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Footman Bounty

Events


Unit - A unit Dies

Conditions


(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))


(Unit-type of (Triggering unit)) Equal to Footman

Actions


Player - Add 6 to (Owner of (Killing unit)) Current gold


Floating Text - Create floating text that reads +6 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency


Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))


Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees


Floating Text - Change (Last created floating text): Disable permanence


Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds


Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Hero Bounty

Events


Unit - A unit Dies

Conditions


(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))


(Unit-type of (Triggering unit)) Equal to (Unit-type of (Revivable Hero))

Actions


Player - Add 125 to (Owner of (Killing unit)) Current gold


Player Group - Pick every player in (All allies of (Owner of (Killing unit))) and do (Player - Add 125 to (Picked player) Current gold)


Game - Display to (All allies of (Owner of (Killing unit))) the text: Your team killed an...


Floating Text - Create floating text that reads +250 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency


Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))


Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees


Floating Text - Change (Last created floating text): Disable permanence


Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds


Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Oh, OK I saw that the base damage entries were at "0" so I didn't fiddle with them. Thanks.
EDIT: Few more questions.
1) When I start my game, I want every race to be locked to Human, and none of the colors be able to be changed. How can I do this?
2) When I use Dark Ritual on the Lich Hero (Move which sacrifices one undead unit and gives the hero more mana) how can I remove the undead restriction? Because there are no other undead units on my map, it's useless.
3) When I have my trigger for displaying bounty gained text when a unit is killed, it is displayed for the player and all his/her allies. How can I fix this? I want it to display ONLY for the killing user and not the allies of the killing user. This is what my trigger looks like.
4) When using this trigger, I want to add 125 to both players' gold count. (There are 4 teams of 2) When one of the allied teams kills an enemy hero, I want to add 125 gold to each player and display some text on each of their screens. I want the text to say '*playername* has killed an enemy hero! You both are awarded with 125 gold.' I'm almost there, I just need to tweak it a little more. (Like displaying the actual player name that killed the hero, not just 'your team') How can I do this?
Footman Bounty
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
(Unit-type of (Triggering unit)) Equal to Footman
Actions
Player - Add 6 to (Owner of (Killing unit)) Current gold
Floating Text - Create floating text that reads +6 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
Hero Bounty
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Not equal to (Owner of (Killing unit))
(Unit-type of (Triggering unit)) Equal to (Unit-type of (Revivable Hero))
Actions
Player - Add 125 to (Owner of (Killing unit)) Current gold
Player Group - Pick every player in (All allies of (Owner of (Killing unit))) and do (Player - Add 125 to (Picked player) Current gold)
Game - Display to (All allies of (Owner of (Killing unit))) the text: Your team killed an...
Floating Text - Create floating text that reads +250 above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 25.00% transparency
Floating Text - Hide (Last created floating text) for (All enemies of (Owner of (Killing unit)))
Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
Floating Text - Change (Last created floating text): Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
-------- Easier to read line ... --------
Game - Display to (All allies of (Owner of (Killing unit))) the text: ((Name of (Owner of (Killing unit))) + (has killed + ((Name of (Owner of (Dying unit))) + 's hero! Your team gains 125 gold each!)))
-------- Easier to read line ... --------
Events

Unit - A unit Sells a unit
Conditions

((Sold unit) is A Hero) Equal to True
Actions

Player Group - Pick every player in (All players) and do (Actions)


Loop - Actions



Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)

Game - Display to (All players) the text: (A player has chosen + (Name of (Sold unit)))

Selection - Select (Sold unit) for (Owner of (Sold unit))

If (All conditions are True) then do (Then Actions) else do (Else actions)


If - Conditions



Or - Any conditions are true




Conditions





-------- Team 1 --------





(Owner of (Sold unit)) Equal to Player 1





(Owner of (Sold unit)) Equal to Player 2





(Owner of (Sold unit)) Equal to Player 3





...



Then - Actions




Unit - Move (Sold unit) instantly to (Team 1 region <gen>)



Else - Actions




Do nothing


-------- Analogically for team 2, 3, 4, etc. --------
Hero Teleport

Events


Unit - A unit Sells a unit

Conditions


((Sold unit) is A Hero) Equal to True

Actions


Player Group - Pick every player in (All players) and do (Actions)



Loop - Actions




Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)


Game - Display to (All players) the text: (A player has chosen + (Name of (Sold unit)))


Selection - Select (Sold unit) for (Owner of (Sold unit))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Owner of (Sold unit)) Equal to Player 1 (Red)




(Owner of (Sold unit)) Equal to Player 2 (Blue)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 1 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Owner of (Sold unit)) Equal to Player 3 (Teal)




(Owner of (Sold unit)) Equal to Player 4 (Purple)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 2 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Owner of (Sold unit)) Equal to Player 5 (Yellow)




(Owner of (Sold unit)) Equal to Player 6 (Orange)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 3 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Owner of (Sold unit)) Equal to Player 7 (Green)




(Owner of (Sold unit)) Equal to Player 8 (Pink)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 4 Hero Spawn <gen>)



Else - Actions




Do nothing
If - Conditions

Or - Any conditions are True (!!!!!!!)


Conditions



(Owner of (Sold unit)) Equal to Player 1 (Red)



(Owner of (Sold unit)) Equal to Player 2 (Blue)
If - Conditions

(Owner of (Sold unit)) Equal to Player 1 (Red)

(Owner of (Sold unit)) Equal to Player 2 (Blue)
Hero Teleport

Events


Unit - A unit Sells a unit

Conditions


((Sold unit) is A Hero) Equal to True

Actions


Player Group - Pick every player in (All players) and do (Actions)



Loop - Actions




Player - Make (Unit-type of (Sold unit)) Unavailable for training/construction by (Picked player)


Game - Display to (All players) the text: (A player has chosen + ((Name of (Sold unit)) + .))


Selection - Select (Sold unit) for (Owner of (Sold unit))


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






(Owner of (Sold unit)) Equal to Player 1 (Red)






(Owner of (Sold unit)) Equal to Player 2 (Blue)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 1 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






(Owner of (Sold unit)) Equal to Player 3 (Teal)






(Owner of (Sold unit)) Equal to Player 4 (Purple)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 2 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






(Owner of (Sold unit)) Equal to Player 5 (Yellow)






(Owner of (Sold unit)) Equal to Player 6 (Orange)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 3 Hero Spawn <gen>)



Else - Actions




Do nothing


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Or - Any (Conditions) are true





Conditions






(Owner of (Sold unit)) Equal to Player 7 (Green)






(Owner of (Sold unit)) Equal to Player 8 (Pink)



Then - Actions




Unit - Move (Sold unit) instantly to (Center of Force 4 Hero Spawn <gen>)



Else - Actions




Do nothing
Dark Ritual Dummy

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Chain Lightning

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Casting unit) Not equal to (Revivable Hero)



Then - Actions




Unit - Kill (Target unit of ability being cast)



Else - Actions




Do nothing
Unit - Set mana of (Triggering unit) to (Mana of (Triggering unit) + Life of (Target unit of ability being cast))
For the ability (if you can't just setup the original dark ritual) you can usebefore killing the target.
Unit - Set mana of (Triggering unit) to (Mana of (Triggering unit) + Life of (Target unit of ability being cast))
As for the map, in Scenario -> Force Properties, make sure you have ticked in the Use Custom Forces and Fixed Player Settings button.
Dark Ritual Dummy

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Chain Lightning

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Casting unit) Not equal to (Revivable Hero)



Then - Actions




Unit - Set mana of (Triggering unit) to ((Mana of (Triggering unit)) + (0.25 x (Life of (Target unit of ability being cast))))




Unit - Kill (Target unit of ability being cast)



Else - Actions




Do nothing
Dark Ritual Dummy Copy

Events


Unit - A unit Starts the effect of an ability

Conditions


(Ability being cast) Equal to Dark Ritual

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Target unit of ability being cast) Not equal to (Revivable Hero)



Then - Actions




Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) + (((Real((Level of Dark Ritual for (Casting unit)))) x 0.25) x (Life of (Target unit of ability being cast))))




Unit - Kill (Target unit of ability being cast)



Else - Actions




Do nothing
