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Triggers
Wampires exhibition.w3x
Variables
Initialization
Initialization
Create humans
Create vampires
Something important has died
Player defeated
Game end
Human unit dies
Builder dies
Vampire dies
Heart of gold
Heart of gold born
Heart of gold movement
Merchant
Merchants circle of power Human
Merchants circle of power Vampire
Merchants Gold
Merchants Haggle
Merchants Price
Miscellaneous
Possesion by gold
Player left
Suicide
Show range
Ligtings
Farm auto training
Bat
Invulnerable bats
Barricade
Open
Close
Name
Type
is_array
initial_value
builders
group
No
humans
force
No
merchant_price
integer
No
ok
boolean
No
tree
destructable
No
undeads
force
No
vampires
group
No
Initialization
Events
Map initialization
Conditions
Actions
Game - Set Lock resource trading to On
Game - Set Lock alliance settings to On
AI - Ignore the guard positions of all Player 10 (Light Blue) units
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Use melee time of day (for all players)
Visibility - Disable black mask
Set Variable Set merchant_price = (Random integer number between 5000 and 7000)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Limit training of Builder (Fake) to 1 for (Picked player)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Camera - Set (Picked player) 's camera Distance to target to 2500.00 over 0 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Human
Then - Actions
Player Group - Add (Picked player) to humans
Player - Add 500 to (Picked player) . Current lumber
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Picked player)) Equal to Undead
Then - Actions
Player Group - Add (Picked player) to undeads
Player - Add 50 to (Picked player) . Current gold
Else - Actions
Else - Actions
Game - Display to humans the text: You have 30 seconds before vampires will appear.
Game - Display to undeads the text: You will appear in 30 seconds.
Trigger - Run Heart_of_gold_born <gen> (ignoring conditions)
Create humans
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Player Group - Pick every player in humans and do (Actions)
Loop - Actions
Unit - Create 1 . Builder (Player) for (Picked player) at (((Picked player) start location) offset by 400.00 towards (Random angle) degrees.) facing (Random angle) degrees
Unit Group - Add (Last created unit) to builders
Create vampires
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Game - Display to humans the text: Vampires have arrived NOW!
Game - Display to undeads the text: Let the hunt begin!
Player Group - Pick every player in undeads and do (Actions)
Loop - Actions
Unit - Create 1 . Vampire for (Picked player) at (((Picked player) start location) offset by 250.00 towards (Random angle) degrees.) facing (Random angle) degrees
Unit Group - Add (Last created unit) to vampires
Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Camera - Pan camera for (Picked player) to (Position of (Last created unit)) over 1.00 seconds
Player defeated
Events
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Player - Set (Owner of (Triggering unit)) . Current gold to 0
Player - Set (Owner of (Triggering unit)) . Current lumber to 0
Player - Set (Owner of (Triggering unit)) . Food used to 0
Game end
Events
Conditions
Or - Any (Conditions) are true
Conditions
(Number of players in humans) Equal to 0
(Number of players in undeads) Equal to 0
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
Or - Any (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
(Race of (Picked player)) Equal to Human
(Number of players in undeads) Equal to 0
And - All (Conditions) are true
Conditions
(Race of (Picked player)) Equal to Undead
(Number of players in humans) Equal to 0
Then - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat (Picked player) with the message: Defeat!
Human unit dies
Events
Unit - A unit Dies
Conditions
(Race of (Triggering unit)) Equal to Human
(Race of (Killing unit)) Equal to Undead
Actions
Player - Add (Point-value of (Unit-type of (Triggering unit))) to (Owner of (Killing unit)) . Current gold
Hero - Add ((Point-value of (Unit-type of (Triggering unit))) x 25) experience to (Random unit from (Units owned by (Owner of (Killing unit)) of type Vampire)) , Show level-up graphics
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Builder (Fake)
(Unit-type of (Triggering unit)) Equal to Builder (Player)
(Unit-type of (Triggering unit)) Equal to Peasant
Then - Actions
Player - Add (Point-value of (Unit-type of (Triggering unit))) to (Owner of (Killing unit)) . Food used
Else - Actions
Player - Add (Point-value of (Unit-type of (Triggering unit))) to (Owner of (Killing unit)) . Current lumber
Builder dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Builder (Player)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of Merchant 0027 <gen>) Equal to (Owner of (Triggering unit))
Then - Actions
Unit - Change ownership of Merchant 0027 <gen> to Player 10 (Light Blue) and Change color
Else - Actions
Unit Group - Remove (Triggering unit) from builders .
Trigger - Run Player_defeated <gen> (checking conditions)
Game - Display to (All players) the text: (Vampire + ((Name of (Owner of (Killing unit))) + ( killed human + ((Name of (Owner of (Triggering unit))) + .))))
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You will become a vampire soon.
Player Group - Remove (Owner of (Triggering unit)) from humans .
Trigger - Run Game_end <gen> (checking conditions)
Player Group - Add (Owner of (Triggering unit)) to undeads
Player Group - Make humans treat humans as an Ally with shared vision
Player Group - Make undeads treat undeads as an Ally with shared vision
Player Group - Make undeads treat humans as an Enemy
Player Group - Make humans treat undeads as an Enemy
Wait 10.00 game-time seconds
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Change ownership of (Random unit from (Units owned by Player 10 (Light Blue) of type Crypt)) to (Owner of (Triggering unit)) and Change color
Unit - Create 1 . Vampire for (Owner of (Triggering unit)) at (Position of (Random unit from (Units owned by (Owner of (Triggering unit)) of type Crypt))) facing (Random angle) degrees
Unit Group - Add (Last created unit) to vampires
Special Effect - Create a special effect at (Position of (Last created unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Last created unit)) over 1.00 seconds
Vampire dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Vampire
((Triggering unit) is an illusion) Equal to False
Actions
Unit Group - Remove (Triggering unit) from vampires .
Trigger - Run Player_defeated <gen> (checking conditions)
Game - Display to (All players) the text: (Human + ((Name of (Owner of (Killing unit))) + ( killed vampire + ((Name of (Owner of (Triggering unit))) + .))))
Game - Display to (Player group((Owner of (Killing unit)))) the text: You received some gold for killing vampire.
Player Group - Remove (Owner of (Triggering unit)) from undeads .
Trigger - Run Game_end <gen> (checking conditions)
Player - Add 10 to (Owner of (Killing unit)) . Current gold
Heart of gold born
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Heart of gold
Actions
Wait (Random real number between 120.00 and 180.00) game-time seconds
Unit - Create 1 . Heart of gold for Player 10 (Light Blue) at (Random point in Naga_deep_water <gen>) facing (Random angle) degrees
Neutral Building - Set (Last created unit) to 1 gold
Heart of gold movement
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Heart of gold) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Random point in Naga_shallow_water <gen>)
Merchants circle of power Human
Events
Unit - A unit enters (Region centered at (Position of Merchants circle 0028 <gen>) with size (64.00, 64.00))
Conditions
(Owner of (Triggering unit)) Not equal to (Owner of Merchant 0027 <gen>)
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Builder (Fake)
(Unit-type of (Triggering unit)) Equal to Builder (Player)
Actions
Unit - Change ownership of Merchant 0027 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Run Merchants_Price <gen> (ignoring conditions)
Merchants circle of power Vampire
Events
Unit - A unit enters (Region centered at (Position of Merchants circle 0028 <gen>) with size (64.00, 64.00))
Conditions
Player 10 (Light Blue) Not equal to (Owner of Merchant 0027 <gen>)
(Unit-type of (Triggering unit)) Equal to Vampire
Actions
Game - Display to (Player group((Owner of Merchant 0027 <gen>))) the text: The merchant wont talk with you for now, becouse of a vampire.
Unit - Change ownership of Merchant 0027 <gen> to Player 10 (Light Blue) and Change color
Merchants Gold
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Gold (Merchant)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than or equal to merchant_price
Then - Actions
Player - Add (-1 x merchant_price) to (Owner of (Triggering unit)) . Current lumber
Player - Add 1 to (Owner of (Triggering unit)) . Current gold
Set Variable Set merchant_price = (merchant_price + (Random integer number between 0 and 1000))
Trigger - Run Merchants_Price <gen> (ignoring conditions)
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You dont have enough lumber.
Merchants Haggle
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Haggle (Merchant)
Actions
Set Variable Set merchant_price = (merchant_price - (Random integer number between 200 and 2000))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
merchant_price Less than (Random integer number between 2000 and 7000)
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: What an insult!
Set Variable Set merchant_price = (merchant_price + (Random integer number between 2000 and 5000))
Unit - Change ownership of Merchant 0027 <gen> to Player 10 (Light Blue) and Change color
Else - Actions
Trigger - Run Merchants_Price <gen> (ignoring conditions)
Merchants Price
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Price (Merchant)
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: (The merchant offers his gold for just + ((String(merchant_price)) + lumber. What a good price, isnt it?))
Possesion by gold
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in undeads and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of R00E (Unexpected type: 'techcode') for (Picked player)) Equal to 1
Then - Actions
Player - Add 1 to (Picked player) . Current gold
Else - Actions
Player left
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + left the game.)
Suicide
Events
Unit - A unit Starts the effect of an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Suicide (Humans)
(Ability being cast) Equal to Demolish (Humans)
(Number of units in (Units within 2500.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Vampire).)) Equal to 0
Actions
Unit - Kill (Triggering unit)
Show range
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Show range (Humans)
Actions
For each (Integer A) from 0 to 35 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Triggering unit)) offset by (Current acquisition range of (Triggering unit)) towards (10.00 x (Real((Integer A)))) degrees.) using Abilities\Spells\Human\SpellSteal\SpellStealTarget.mdl
Ligtings
Events
Time - Every 0.50 seconds of game time
Conditions
(Random integer number between 1 and 10) Equal to 1
Actions
Special Effect - Create a special effect at ((Player 12 (Brown) start location) offset by (Random real number between 200.00 and 500.00) towards (Random angle) degrees.) using Units\NightElf\Wisp\WispExplode.mdl
Farm auto training
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Triggering unit)) Equal to Farm
Actions
Set Variable Set tree = (Random destructible in (Playable map area) matching ((Destructible-type of (Matching destructible)) Equal to LTlt (Unexpected type: 'destructablecode')))
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Destructible-type of (Picked destructible)) Equal to LTlt (Unexpected type: 'destructablecode')
(Distance between (Position of (Triggering unit)) and (Position of (Picked destructible))) Less than (Distance between (Position of (Triggering unit)) and (Position of tree))
Then - Actions
Set Variable Set tree = (Picked destructible)
Else - Actions
Unit - Set Rally-Point for (Triggering unit) to tree
Unit - Order (Triggering unit) to train/upgrade to a Peasant
Unit - Order (Triggering unit) to train/upgrade to a Peasant
Unit - Order (Triggering unit) to train/upgrade to a Peasant
Invulnerable bats
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Triggering unit)) Equal to Bat
(Current research level of R007 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) Equal to 1
Actions
Unit - Make (Triggering unit) Invulnerable
Open
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Open (Barricade)
Actions
Unit - Replace (Triggering unit) with a Barricade (Open) using The old unit's relative life and mana
Close
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Close (Barricade)
Actions
Unit - Replace (Triggering unit) with a Barricade (Closed) using The old unit's relative life and mana
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