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Triggers
Ant Colony v2.1.w3x
Variables
Initialization
Melee Initialization
Waygate
Quests
Team 1 Victory
Team 2 Victory
Player Leaves
Red Leaves
Blue Leaves
Teal Leaves
Purple Leaves
Yellow Leaves
Orange Leaves
Green Leaves
Pink Leaves
Gray Leaves
Dark Green Leaves
Light Blue Leaves
Left Player Eggs
Units
Rooms
Worker Spawning Room
Worker Hatch
Worker Spawning Room Pathing
Food Storage Room
Food Storage Room Pathing
Soldier Spawning Room Pathing
Soldier Spawning Room
Soldier Hatch
Training Room Pathing
Training Room Pillar
Pillar Death
Work Shop Pathing
Health Room Pathing
Health Room Life Shrine
Health Room Mana Shrine
Spitter Spawning Room
Spitter Spawning Room Pathing
Spitter Hatch
Queens Room Pathing
Fortress Mnana
Units
Wall Fortification Doubl
Wall Fortification
Soldier XP
Spitter XP
StandardDoor Facing
Door Lock
Door Unlock
Door pathing
Traps
Inferno Trap
Inferno Traps 2nd Attempt
Sentry Turret
Sentry Turret 2
Sentry Turret 3
Resources
Food Growth
Population Count
Start Food
Food Spawn
Gatherer Ant
Gatherer Return
Visibility Modfifier
Hey if your browsing this map i'v left it open so other mapmakers can see how i'v done things. Please do not edit this map unless completely neccessary.
-Callex
Name
Type
is_array
initial_value
Ant1
force
No
Ant2
force
No
Hey if your browsing this map i'v left it open so other mapmakers can see how i'v done things. Please do not edit this map unless completely neccessary.
-Callex
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Player - Set the current research level of Rhpm (Unexpected type: 'techcode') to 1 for Neutral Passive
Waygate
Events
Map initialization
Conditions
Actions
Neutral Building - Set Tunnel 0006 <gen> destination to (Center of Outer_Waygate_Left <gen>)
Neutral Building - Set Tunnel 0007 <gen> destination to (Center of Inner_Waygate_Left <gen>)
Neutral Building - Set Tunnel 0008 <gen> destination to (Center of Inner_Waygate_Right <gen>)
Neutral Building - Set Tunnel 0005 <gen> destination to (Center of Outer_Waygate_Right <gen>)
Neutral Building - Enable Tunnel 0008 <gen>
Neutral Building - Enable Tunnel 0005 <gen>
Neutral Building - Enable Tunnel 0006 <gen>
Neutral Building - Enable Tunnel 0007 <gen>
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Food/Gold Gathering with the description The tunnel at your start point leads to the surface world. Here various plants and flowers will spawn, which you are able to pick-up with your worker units.If you build a food storage room these plants can be placed there to become harvestable food/ Gold mines. The gold is then dropped of at a central hive.You can also get gold from the mushroom colonies in the various caverns in the map. Build a central hive to drop the gold off from them. , using icon path ReplaceableTextures\CommandButtons\BTNShimmerWeed.blp
Quest - Create a Required quest titled Ant Colony with the description Ant Colony 2.1 By CallexThanks toAnteepBallahradBobTheFearedSk2_Pr0Northwind-MonkDan_awar[behh]Demon_Beast_GodDomokunIf i have missed anyone out plz tell me immediatly :)-=Updates=-1.1 Bug Fixes1.2 Soldier Room Added1.3 Training Room Added, Xp triggers for soldiers Added.1.4 Xp triggers for soldiers debugged, Added small flowers.1.5 Mushroom colony's added into the caves, Food spawning massively increased1.6 Fixed Mushroom colony gold, Decreased food spawn rate slightly1.7 Added Flow & Workshop1.8 Added Iron Doors and Traps.1.9 Improved Terrain, Added Spitter Eggs,Quests,custom join screens and speeded food up.2.0 Added Double Fortification ability, various bug fixes, Fortress Added, Gatherer ants added and added Inferno Trap.2.1 Added custom icons for buildings, fixed gatherer and unit bugs , using icon path ReplaceableTextures\CommandButtonsDisabled\DISBTNEgg.blp
Quest - Create a Optional quest titled Population/Eggs with the description Your population increases when your queen (Red/Orange) makes Worker Spawning rooms & Soldier Spawning Room, These rooms constantly create eggs and divide them amongst the other players. The eggs can then be hatched by the player controlling them. If you are not getting many eggs or even any at all ask your queen to make more of these rooms , using icon path ReplaceableTextures\CommandButtons\BTNEgg.blp
Quest - Create a Optional quest titled Rooms/Tunneling with the description Ant Colony is very similar to the pc game: Dungeon Keeper. Players who have played DK before will have an advantage in this area. First you must dig out a decently sized room, Big enough to fit 1 room in or lots of rooms. It is a good idea to fortify wall around your area to stop enemies or teammates from breaking in. If you start to build a room step back a few paces to stop it from jumping in 1 direction when your finnished. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Team 1 Victory
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Queen Ant 0010 <gen>
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: The Queen has died!
Game - Defeat Player 7 (Green) with the message: The Queen has died!
Game - Defeat Player 8 (Pink) with the message: The Queen has died!
Game - Defeat Player 9 (Gray) with the message: The Queen has died!
Game - Defeat Player 10 (Light Blue) with the message: The Queen has died!
Team 2 Victory
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Queen Ant 0009 <gen>
Actions
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: The Queen has died!
Game - Defeat Player 2 (Blue) with the message: The Queen has died!
Game - Defeat Player 3 (Teal) with the message: The Queen has died!
Game - Defeat Player 4 (Purple) with the message: The Queen has died!
Game - Defeat Player 5 (Yellow) with the message: The Queen has died!
Red Leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Blue Leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Teal Leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Purple Leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Yellow Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Orange Leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Green Leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Pink Leaves
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Gray Leaves
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Dark Green Leaves
Events
Player - Player 1 (Red) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing LetThereBeCheats (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Name of (Triggering player)) Equal to Callex
Actions
Unit - Add TEH NUKE (Neutral Hostile 2) to (Random unit from (Units owned by (Triggering player).))
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Player - Make (Triggering player) treat (Random player from (All allies of (Triggering player).)) as an Ally
Visibility - Create an initially Enabled visibility modifier for (Triggering player) emitting Visibility across (Playable map area)
My hand aches from all this copy+pasting : /
Light Blue Leaves
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Left Player Eggs
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Spitter Egg) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of (Picked unit) to (Random player from (All allies of (Owner of (Picked unit)).)) and Change color
Else - Actions
Unit Group - Pick every unit in (Units of type Soldier Egg) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of (Picked unit) to (Random player from (All allies of (Owner of (Picked unit)).)) and Change color
Else - Actions
Unit Group - Pick every unit in (Units of type Worker Egg) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) slot status) Equal to Has left the game
Then - Actions
Unit - Change ownership of (Picked unit) to (Random player from (All allies of (Owner of (Picked unit)).)) and Change color
Else - Actions
Worker Spawning Room
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Worker Spawning Room) and do (Actions)
Loop - Actions
Unit - Create 1 . Worker Egg for (Random player from (All allies of (Owner of (Picked unit)).)) at (Random point in (Region centered at (Position of (Picked unit)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Worker Hatch
Events
Unit - A unit Finishes training a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Worker Egg
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit - Remove (Triggering unit) from the game
Unit - Replace (Trained unit) with a Worker Ant using The new unit's default life and mana
Else - Actions
Do nothing
Worker Spawning Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Worker Spawning Room Pathed
Actions
Unit - Replace (Constructed structure) with a Worker Spawning Room using The new unit's default life and mana
Food Storage Room
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Food Storage Room
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Small Plant
Then - Actions
Item - Remove (Item being manipulated)
Unit - Create 1 . Small Plant for (Owner of (Hero manipulating item)) at (Random point in (Region centered at (Position of (Hero manipulating item)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Small Flower
Then - Actions
Item - Remove (Item being manipulated)
Unit - Create 1 . Small Flower for (Owner of (Hero manipulating item)) at (Random point in (Region centered at (Position of (Hero manipulating item)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Flower
Then - Actions
Item - Remove (Item being manipulated)
Unit - Create 1 . Flower for (Owner of (Hero manipulating item)) at (Random point in (Region centered at (Position of (Hero manipulating item)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Else - Actions
Food Storage Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Food Storage Room Pathed
Actions
Unit - Replace (Constructed structure) with a Food Storage Room using The new unit's default life and mana
Soldier Spawning Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Soldier Spawning Room Pathed
Actions
Unit - Replace (Constructed structure) with a Soldier Spawning Room using The new unit's default life and mana
Soldier Spawning Room
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Soldier Spawning Room) and do (Actions)
Loop - Actions
Unit - Create 1 . Soldier Egg for (Random player from (All allies of (Owner of (Picked unit)).)) at (Random point in (Region centered at (Position of (Picked unit)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Soldier Hatch
Events
Unit - A unit Finishes training a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Soldier Egg
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit - Remove (Triggering unit) from the game
Unit - Replace (Trained unit) with a Soldier using The new unit's default life and mana
Else - Actions
Do nothing
Training Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Training Room Pathed
Actions
Unit - Replace (Constructed structure) with a Training Room using The new unit's default life and mana
Training Room Pillar
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Training Pillar2
Actions
Unit - Create 1 . Training Pillar for Neutral Hostile at (Target point of ability being cast) facing Default building facing degrees
Unit - Remove (Summoned unit) from the game
Animation - Play (Last created unit) 's work animation
Pillar Death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Training Pillar
Actions
Unit - Replace (Dying unit) with a Training Pillar using The new unit's default life and mana
Animation - Play (Last replaced unit) 's work animation
Work Shop Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Workshop Pathed
Actions
Unit - Replace (Constructed structure) with a Workshop using The new unit's default life and mana
Health Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Health Room Pathed
Actions
Unit - Replace (Constructed structure) with a Health Room using The new unit's default life and mana
Health Room Life Shrine
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Health Fountain (2)
Actions
Unit - Create 1 . Fountain of Health for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Health Room Mana Shrine
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mana Fountain
Actions
Unit - Create 1 . Fountain of Mana for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Spitter Spawning Room
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Spitter Spawning Room) and do (Actions)
Loop - Actions
Unit - Create 1 . Spitter Egg for (Random player from (All allies of (Owner of (Picked unit)).)) at (Random point in (Region centered at (Position of (Picked unit)) with size (600.00, 600.00))) facing (Facing of (Random unit from (Units in (Playable map area)))) degrees
Spitter Spawning Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Spitter Spawning Room Pathed
Actions
Unit - Replace (Constructed structure) with a Spitter Spawning Room using The new unit's default life and mana
Spitter Hatch
Events
Unit - A unit Finishes training a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Spitter Egg
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Demon\DemonLargeDeathExplode\DemonLargeDeathExplode.mdl
Unit - Remove (Triggering unit) from the game
Unit - Replace (Trained unit) with a Spitter using The new unit's default life and mana
Else - Actions
Do nothing
Queens Room Pathing
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Fortress Pathed
Actions
Unit - Replace (Constructed structure) with a Fortress using The new unit's default life and mana
Special Effect - Create a special effect at (Position of (Last replaced unit)) using Abilities\Spells\Orc\ReinforcedTrollBurrow\ReinforcedTrollBurrowTarget.mdl
Fortress Mnana
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Fortress) and do (Actions)
Loop - Actions
Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 50.00)
Wall Fortification Doubl
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Double Fortification (Neutral Hostile)
Actions
Destructible - Pick every destructible in (Region centered at (Target point of ability being cast) with size (400.00, 400.00)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked destructible) is dead) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Picked destructible)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) - 30.00)
Destructible - Kill (Picked destructible)
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Position of (Picked destructible)) facing (Random angle) with scale 1 and variation (Random integer number between 0 and 3)
Else - Actions
Wall Fortification
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Fortify Walls
Actions
Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Position of (Target destructible of ability being cast)) facing (Random angle) with scale 1 and variation (Random integer number between 0 and 3)
Destructible - Kill (Target destructible of ability being cast)
Unit - Set mana of (Casting unit) to ((Mana of (Casting unit)) - 10.00)
Soldier XP
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Soldier
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to (Random player from (All enemies of (Owner of (Dying unit)).))
Then - Actions
Hero - Add 600 experience to (Killing unit) , Show level-up graphics
Else - Actions
Hero - Add 600 experience to (Killing unit) , Show level-up graphics
Spitter XP
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Spitter
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to (Random player from (All enemies of (Owner of (Dying unit)).))
Then - Actions
Hero - Add 600 experience to (Killing unit) , Show level-up graphics
Else - Actions
Hero - Add 600 experience to (Killing unit) , Show level-up graphics
StandardDoor Facing
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Standard Door Vertical) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face 0.00 over 0 seconds
Unit Group - Pick every unit in (Units of type Iron Door Vertical) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) face 0.00 over 0 seconds
Door Lock
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Lock Door
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Standard Door Vertical (open)
Then - Actions
Unit - Replace (Casting unit) with a Standard Door Vertical using The old unit's life and mana
Animation - Play (Last replaced unit) 's stand animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Standard Door Horizontal (open)
Then - Actions
Unit - Replace (Casting unit) with a Standard Door Horizontal using The old unit's life and mana
Animation - Play (Last replaced unit) 's stand animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Iron Door Horizontal (open)
Then - Actions
Unit - Replace (Casting unit) with a Iron Door Horizontal using The old unit's life and mana
Animation - Play (Last replaced unit) 's stand animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Iron Door Vertical (open)
Then - Actions
Unit - Replace (Casting unit) with a Iron Door Vertical using The old unit's life and mana
Animation - Play (Last replaced unit) 's stand animation
Else - Actions
Door Unlock
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Unlock Door
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Standard Door Vertical
Then - Actions
Unit - Replace (Casting unit) with a Standard Door Vertical (open) using The old unit's life and mana
Animation - Play (Last replaced unit) 's death alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Standard Door Horizontal
Then - Actions
Unit - Replace (Casting unit) with a Standard Door Horizontal (open) using The old unit's life and mana
Animation - Play (Last replaced unit) 's death alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Iron Door Horizontal
Then - Actions
Unit - Replace (Casting unit) with a Iron Door Horizontal (open) using The old unit's life and mana
Animation - Play (Last replaced unit) 's death alternate animation
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Iron Door Vertical
Then - Actions
Unit - Replace (Casting unit) with a Iron Door Vertical (open) using The old unit's life and mana
Animation - Play (Last replaced unit) 's death alternate animation
Else - Actions
Door pathing
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Iron Door Vertical Pathed
Then - Actions
Unit - Replace (Constructed structure) with a Iron Door Vertical using The new unit's default life and mana
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Standard Door Vertical Pathed
Then - Actions
Unit - Replace (Constructed structure) with a Standard Door Vertical using The new unit's default life and mana
Else - Actions
Inferno Trap
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Inferno Trap) 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
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Napalm
(Item-type of (Item carried by (Picked unit) in slot 2)) Equal to Napalm
((Region centered at (Position of (Picked unit)) with size (30.00, 30.00)) contains (Random unit from (Units owned by (Random player from (All enemies of (Owner of (Picked unit)).)).))) Equal to True
Then - Actions
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Picked unit)) with size (200.00, 200.00))) and do (Actions)
Loop - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 700.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
((Region centered at (Position of (Picked unit)) with size (30.00, 30.00)) contains (Random unit from (Units owned by (Random player from (All enemies of (Owner of (Picked unit)).)).))) Equal to True
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Napalm
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Region centered at (Position of (Picked unit)) with size (30.00, 30.00)) contains (Random unit from (Units owned by (Random player from (All enemies of (Owner of (Picked unit)).)).))) Equal to True
(Item-type of (Item carried by (Picked unit) in slot 1)) Equal to Napalm
Then - Actions
Item - Remove (Item carried by (Picked unit) in slot 2)
Else - Actions
Inferno Traps 2nd Attempt
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Inferno Trap
Actions
Wait 4.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Attacking unit) in slot 2)) Equal to Napalm
Then - Actions
Item - Remove (Item carried by (Attacking unit) in slot 2)
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (600.00, 600.00))) 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 Inferno Trap
Then - Actions
Else - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 800.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Attacking unit) in slot 1)) Equal to Napalm
Then - Actions
Wait 1.00 seconds
Item - Remove (Item carried by (Attacking unit) in slot 1)
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Wait 0.20 seconds
Special Effect - Create a special effect at (Random point in (Region centered at (Position of (Attacking unit)) with size (400.00, 400.00))) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (600.00, 600.00))) 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 Inferno Trap
Then - Actions
Else - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 600.00)
Else - Actions
Sentry Turret
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Sentry Turret
Actions
Player - Set (Owner of (Attacking unit)) . Current gold to (((Owner of (Attacking unit)) Current gold) - 2)
Sentry Turret 2
Events
Unit - A unit Is issued an order targeting an object
Conditions
((Owner of (Ordered unit)) Current gold) Less than or equal to 1
(Issued order) Equal to (Order(attack))
(Unit-type of (Ordered unit)) Equal to Sentry Turret
Actions
Unit - Pause (Ordered unit)
Wait 10.00 seconds
Unit - Unpause (Ordered unit)
Sentry Turret 3
Events
Unit - A unit Is attacked
Conditions
((Owner of (Attacking unit)) Current gold) Less than or equal to 1
(Unit-type of (Attacking unit)) Equal to Sentry Turret
Actions
Unit - Pause (Attacking unit)
Wait 10.00 seconds
Unit - Unpause (Attacking unit)
Food Growth
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Small Plant) and do (Actions)
Loop - Actions
Neutral Building - Add 30 gold to (Picked unit)
Unit Group - Pick every unit in (Units of type Small Flower) and do (Actions)
Loop - Actions
Neutral Building - Add 30 gold to (Picked unit)
Unit Group - Pick every unit in (Units of type Flower) and do (Actions)
Loop - Actions
Neutral Building - Add 30 gold to (Picked unit)
Population Count
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
-------- Team 1 Lumber --------
Player - Set Player 1 (Red) . Current lumber to ((Number of units in (Units owned by Player 1 (Red).)) + ((Number of units in (Units owned by Player 2 (Blue).)) + ((Number of units in (Units owned by Player 3 (Teal).)) + ((Number of units in (Units owned by Player 4 (Purple).)) + (Number of units in (Units owned by Player 5 (Yellow).))))))
Player - Set Player 2 (Blue) . Current lumber to ((Number of units in (Units owned by Player 1 (Red).)) + ((Number of units in (Units owned by Player 2 (Blue).)) + ((Number of units in (Units owned by Player 3 (Teal).)) + ((Number of units in (Units owned by Player 4 (Purple).)) + (Number of units in (Units owned by Player 5 (Yellow).))))))
Player - Set Player 3 (Teal) . Current lumber to ((Number of units in (Units owned by Player 1 (Red).)) + ((Number of units in (Units owned by Player 2 (Blue).)) + ((Number of units in (Units owned by Player 3 (Teal).)) + ((Number of units in (Units owned by Player 4 (Purple).)) + (Number of units in (Units owned by Player 5 (Yellow).))))))
Player - Set Player 4 (Purple) . Current lumber to ((Number of units in (Units owned by Player 1 (Red).)) + ((Number of units in (Units owned by Player 2 (Blue).)) + ((Number of units in (Units owned by Player 3 (Teal).)) + ((Number of units in (Units owned by Player 4 (Purple).)) + (Number of units in (Units owned by Player 5 (Yellow).))))))
Player - Set Player 5 (Yellow) . Current lumber to ((Number of units in (Units owned by Player 1 (Red).)) + ((Number of units in (Units owned by Player 2 (Blue).)) + ((Number of units in (Units owned by Player 3 (Teal).)) + ((Number of units in (Units owned by Player 4 (Purple).)) + (Number of units in (Units owned by Player 5 (Yellow).))))))
-------- Team 2 Lumber --------
Player - Set Player 6 (Orange) . Current lumber to ((Number of units in (Units owned by Player 6 (Orange).)) + ((Number of units in (Units owned by Player 7 (Green).)) + ((Number of units in (Units owned by Player 8 (Pink).)) + ((Number of units in (Units owned by Player 9 (Gray).)) + (Number of units in (Units owned by Player 10 (Light Blue).))))))
Player - Set Player 7 (Green) . Current lumber to ((Number of units in (Units owned by Player 6 (Orange).)) + ((Number of units in (Units owned by Player 7 (Green).)) + ((Number of units in (Units owned by Player 8 (Pink).)) + ((Number of units in (Units owned by Player 9 (Gray).)) + (Number of units in (Units owned by Player 10 (Light Blue).))))))
Player - Set Player 8 (Pink) . Current lumber to ((Number of units in (Units owned by Player 6 (Orange).)) + ((Number of units in (Units owned by Player 7 (Green).)) + ((Number of units in (Units owned by Player 8 (Pink).)) + ((Number of units in (Units owned by Player 9 (Gray).)) + (Number of units in (Units owned by Player 10 (Light Blue).))))))
Player - Set Player 9 (Gray) . Current lumber to ((Number of units in (Units owned by Player 6 (Orange).)) + ((Number of units in (Units owned by Player 7 (Green).)) + ((Number of units in (Units owned by Player 8 (Pink).)) + ((Number of units in (Units owned by Player 9 (Gray).)) + (Number of units in (Units owned by Player 10 (Light Blue).))))))
Player - Set Player 10 (Light Blue) . Current lumber to ((Number of units in (Units owned by Player 6 (Orange).)) + ((Number of units in (Units owned by Player 7 (Green).)) + ((Number of units in (Units owned by Player 8 (Pink).)) + ((Number of units in (Units owned by Player 9 (Gray).)) + (Number of units in (Units owned by Player 10 (Light Blue).))))))
Start Food
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 400
Food Spawn
Events
Time - Every 23.00 seconds of game time
Conditions
Actions
Item - Create Small Plant at (Random point in Outside <gen>)
Item - Create Small Plant at (Random point in Outside <gen>)
Item - Create Small Flower at (Random point in Outside <gen>)
Item - Create Small Flower at (Random point in Outside <gen>)
Item - Create Flower at (Random point in Outside <gen>)
Gatherer Ant
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Gatherer Ant
Actions
Unit - Add a 150.00 second Generic expiration timer to (Trained unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Owner of (Trained unit)) Equal to Player 2 (Blue)
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Change ownership of (Trained unit) to Neutral Passive and Retain color
Unit - Order (Trained unit) to Right-Click . (Random item in Team_1_Surface <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 6 (Orange)
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
(Owner of (Trained unit)) Equal to Player 9 (Gray)
(Owner of (Trained unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Change ownership of (Trained unit) to Neutral Passive and Retain color
Unit - Order (Trained unit) to Right-Click . (Random item in Team_2_surface <gen>)
Else - Actions
Gatherer Return
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Gatherer Ant
Actions
Unit - Order (Hero manipulating item) to give (Item being manipulated) to (Random unit from (Units owned by (Previous owner) of type Food Storage Room))
Visibility Modfifier
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Neutral Passive emitting Visibility across (Playable map area)
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