Player 5 (Yellow) (Exclude incomplete structures)) Equal to 0
Actions
Quest - Mark (Last created quest) as Failed
Wait Campaign quest delay seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
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