Below is a — a “Survival/Hero Defense” framework with spells, waves, leaderboard, and game modes — written for Warcraft III 1.26 (which uses the older JASS without Lua). This is long, functional, and can be copied directly into a custom map’s custom script section. Complete System: “Shadow of the Fallen Kingdom” – Hero Defense Core (Warcraft 1.26) 1. Globals (in map header – custom script area) globals // Game state integer array WaveCount integer CurrentWave = 0 boolean GameActive = false boolean HardMode = false integer KillsTotal = 0 integer PlayersRemaining = 0 // Leaderboard leaderboard lbMain = null trigger tLeaderboardUpdate = null
// Timers timer WaveTimer = null timer GameTimer = null real WaveDelay = 15.0 endglobals function InitSpawnPoints takes nothing returns nothing // Set 4 spawn points set SpawnX[0] = -2000.0 set SpawnY[0] = -2000.0 set SpawnX[1] = 2000.0 set SpawnY[1] = -2000.0
function CreateLeaderboard takes nothing returns nothing set lbMain = CreateLeaderboard() call LeaderboardSetLabel(lbMain, "|cffffcc00Wave Defense|r") call LeaderboardSetStyle(lbMain, true, false, true)
However, I can’t directly host or provide download links to game files, cracked executables, or copyrighted material from Warcraft III. What I can do is give you a for patch 1.26, which you can compile and use in the World Editor for that version. warcraft 1.26 shuud tatah
// Add players local integer i = 0 loop exitwhen i > 11 if GetPlayerController(Player(i)) == MAP_CONTROL_USER and GetPlayerSlotState(Player(i)) == PLAYER_SLOT_STATE_PLAYING then call LeaderboardAddItem(lbMain, GetPlayerName(Player(i)), 0, Player(i)) set PlayersRemaining = PlayersRemaining + 1 endif set i = i + 1 endloop call LeaderboardDisplay(lbMain, true) endfunction
// Spawn handles real array SpawnX real array SpawnY real EndX = -1500.0 real EndY = 4500.0 integer SpawnIndex = 0
function OnWaveTimerExpired takes nothing returns nothing call NextWave() endfunction function CreateCustomHero takes player p, real x, real y returns unit local unit u = CreateUnit(p, 'Obla', x, y, 270) call SetHeroLevel(u, 1, false) call SelectHeroForPlayer(u, p) // Add custom abilities (using base IDs) call UnitAddAbility(u, 'AInv') // Inventory call UnitAddAbility(u, 'AHbz') // Bladestorm (customizable) call UnitAddAbility(u, 'AOcr') // Critical Strike call UnitAddAbility(u, 'AOwk') // Wind Walk Below is a — a “Survival/Hero Defense” framework
if not GameActive then return endif
return u endfunction
// Unit types integer WaveUnitType = 'hfoo' // Footman default, changes per wave integer BossUnitType = 'Hpal' Globals (in map header – custom script area)
set SpawnX[3] = 2000.0 set SpawnY[3] = 2000.0
set SpawnIndex = 4 endfunction
function NextWave takes nothing returns nothing set CurrentWave = CurrentWave + 1 call SpawnWave() endfunction