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Triggers
VirtuaUnlimited.w3x
Variables
Initialization
Initialization
CastlePatrol01
Avatar Timer
Death
Select your Avatar
Archer
Swordsman
Leveling up Skills
Fire Arrow Safely
Fire Arrow Swiftly
Swing Sword Swiftly
Fire Arrow Aggressively
Swing Sword Aggressively
Swing Sword Defensively
Tutorial
TutorialStart
TutorialInvulnerability
TalkToHim
TutorialResearcher
TutorialDungeon
TreeBlocker01
TreeBlocker02
TreeBlocker03
Trap01
Trap02
Boss01
Boss01Death
Shopping
Shopping Buying From
Shopping Buying From BM
Shopping Pawning To
Shopping Pawning To BM
Basic Sword Stop
Basic Bow Stop
Basic Shield Stop
Basic Armor Stop
Creep Respawn
Initiate CreepRevive
DeathTracker
RespawnCreep
Dungeons -- UndeadCastle
UndeadCastle
UndeadCastlePuzzle01Trap
UndeadCastlePuzzle02Trap
UndeadCastlePuzzle01Answer
UndeadCastleBoss
UndeadCastleBossDeath
Special Bosses
FirstDemonDoor
FirstDemonDoorDeath
Villages/Cities
Ruined Village01
NewOpening01
NewOpening02
MurgadEntrance
MurgadExit
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
Graveyard
unitcode
Yes
GroupEnd
integer
Yes
GroupStart
integer
Yes
Index
integer
No
RespawnRegions
rect
Yes
RespawnTimers
timer
Yes
SpawnGroups
group
Yes
TutorialFirstTime
integer
No
0
Initialization
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across NameCenter <gen>)
Unit Group - Pick every unit in (Units in ChooserPurge <gen> matching (((Picked unit) is A structure) Equal to True)) and do (Remove (Picked unit) from the game)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_MadeBy for (Picked player) over 0.00 seconds)
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Reset camera for (Picked player) to standard game-view over 3.00 seconds
Camera - Pan camera for (Picked player) to (Center of ChooseYourAvatar <gen>) over 0 seconds
Unit - Create 1 . Chooser for (Picked player) at (Center of ChooseYourAvatar <gen>) facing Default building facing degrees
Player - Make (Picked player) treat Neutral Passive as an Ally
Player - Make Neutral Passive treat (Picked player) as an Ally
Player - Make Neutral Passive treat Neutral Hostile as an Enemy
Player - Make Neutral Hostile treat Neutral Passive as an Enemy
Game - Display to (Player group((Picked player))) for 10.00 seconds the text: Made by XtremeLightning for your enjoyment---------------------------------------------------------------------------Voice: Walk up to who you want to look like and you will be that person. Be warned, if you try going towards the middle of two characters, anything can happen. You have four minutes.
Game - Display to Player Group - Player 1 (Red) for 30.00 seconds the text: Voice: You are colored Red and are blessed with my abilities as you are the designated Leader. You may open new passages by typing "open (number of passage--which starts at 01)". Now when everyone has their Hero set, type "everyone is ready" and you will be able to talk to the Researcher to get further.
CastlePatrol01
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit - Order Policeman of Murgad 0108 <gen> to Patrol To . (Center of LeftPatrolOutside <gen>)
Unit - Order Policeman of Murgad 0106 <gen> to Patrol To . (Center of LeftPatrolInside <gen>)
Unit - Order Policeman of Murgad 0107 <gen> to Patrol To . (Center of RightPatrolInside <gen>)
Unit - Order Policeman of Murgad 0109 <gen> to Patrol To . (Center of RightPatrolOutside <gen>)
Avatar Timer
Events
Time - Elapsed game time is 240.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in ChooserPurge <gen>) and do (Remove (Picked unit) from the game)
Death
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Triggering unit))) + ( the + ((Name of (Triggering unit)) + has been slain!)))
Hero - Instantly revive (Triggering unit) at (Center of Hero_Revive <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Revive <gen>) over 1.00 seconds
Game - Display to (Player group((Owner of (Triggering unit)))) for 10.00 seconds the text: Try not to die. I can keep your first three inventory items with you, but the other three are left on your corpse.
Archer
Events
Unit - A unit enters Choose_Archer <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have chosen Archer!
Unit - Create 1 . Archer for (Owner of (Triggering unit)) at (Center of Tutorial <gen>) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Tutorial <gen>) over 0.00 seconds
Unit - Remove (Triggering unit) from the game
Trigger - Run TutorialStart <gen> (checking conditions)
Swordsman
Events
Unit - A unit enters Choose_Swordsman <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: You have chosen Swordsman!
Unit - Create 1 . Swordsman for (Owner of (Triggering unit)) at (Center of Tutorial <gen>) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Tutorial <gen>) over 0.00 seconds
Unit - Remove (Triggering unit) from the game
Trigger - Run TutorialStart <gen> (checking conditions)
Fire Arrow Safely
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Fire Arrow Safely
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
Fire Arrow Swiftly
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Fire Arrow Swiftly
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to ((Current research level of R001 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
Swing Sword Swiftly
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Swing Sword Swiftly
Actions
Player - Set the current research level of R004 (Unexpected type: 'techcode') to ((Current research level of R004 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
Fire Arrow Aggressively
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Fire Arrow Aggressively
Actions
Player - Set the current research level of R002 (Unexpected type: 'techcode') to ((Current research level of R002 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
Swing Sword Aggressively
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Swing Sword Aggressively
Actions
Player - Set the current research level of R003 (Unexpected type: 'techcode') to ((Current research level of R003 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
Swing Sword Defensively
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Swing Sword Defensively
Actions
Player - Set the current research level of R003 (Unexpected type: 'techcode') to ((Current research level of R003 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) + 1) for (Owner of (Triggering unit))
TutorialStart
Events
Conditions
TutorialFirstTime Equal to 0
Actions
Game - Display to (All players) for 10.00 seconds the text: Voice: Greetings again. Alas, the world is falling into chaos and there is little time for me to speak.I have entrusted my powers to the person who is to be your leader. The player colored Red will be able to open up new paths with my powers. He will allow you to go further on in the game and I suggest you abandon all hope if there is no Red or your Red is corrupt. Bye for now. I will talk again after you talk to the Researcher and walk through the new opened path.
Set Variable Set TutorialFirstTime = "1"
TutorialInvulnerability
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) is A Hero) Equal to True
(TutorialDelete <gen> contains (Triggering unit)) Equal to True
Actions
Unit - Set life of (Triggering unit) to 100 %
TalkToHim
Events
Player - Player 1 (Red) types a chat message containing everyone is ready (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on TutorialResearcher <gen>
Game - Display to (All players) for 5.00 seconds the text: Everyone is ready! You may now talk to the Researcher.
TutorialResearcher
Events
Unit - A unit enters ResearcherTalk <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Pause (Triggering unit)
Unit - Make Researcher 0191 <gen> face (Triggering unit) over 0 seconds
Unit - Unpause (Triggering unit)
Game - Display to (All players) for 15.00 seconds the text: Researcher: Ah, hello. Welcome to Tutorial island. As you go through this path, you will learn how to play the game--at least the more offbeat parts of playing it that aren't incredibly easy to understand. Anyway, I have to tell you about Libraries.
Game - Display to (All players) for 20.00 seconds the text: As you wander through the land of Virtua, you may come across Tattered Pages. Picking them up will give you a Tattered Page. In Libraries, typically in large cities, you can trade these Pages for books that can teach you spells (if you're a mage) or raise stats. Be warned, there are many pages in the world, but they are limited. Do not waste them.
Destructible - Pick every destructible in RockBlocker01 <gen> and do (Remove (Picked destructible))
Trigger - Turn off (This trigger)
TutorialDungeon
Events
Unit - A unit enters RockBlocker01 <gen>
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Voice: Dungeons may take on many, many different forms. My only advice is to take note of the environment around you. Strange looking rocks may be a secret trap, passage, or a secret bonus. See you later on....
Trigger - Turn off (This trigger)
TreeBlocker01
Events
Unit - A unit enters TreeBlocker01 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Pick every destructible in TreeBlocker01 <gen> and do (Remove (Picked destructible))
Trigger - Turn off (This trigger)
TreeBlocker02
Events
Unit - A unit enters TreeBlocker02 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Pick every destructible in TreeBlocker02 <gen> and do (Remove (Picked destructible))
Trigger - Turn off (This trigger)
TreeBlocker03
Events
Unit - A unit enters TreeBlocker03 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Destructible - Pick every destructible in TreeBlocker03 <gen> and do (Remove (Picked destructible))
Game - Display to (All players) for 10.00 seconds the text: Nice going. Now at the end of some dungeons, you may face bosses. Not all the time--sometimes it may be a puzzle. And furthermore, it may be a combination--you may have to do something to deactivate the boss.
Sound - Play Boss01Compressed <gen>
Trigger - Turn on Boss01 <gen>
Trigger - Turn off (This trigger)
Trap01
Events
Unit - A unit enters Trap01 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Human\Avatar\AvatarCaster.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit - Move (Triggering unit) instantly to (Center of RockBlocker01 <gen>)
Trigger - Turn off (This trigger)
Trap02
Events
Unit - A unit enters Trap02 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Orc\EtherealForm\SpiritWalkerChange.mdl
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
Unit - Move (Triggering unit) instantly to (Center of RockBlocker01 <gen>)
Boss01
Events
Time - Every 30.00 seconds of game time
Conditions
(Master Hound 0006 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Death Hound for Neutral Hostile at (Position of Master Hound 0006 <gen>) facing Default building facing degrees
Boss01Death
Events
Unit - Master Hound 0006 <gen> Dies
Conditions
Actions
Sound - Stop music After fading
Game - Display to (All players) for 8.00 seconds the text: Voice: Well, nice going. You've all passed the test and now you may enter into the land of Virtua. Hopefully once you're strong enough you will be able to join the fight against the invaders and help me take back my world. I'm transporting you to a small town by the name of Delbarack.
Game - Display to (All players) for 10.00 seconds the text: Every time you die, you will be revived there with half of your equipment--the rest dropped by your corpse.
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Center of Hero_Portal <gen>) over 3.00 seconds)
Unit Group - Pick every unit in (Units in TutorialDelete <gen> matching ((Unit-type of (Picked unit)) Equal to Death Hound)) and do (Remove (Picked unit) from the game)
Unit - Remove Researcher 0191 <gen> from the game
Destructible - Pick every destructible in TutorialDelete <gen> and do (Remove (Picked destructible))
Unit Group - Pick every unit in (Units in TutorialDelete <gen>) and do (Move (Picked unit) instantly to (Center of Hero_Portal <gen>))
Trigger - Turn off Boss01 <gen>
Trigger - Turn off Trap02 <gen>
Trigger - Turn off (This trigger)
Shopping Buying From
Events
Unit - A unit Sells an item (from shop)
Conditions
(Unit-type of (Selling unit)) Not equal to Black Market
Actions
Hero - Give (Sold Item) to (Buying unit)
Shopping Buying From BM
Events
Unit - A unit Sells an item (from shop)
Conditions
(Unit-type of (Selling unit)) Equal to Black Market
Actions
Hero - Give (Sold Item) to (Buying unit)
Neutral Building - Remove (Item-type of (Sold Item)) from (Selling unit)
Shopping Pawning To
Events
Unit - A unit Pawns an item (to shop)
Conditions
(Unit-type of (Buying unit)) Not equal to Black Market
Actions
Item - Remove (Sold Item)
Shopping Pawning To BM
Events
Unit - A unit Pawns an item (to shop)
Conditions
(Unit-type of (Buying unit)) Equal to Black Market
Actions
Neutral Building - Add (Item-type of (Sold Item)) to (Buying unit) with 1 in stock and a max stock of 1
Item - Remove (Sold Item)
Basic Sword Stop
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) is A Hero) Equal to True
(Item-type of (Item being manipulated)) Equal to Basic Sword
Actions
If ((Unit-type of (Triggering unit)) Equal to Swordsman) then do (Do nothing) else do (Drop (Item being manipulated) from (Triggering unit).)
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Can't equip weapon!
Basic Bow Stop
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) is A Hero) Equal to True
(Item-type of (Item being manipulated)) Equal to Basic Bow
Actions
If ((Unit-type of (Triggering unit)) Equal to Archer) then do (Do nothing) else do (Drop (Item being manipulated) from (Triggering unit).)
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Can't equip weapon!
Basic Shield Stop
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) is A Hero) Equal to True
(Item-type of (Item being manipulated)) Equal to Basic Shield
Actions
If ((Unit-type of (Triggering unit)) Equal to Swordsman) then do (Do nothing) else do (Drop (Item being manipulated) from (Triggering unit).)
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Can't equip weapon!
Basic Armor Stop
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) is A Hero) Equal to True
(Item-type of (Item being manipulated)) Equal to Basic Armor
Actions
If ((Unit-type of (Triggering unit)) Equal to Swordsman) then do (Do nothing) else do (Drop (Item being manipulated) from (Triggering unit).)
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Can't equip weapon!
Initiate CreepRevive
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Set Variable Set RespawnRegions[1] = Respawn_1 <gen>
Set Variable Set RespawnRegions[2] = Respawn_2 <gen>
Set Variable Set RespawnRegions[3] = Respawn_3 <gen>
Set Variable Set RespawnRegions[4] = Respawn_4 <gen>
Set Variable Set RespawnRegions[5] = Respawn_5 <gen>
Set Variable Set RespawnRegions[6] = Respawn_6 <gen>
Set Variable Set RespawnRegions[7] = Respawn_7 <gen>
Set Variable Set RespawnRegions[8] = Respawn_8 <gen>
Set Variable Set RespawnRegions[9] = Respawn_9 <gen>
Set Variable Set RespawnRegions[10] = Respawn_10 <gen>
Set Variable Set RespawnRegions[11] = Respawn_11 <gen>
Set Variable Set RespawnRegions[12] = Respawn_12 <gen>
Set Variable Set RespawnRegions[13] = Respawn_13 <gen>
Set Variable Set RespawnRegions[14] = Respawn_14 <gen>
Set Variable Set RespawnRegions[15] = Respawn_15 <gen>
Set Variable Set RespawnRegions[16] = Respawn_16 <gen>
Set Variable Set RespawnRegions[17] = Respawn_17 <gen>
Set Variable Set Index = "1"
For each (Integer A) from 1 to 100 , do (Actions)
Loop - Actions
Set Variable Set GroupStart[(Integer A)] = Index
Unit Group - Pick every unit in (Units in RespawnRegions[(Integer A)] owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Set the custom value of (Picked unit) to (Integer A)
Unit Group - Add (Picked unit) to SpawnGroups[(Integer A)]
Set Variable Set Graveyard[Index] = (Unit-type of (Picked unit))
Set Variable Set Index = (Index + 1)
Set Variable Set GroupEnd[(Integer A)] = (Index - 1)
DeathTracker
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
((Triggering unit) is in SpawnGroups[(Custom value of (Triggering unit))].) Equal to True
Actions
Unit Group - Remove (Triggering unit) from SpawnGroups[(Custom value of (Triggering unit))] .
If ((SpawnGroups[(Custom value of (Triggering unit))] is empty) Equal to False) then do (Skip remaining actions) else do (Do nothing)
Countdown Timer - Start RespawnTimers[(Custom value of (Triggering unit))] as a One-shot timer that will expire in 20.00 seconds
RespawnCreep
Events
Time - RespawnTimers[1] expires
Time - RespawnTimers[2] expires
Time - RespawnTimers[3] expires
Time - RespawnTimers[4] expires
Time - RespawnTimers[5] expires
Time - RespawnTimers[6] expires
Time - RespawnTimers[7] expires
Time - RespawnTimers[8] expires
Time - RespawnTimers[9] expires
Time - RespawnTimers[10] expires
Time - RespawnTimers[11] expires
Time - RespawnTimers[12] expires
Time - RespawnTimers[13] expires
Time - RespawnTimers[14] expires
Time - RespawnTimers[15] expires
Time - RespawnTimers[16] expires
Time - RespawnTimers[17] expires
Conditions
Actions
For each (Integer A) from 1 to 100 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(SpawnGroups[(Integer A)] is empty) Equal to True
(Remaining time for RespawnTimers[(Integer A)]) Equal to 0.00
Then - Actions
For each (Integer B) from GroupStart[(Integer A)] to GroupEnd[(Integer A)] , do (Actions)
Loop - Actions
Unit - Create 1 . Graveyard[(Integer B)] for Neutral Hostile at (Random point in RespawnRegions[(Integer A)]) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to (Integer A)
Unit Group - Add (Last created unit) to SpawnGroups[(Integer A)]
Else - Actions
UndeadCastle
Events
Unit - A unit enters UndeadCastle <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play SargerasLaugh <gen>
Game - Display to (All players) for 10.00 seconds the text: Leave before you are consumed by the wrath of the Undead!
Wait 5.00 seconds
Sound - Play Tension <gen>
Trigger - Turn off (This trigger)
UndeadCastlePuzzle01Trap
Events
Unit - A unit enters Trap03 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: The demented try the center. The sloth try the first two. The wise looks to the left. The fool looks to the right. Heheheh....
Unit - Move (Triggering unit) instantly to (Center of UndeadCastle <gen>)
UndeadCastlePuzzle02Trap
Events
Unit - A unit enters Trap04 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: It's not what it seems...heheh....
Unit - Move (Triggering unit) instantly to (Center of UndeadCastle <gen>)
UndeadCastlePuzzle01Answer
Events
Unit - A unit enters Answer01 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: Gah, you solved it. Well, even if you can get here I can still deal with you....
Trigger - Turn off UndeadCastlePuzzle01Trap <gen>
Destructible - Pick every destructible in RockBlocker02 <gen> and do (Remove (Picked destructible))
Trigger - Turn off (This trigger)
UndeadCastleBoss
Events
Unit - A unit enters RockBlocker02 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Sound - Play SargerasRoar <gen>
Game - Display to (All players) for 5.00 seconds the text: Now you have ventured too far. Doom comes to thee!
Wait 5.00 seconds
Sound - Play FootiesCompressed <gen>
Destructible - Pick every destructible in UndeadCastleDelete <gen> and do (Remove (Picked destructible))
Player Group - Pick every player in (All players) and do (Shake the camera for (Picked player) with magnitude 3)
Wait 2.00 seconds
Player Group - Pick every player in (All players) and do (Stop swaying/shaking the camera for (Picked player).)
Trigger - Turn off (This trigger)
UndeadCastleBossDeath
Events
Unit - ????? 0035 <gen> Dies
Conditions
Actions
Sound - Stop music After fading
Game - Display to (All players) for 5.00 seconds the text: Voice: Congratulations, you have destroyed the Undead Stronghold in this part of the land. There may be hope after all! Well, I've bestowed upon you all the power I can, so goodbye for now.
Hero - Add 2000 experience to (Triggering unit) , Show level-up graphics
Trigger - Turn off UndeadCastlePuzzle02Trap <gen>
Destructible - Pick every destructible in Ruined_Village <gen> and do (Remove (Picked destructible))
Trigger - Turn off (This trigger)
FirstDemonDoor
Events
Unit - A unit enters Open02 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 10.00 seconds the text: Voice: That, is a demon door. Beware, they are quite dangerous up close where their moving demon face can chew at you. If you're ranged, this should be easy.
Sound - Play FootiesCompressed <gen>
FirstDemonDoorDeath
Events
Unit - Demon Door 0116 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Voice: Good job. Unfortunately, you will counter more of them. Better get in shape!
Sound - Stop music After fading
Ruined Village01
Events
Unit - A unit enters Ruined_Village <gen>
Conditions
Actions
Sound - Play Tragic Confrontation .
Game - Display to (All players) for 10.00 seconds the text: Voice: Alas, many towns and cities have been thrashed. I fear for Delbarack, and I also fear for the other three cities further beyond the magical fence.
Trigger - Turn off (This trigger)
NewOpening01
Events
Player - Player 1 (Red) types a chat message containing open 01 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Pick every destructible in Open01 <gen> and do (Remove (Picked destructible))
Game - Display to (All players) for 10.00 seconds the text: The barrier to the forest and Murgad has been destroyed!
Trigger - Turn off (This trigger)
NewOpening02
Events
Player - Player 1 (Red) types a chat message containing open 02 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Pick every destructible in Open02 <gen> and do (Remove (Picked destructible))
Game - Display to (All players) for 10.00 seconds the text: The barrier to the wilderness and the Two Cities has been destroyed!
Trigger - Turn off (This trigger)
MurgadEntrance
Events
Unit - A unit enters Murgad <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Entering Murgad....
MurgadExit
Events
Unit - A unit leaves Murgad <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) for 5.00 seconds the text: Leaving Murgad....
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