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Triggers
(3)AshenvaleCivilWar.w3x
Variables
Initialization
Map Initialization
Ally Set
Starting Intro
Money Trig1
Money Trig 2
Money Trig 3
Money Trig 4
Money Trig 5
Unit Death
Human Bomb Explode
Cheat
Hero Damage
Hero Kill
Hero Kill Red
Hero Kill Yellow
Hero Kill Orange
Technician Spawn
Tank Crew
War End
Upgrades1
Upgrades2
Upgrades3
AI structure Build
Red Harpy Prison
Red Naga Prison
Red Demoness Prison
Orange Harpy Prison
Orange Naga Prison
Orange Demoness Prison
Yellow Harpy Prison
Yellow Naga Prison
Yellow Demoness Prison
Click Wars
Red Kills
Red Clicker
Red Clicker2
Red Clicker3
Red Clicker Spawn
Yellow kills
Yellow Clicker
Yellow Clicker2
Yellow Clicker3
Yellow Clicker Spawn
Orange Kills
Orange Clicker
Orange Clicker2
Orange Clicker3
Orange Clicker Spawn
Clicker Kill
Hero Choices
Yellow Naga Witch
Yellow Blademaster
Yellow Dark Ranger
Yellow Archmage
Yellow Moon Priestess
Yellow Warden
Yellow Guardian Mermaid
Yellow Dominatrix
Orange Naga Witch
Orange Blademaster
Orange Dark Ranger
Orange Archmage
Orange Moon Priestess
Orange Warden
Orange Guardian Mermaid
Orange Dominatrix
Red Naga Witch
Red Baldemaster
Red Dark Ranger
Red Archemage
Red Moon Priestess
Red Warden
Red Guardian Mermaid
Red Dominatrix
Naga Prisons
Naga Prison
Naga Prison2
Naga Prison3
Naga Prison4
Naga Prison5
Naga Prison6
Naga Rush Red
Naga Rush Orange
Naga Rush Yellow
Harpy Prison
Harpy Prison
Harpy Prison2
Harpy Prison3
Harpy Prison4
Harpy Prison5
Harpy Prison6
Harpy Rush Red
Harpy Rush Orange
Harpy Rush Yellow
Demoness Prison
Demoness Prison
Demoness Prison2
Demoness Prison3
Demoness Prison4
Demoness Prison5
Demoness Prison6
Demoness Rush Red
Demoness Rush Orange
Demoness Rush Yellow
Sisterhood Anti D
Movement 1
S Unit Spawn TT
S Unit Spawn TB
S Unit Range TT
S Unit Range TB
S Unit Ride
S Unit Air
S Unit Priest
S Unit Fly
Sisterhood Anti N
S Unit Spawn BL
Movement 2
S Unit Spawn BR
S Unit Range BL
S Unit Range BR
S Unit Ride B
S Unit Air B
S Unit Priest B
S Unit Fly B
Amazon Anti S
D Unit Spawn TT
D Unit Spawn TB
D Unit Range TT
D Unit Range TB
D Unit Ride
D Unit Air
D Unit Priest
D Unit Fly
Movement 3
Amazon Anti N
D Unit Spawn BL
D Unit Spawn BR
D Unit Range BL
D Unit Range BR
D Unit Ride Air B
D Unit Air B
D Unit Priest Air B
D Unit Fly B
Movement 4
Covenant Anit S
Night Melee FR
Night Melee CR
Night Ranged FR
Night Ranged CR
Night Rider R
Night Air R
Night Priestess Air R
Night Unit Fly
Movement 5
Covenant Anit D
Night Melee FL
Night Melee CL
Night Ranged FL
Night Ranged CL
Night Rider L
Night Air L
Night Priestess Air R Copy
Night Unit Fly B
Movement 6
Sisterhood Trigger Kill
Shadow TB Stop
Shadow TT Stop
Shadow BL Stop
Shadow BR Stop
Shadow Air T Stop
Shadow Air B Stop
Amazon Trigger Kill
Dark Air Stop
Dark AirB Stop
Dark BR Stop
Dark TT Stop
Dark TB Stop
Dark BL Stop
End Game
SE Defeat
SE Win1
SE Win2
DE Win1
DE Win2
NE Win1
NE Win2
DE Defeat
NE Defeat
Covenant Trigger Kill
Night FL Stop
Night CL Sop
Night CR Stop
Night FR Stop
Night Air L Stop
Night Air R Stop
Leaderboard
Set Up Leaderboard
Update Leaderboard
Change Value
Change Value 2
Change Value 3
Change Value 4
Change Value 5
Change Value 6
Change Value7
Force Move
Force Move Shadow1
Force Move Shadow2
Force Move Dark1
Force Move Dark2
Force Move Night1
Force Move Night2
Free Dryad1
Free Dryad2
Free Dryad3
Flying Units1
Imperial Attack1
Imperial Attack2
Imperial Attack3
Imperial Attack SmallvsD
Imperial Attack SmallvsN
Imperial Attack SmallvsS
Name
Type
is_array
initial_value
Kills
integer
Yes
Playergroup
force
No
Random
integer
No
TempPoint
location
No
TheLeaderBoard
leaderboard
No
A whole bunch of stuff that happens at the begginning of the map. Mainly animations and research-related effects.
Map Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 18.00
Game - Turn the day/night cycle Off
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Set starting resources (for all players)
Visibility - Disable fog of war
Visibility - Disable black mask
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 3 for Neutral Hostile
Player - Set the current research level of Rhla (Unexpected type: 'techcode') to 3 for Neutral Hostile
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 2 for Neutral Hostile
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 1 for Player 7 (Green)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 3 for Neutral Hostile
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 2 for Player 7 (Green)
Player - Set the current research level of Rhra (Unexpected type: 'techcode') to 3 for Neutral Hostile
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 2 for Player 1 (Red)
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 2 for Player 5 (Yellow)
Player - Set the current research level of Rhst (Unexpected type: 'techcode') to 2 for Player 6 (Orange)
Player - Set the current research level of Rhde (Unexpected type: 'techcode') to 1 for Player 6 (Orange)
Player - Set the current research level of Rhde (Unexpected type: 'techcode') to 1 for Player 1 (Red)
Player - Set the current research level of Rhde (Unexpected type: 'techcode') to 1 for Player 5 (Yellow)
AI - Start melee AI script for Player 1 (Red) : map.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 5 (Yellow) : map.ai (Unexpected type: 'aiscript')
AI - Start melee AI script for Player 6 (Orange) : map.ai (Unexpected type: 'aiscript')
Quest - Create a Required quest titled The Sisterhood with the description The Sisterhood of Elune is a branch of Tyrande's night elves. They live both amongst the trees and in established towns. Food is gathered by hunting and fishing. Deeply religious toward their goddess figure, Elune, the Sisterhood upholds the highest levels of morality. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled The South Covenant with the description The South Covenant of Azune are a large faction of night elves that were outcasted by the Sisterhood due to religious conflicts. They live in the forests of southern Kalimdor. Branded as heritics, they worship a different goddess then the rest of the night elves and were forced into a secluded existance outside Ashenvale. They strictly live in buildings and gather food from farming and fishing. They uphold high standards of personal appearance and are very big on elaborate ceremonies for just about everything. They value gold and gems. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled The Forest Amazons with the description The Forest Amazons of Ashenvale are rogues who do not believe in religion, which brough about their casting out of the night elf order. They are a rag-tag group who obtain food solely through hunting and gathering. They have no established towns and only live in the trees. Violent by nature, they are quick to encounter those who might oppose them. The Forest Amazons bear a deep resentment for the other night elves. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled The Imperials with the description The Imperial High Elves are the second faction of high elves that survived the destruction of Silvermoon. Like the blood elves, they seek magic for survival. The sapling World Tree has such magic, but is guarded by three splintered factions of night evles. Their plan was to spark a war between the three faction to weaken night elf forces, then rush in and secure the tree when the time was right.The Imperials have enlisted many human survivors for thier cause. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled The Mercenaries with the description The mercenaries of Kalimdor, Azeroth and Lordaeron have arrived to lend services to the warring night elves. With their nations destroyed, many warriors were forced to fight in foreign lands for money. Mercenary work how become the greatest source of income for survivors of those ravaged countries. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled About This Map with the description -All Costrom models were downloaded from War3campaigns.com, Campaigncreations.org and Samods.org-Shikaru can build both defensive towers and unit-producing structures.-Building prisons will help bolster your patron army's forces. Different prisons provide different units.-Building more then one kind of prison will not allow for additional units. Instead, try to build one of each.-Kill enemy units for cash. Neutral units provide far more gold.-Kill neutral officers for useful items. Each item has multiple effects.-Running low on cash? Step into your circle of power to be transported to a click-war section, where you click on enemy units to kill them for spare change. Type "exit" to return to the normal game.-Towers are manned by technicians, who will evacuate when a tower is destroyed and offer their repair services.-Land Mines are greatly enhanced on this map. A single land mine can wipe out an entire invading force if used correctly.In case you may have not noticed, this is an all-female map. I built it simply because no one else has ever built one. I love Aeon of Strife-style maps and no one has ever thought of making one quite as daring as this.Cheats: "alltheywantismoney" -Gives 200000 Gold to all players"strengthinnumbers: -Builds all available prisons and makes existing friendly towers invincible, allowing for long, bloody matches.,NOTE: Cheat triggers expire after the first minute of gameplay, so choose early if you want to use them. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Animation - Play Chimaera Roost 0018 <gen> 's Stand Work animation
Animation - Play Chimaera Roost 0017 <gen> 's Stand Work animation
Animation - Play Chimaera Roost 0025 <gen> 's Stand Work animation
Animation - Play Chimaera Roost 0026 <gen> 's Stand Work animation
Animation - Play Chimaera Roost 0019 <gen> 's Stand Work animation
Animation - Play Chimaera Roost 0020 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0001 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0006 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0015 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0016 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0005 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0004 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0007 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0008 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0024 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0023 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0022 <gen> 's Stand Work animation
Animation - Play Hunter's Hall 0021 <gen> 's Stand Work animation
Unit Group - Order (Units owned by Player 10 (Light Blue).) to Harvest Nearby Lumber
Player - Turn Gives bounty On for Player 7 (Green)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Traveling Merchant 0162 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Traveling Merchant 0161 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Traveling Merchant 0160 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Special Effect - Create a special effect attached to the hands (Unexpected type: 'attachpoint') of Guardian Mermaid 0290 <gen> using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Dominatrix 0350 <gen> using war3mapImported\skeletton_shield.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Dominatrix 0350 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Guardian Mermaid 0291 <gen> using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Dominatrix 0349 <gen> using war3mapImported\skeletton_shield.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Dominatrix 0349 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect attached to the hands (Unexpected type: 'attachpoint') of Guardian Mermaid 0292 <gen> using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Dominatrix 0348 <gen> using war3mapImported\skeletton_shield.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of Dominatrix 0348 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Archmage 0263 <gen> using war3mapImported\Magical_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Archmage 0277 <gen> using war3mapImported\Magical_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Archmage 0278 <gen> using war3mapImported\Magical_Sword.mdx
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Sea Witch 0282 <gen> using war3mapImported\demonwings2.mdx
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Sea Witch 0281 <gen> using war3mapImported\demonwings2.mdx
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Sea Witch 0265 <gen> using war3mapImported\demonwings2.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Blademaster 0331 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Blademaster 0330 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of Blademaster 0329 <gen> using war3mapImported\Captains_Sword.mdx
Special Effect - Create a special effect at (Position of Sleeping Sorceress 0320 <gen>) using Abilities\Spells\Undead\Sleep\SleepTarget.mdl
Special Effect - Create a special effect at (Position of Sleeping Sorceress 0358 <gen>) using Abilities\Spells\Undead\Sleep\SleepTarget.mdl
Special Effect - Create a special effect at (Position of Sleeping Sorceress 0321 <gen>) using Abilities\Spells\Undead\Sleep\SleepTarget.mdl
Special Effect - Create a special effect at (Position of Sleeping Sorceress 0322 <gen>) using Abilities\Spells\Undead\Sleep\SleepTarget.mdl
Player - Add 1000 to Player 1 (Red) . Current lumber
Player - Add 1000 to Player 5 (Yellow) . Current lumber
Player - Add 1000 to Player 6 (Orange) . Current lumber
Animation - Change Sleeping Sorceress 0320 <gen> 's animation speed to 0.00 % of its original speed
Unit - Create 1 . Sentry Ward for Player 5 (Yellow) at (Center of Hero_Choice_Left <gen>) facing Default building facing degrees
Unit - Create 1 . Sentry Ward for Player 6 (Orange) at (Center of Hero_Choice_Center <gen>) facing Default building facing degrees
Unit - Create 1 . Sentry Ward for Player 1 (Red) at (Center of Hero_Choice_Right <gen>) facing Default building facing degrees
Hero - Make Player 1 (Red) Heroes gain 25.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 25.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 25.00 % experience from future kills
Play nice, kiddies! This will ensure that you do!
Ally Set
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally
Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Neutral
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Neutral
Player - Make Player 6 (Orange) treat Player 10 (Light Blue) as an Neutral
Player - Make Player 7 (Green) treat Neutral Hostile as an Ally with shared vision
Player - Make Neutral Hostile treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Neutral
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Neutral
Player - Make Player 10 (Light Blue) treat Player 6 (Orange) as an Neutral
Player - Change color of Player 7 (Green) to (Color of Neutral Hostile) , Changing color of existing units
Player - Set name of Player 7 (Green) to Imperial High Elves
Player - Set name of Neutral Hostile to Imperial High Elves
Player - Set Player 7 (Green) handicap to 50.00 %
Player - Set Player 11 (Dark Green) handicap to 50.00 %
Player - Set Player 4 (Purple) handicap to 50.00 %
Player - Set Player 12 (Brown) handicap to 50.00 %
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 4 (Purple)
The starting intro sequence. Used to have story element, but oh well.....
Starting Intro
Events
Map initialization
Conditions
Actions
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Start_Cam for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Tree_Cam for Player 1 (Red) over 15.00 seconds
Camera - . Apply . gg_cam_Start_Cam for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Tree_Cam for Player 5 (Yellow) over 15.00 seconds
Camera - . Apply . gg_cam_Start_Cam for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Tree_Cam for Player 6 (Orange) over 15.00 seconds
Cinematic - Send transmission to (All players) from a Neutral Passive . Hippogryph Rider named Greetings! at (Center of (Playable map area)) : Play No sound and display Welcome to The Ashenvale Civil War!All custom buttons/models/skins downloaded from WC3campaigns.com, Samods.org and Campaigncreations.org. . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from Dryad 0083 <gen> named Instructions : Play No sound and display -Goblin Land Mines are a very powerful tool here.-Use of mercenaries will likely be your key to victory.-Kill neutral officers for useful items. Each item has multiple effects.-Shikaru can build defensive structures. Your hero can repair them.-Enter your Circle of Power for an opportunity to get easy cash! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from a Neutral Passive . Cavalry named Instructions at (Center of (Playable map area)) : Play No sound and display -Kill enemy units for cash. Neutral units provide far more gold.-Builds prisons to bolster the forces of your patron army. Different prisons provide different units-Building more then one of the same type of prison will not allow additional units. . Modify duration: Add 0 seconds and Wait
Wait 2.00 seconds
Cinematic - Turn off letterbox mode (show interface) for (All players) : fade in over 2 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Wait 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Hero_Choice_Right <gen>) over 0 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Hero_Choice_Left <gen>) over 0 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Hero_Choice_Center <gen>) over 0 seconds
Selection - Select Ancestral Spirit 0269 <gen> for Player 1 (Red)
Selection - Select Ancestral Spirit 0271 <gen> for Player 6 (Orange)
Selection - Select Ancestral Spirit 0270 <gen> for Player 5 (Yellow)
Floating Text - Create floating text that reads Choose Your Hero above Ancestral Spirit 0270 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Choose Your Hero above Ancestral Spirit 0271 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Choose Your Hero above Ancestral Spirit 0269 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 60.00 seconds
Trigger - Turn off Money_Trig_5 <gen>
Trigger - Turn off Cheat <gen>
Keep the money flowing!
Money Trig1
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 1 to Player 1 (Red) . Current gold
Player - Add 1 to Player 5 (Yellow) . Current gold
Player - Add 1 to Player 6 (Orange) . Current gold
Money Trig 2
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 3 to Player 5 (Yellow) . Current gold
Money Trig 3
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 3 to Player 6 (Orange) . Current gold
Money Trig 4
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 3 to Player 1 (Red) . Current gold
Money Trig 5
Events
Player - Player 1 (Red) types a chat message containing alltheywantismoney (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing alltheywantismoney (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing alltheywantismoney (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Cheat enabled. All players now have massive cash!
Player - Set Player 1 (Red) . Current gold to 200000
Player - Set Player 5 (Yellow) . Current gold to 200000
Player - Set Player 6 (Orange) . Current gold to 200000
Trigger - Turn off (This trigger)
This is the fun trigger that makes all units gush tons of blood when they die. Splat!
Unit Death
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to False
((Dying unit) is Mechanical) Equal to False
((Dying unit) is A flying unit) Equal to False
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Custom script: call RemoveLocation(udg_TempPoint)
The Human Bomb fiery explosion. Got any marshmellows?
Human Bomb Explode
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Human Bomb) or ((Unit-type of (Dying unit)) Equal to Goblin Land Mine)
Actions
Set Variable Set TempPoint = (Position of (Dying unit))
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Goblin Land Mine
Then - Actions
Sound - Play BoomFem <gen>
Game - Display to (All players) the text: |cffff0000Landmine Detonation!|r
Else - Actions
Do nothing
Custom script: call RemoveLocation(udg_TempPoint)
So you say "Show me the body count!" Well, I guess I have to deliver...
Cheat
Events
Player - Player 1 (Red) types a chat message containing strengthinnumbers (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing strengthinnumbers (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing strengthinnumbers (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: "Strength In Numbers" cheat activated. All players now have all available prisons and friendly guard towers are now invincible. Happy hunting!
Trigger - Turn off Red_Harpy_Prison <gen>
Trigger - Turn off Red_Naga_Prison <gen>
Trigger - Turn off Red_Demoness_Prison <gen>
Trigger - Turn off Orange_Harpy_Prison <gen>
Trigger - Turn off Orange_Demoness_Prison <gen>
Trigger - Turn off Orange_Naga_Prison <gen>
Trigger - Turn off Yellow_Harpy_Prison <gen>
Trigger - Turn off Yellow_Demoness_Prison <gen>
Trigger - Turn off Yellow_Naga_Prison <gen>
Trigger - Turn on Imperial_Attack_SmallvsD <gen>
Trigger - Turn on Imperial_Attack_SmallvsN <gen>
Trigger - Turn on Imperial_Attack_SmallvsS <gen>
Trigger - Turn off Unit_Death <gen>
Trigger - Turn off Hero_Damage <gen>
Player - Set Player 7 (Green) handicap to 50.00 %
Player - Set Player 11 (Dark Green) handicap to 50.00 %
Player - Set Player 4 (Purple) handicap to 50.00 %
Player - Set Player 12 (Brown) handicap to 50.00 %
Unit - Make Elven Guard Tower 0060 <gen> Invulnerable
Unit - Make Elven Guard Tower 0061 <gen> Invulnerable
Unit - Make Elven Guard Tower 0062 <gen> Invulnerable
Unit - Make Elven Guard Tower 0063 <gen> Invulnerable
Unit - Make Elven Guard Tower 0064 <gen> Invulnerable
Unit - Make Elven Guard Tower 0059 <gen> Invulnerable
Unit - Make Elven Guard Tower 0058 <gen> Invulnerable
Unit - Make Elven Guard Tower 0057 <gen> Invulnerable
Unit - Make Elven Guard Tower 0056 <gen> Invulnerable
Unit - Make Elven Guard Tower 0055 <gen> Invulnerable
Unit - Make Elven Guard Tower 0053 <gen> Invulnerable
Unit - Make Elven Guard Tower 0050 <gen> Invulnerable
Unit - Make Elven Guard Tower 0054 <gen> Invulnerable
Unit - Make Elven Guard Tower 0051 <gen> Invulnerable
Unit - Make Elven Guard Tower 0052 <gen> Invulnerable
Unit - Make Elven Guard Tower 0065 <gen> Invulnerable
Unit - Make Elven Guard Tower 0066 <gen> Invulnerable
Unit - Make Elven Guard Tower 0067 <gen> Invulnerable
Unit - Create 1 . Harpy Prison for Player 1 (Red) at (Center of Red_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Harpy Prison for Player 5 (Yellow) at (Center of Yellow_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Harpy Prison for Player 6 (Orange) at (Center of Build_Zone <gen>) facing Default building facing degrees
Trigger - Turn on Harpy_Rush_Yellow <gen>
Trigger - Turn on Harpy_Rush_Red <gen>
Trigger - Turn on Harpy_Rush_Orange <gen>
Wait 1.00 seconds
Unit - Create 1 . Naga Prison for Player 1 (Red) at (Center of Red_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Naga Prison for Player 5 (Yellow) at (Center of Yellow_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Naga Prison for Player 6 (Orange) at (Center of Build_Zone <gen>) facing Default building facing degrees
Trigger - Turn on Naga_Rush_Yellow <gen>
Trigger - Turn on Naga_Rush_Red <gen>
Trigger - Turn on Naga_Rush_Orange <gen>
Wait 1.00 seconds
Unit - Create 1 . Demoness Prison for Player 1 (Red) at (Center of Red_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Demoness Prison for Player 5 (Yellow) at (Center of Yellow_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Demoness Prison for Player 6 (Orange) at (Center of Build_Zone <gen>) facing Default building facing degrees
Trigger - Turn on Demoness_Rush_Yellow <gen>
Trigger - Turn on Demoness_Rush_Red <gen>
Trigger - Turn on Demoness_Rush_Orange <gen>
What's a couple gallons of blood, anyway?
Hero Damage
Events
Unit - Sea Witch 0282 <gen> Takes damage
Unit - Dark Ranger 0279 <gen> Takes damage
Unit - Archmage 0278 <gen> Takes damage
Unit - Priestess of the Moon 0283 <gen> Takes damage
Unit - Warden 0284 <gen> Takes damage
Unit - Sea Witch 0281 <gen> Takes damage
Unit - Dark Ranger 0280 <gen> Takes damage
Unit - Archmage 0277 <gen> Takes damage
Unit - Priestess of the Moon 0276 <gen> Takes damage
Unit - Warden 0275 <gen> Takes damage
Unit - Sea Witch 0265 <gen> Takes damage
Unit - Dark Ranger 0264 <gen> Takes damage
Unit - Archmage 0263 <gen> Takes damage
Unit - Priestess of the Moon 0262 <gen> Takes damage
Unit - Warden 0261 <gen> Takes damage
Unit - Guardian Mermaid 0292 <gen> Takes damage
Unit - Guardian Mermaid 0291 <gen> Takes damage
Unit - Guardian Mermaid 0290 <gen> Takes damage
Unit - Blademaster 0331 <gen> Takes damage
Unit - Blademaster 0330 <gen> Takes damage
Unit - Blademaster 0329 <gen> Takes damage
Unit - Dominatrix 0348 <gen> Takes damage
Unit - Dominatrix 0349 <gen> Takes damage
Unit - Dominatrix 0350 <gen> Takes damage
Conditions
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Other\Stampede\StampedeMissileDeath.mdl
Custom script: call RemoveLocation(udg_TempPoint)
A little taunting goes a long way.
Hero Kill
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Sound - Play DieBitch <gen>
Floating Text - Create floating text that reads Gotch'ya, Bitch! above (Killing unit) with Z offset 0 , using font size 10 , color ( 100 %, 0.00 %, 0.00 %), and 0 % transparency
Wait 2 seconds
Floating Text - Destroy (Last created floating text)
Hero Kill Red
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Player 1 (Red) controller) Equal to Computer
Actions
Wait 20.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Shadow_Elf_Main <gen>) , Show revival graphics
Wait 3.00 seconds
Set Variable Set Random = (Random integer number between 1 and 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 1
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 2
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Else - Actions
Hero Kill Yellow
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Player 5 (Yellow) controller) Equal to Computer
Actions
Wait 20.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Dark_Elf_Main <gen>) , Show revival graphics
Wait 3.00 seconds
Set Variable Set Random = (Random integer number between 1 and 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 1
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 2
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Else - Actions
Hero Kill Orange
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Player 6 (Orange) controller) Equal to Computer
Actions
Wait 20.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Night_Elf_Main <gen>) , Show revival graphics
Wait 3.00 seconds
Set Variable Set Random = (Random integer number between 1 and 2)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 1
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Random Equal to 2
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Else - Actions
Technician Spawn
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
Actions
Unit - Create 1 . Human Bomb for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Unit-type of (Dying unit)) Equal to Elven Guard Tower) or ((Unit-type of (Dying unit)) Equal to Elven Guard Post)
Then - Actions
Sound - Play Toasted <gen>
Game - Display to (All players) the text: |cffff0000Tower Destroyed!|r
Else - Actions
Tank Crew
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hero Killer
Actions
Set Variable Set TempPoint = (Position of (Dying unit))
Unit - Create 4 Foot Soldier for (Owner of (Dying unit)) at (Position of (Dying unit)) facing (Center of (Playable map area))
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Custom script: call RemoveLocation(udg_TempPoint)
War End
Events
Unit - A unit Dies
Conditions
Kills[10] Equal to 50000
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: The total dead has reached a devastating 50,000! This war has become too costly in lives and the three factions have issued a truce because any further dead would permenantly damage the populations of all the races involved.
Unit - Pause all units
Player Group - Add Player 1 (Red) to Playergroup
Player Group - Add Player 4 (Purple) to Playergroup
Player Group - Add Player 5 (Yellow) to Playergroup
Player Group - Add Player 7 (Green) to Playergroup
Player Group - Add Neutral Hostile to Playergroup
Player Group - Add Player 12 (Brown) to Playergroup
Player Group - Add Player 11 (Dark Green) to Playergroup
Player Group - Add Player 6 (Orange) to Playergroup
Player Group - Add Neutral Hostile to Playergroup
Player Group - Pick every player in Playergroup and do (Make (All players) treat (All players) as an Ally with shared vision)
Wait 15.00 seconds
Game - Defeat Player 1 (Red) with the message: The war is over!
Game - Defeat Player 6 (Orange) with the message: The war is over!
Game - Defeat Player 5 (Yellow) with the message: The war is over!
Upgrades1
Events
Unit - Altar of Elders 0009 <gen> Finishes research
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
Upgrades2
Events
Unit - Altar of Elders 0012 <gen> Finishes research
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 12 (Brown)) + 1) for Player 12 (Brown)
Upgrades3
Events
Unit - Altar of Elders 0010 <gen> Finishes research
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 4 (Purple)) + 1) for Player 4 (Purple)
Red Harpy Prison
Events
Player - Player 1 (Red) 's Current gold becomes Greater than or equal to 785.00
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Shikaru 0332 <gen> to build a Harpy Prison at (Center of Red_Region <gen>)
Trigger - Turn off (This trigger)
Red Naga Prison
Events
Player - Player 1 (Red) 's Current gold becomes Greater than or equal to 965.00
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Shikaru 0332 <gen> to build a Naga Prison at (Center of Red_Region <gen>)
Trigger - Turn off (This trigger)
Red Demoness Prison
Events
Player - Player 1 (Red) 's Current gold becomes Greater than or equal to 1005.00
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order Shikaru 0332 <gen> to build a Demoness Prison at (Center of Red_Region <gen>)
Trigger - Turn off (This trigger)
Orange Harpy Prison
Events
Player - Player 6 (Orange) 's Current gold becomes Greater than or equal to 785.00
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Order Shikaru 0334 <gen> to build a Harpy Prison at (Center of Build_Zone <gen>)
Trigger - Turn off (This trigger)
Orange Naga Prison
Events
Player - Player 6 (Orange) 's Current gold becomes Greater than or equal to 965.00
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Order Shikaru 0334 <gen> to build a Naga Prison at (Center of Build_Zone <gen>)
Trigger - Turn off (This trigger)
Orange Demoness Prison
Events
Player - Player 6 (Orange) 's Current gold becomes Greater than or equal to 1005.00
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit - Order Shikaru 0334 <gen> to build a Demoness Prison at (Center of Build_Zone <gen>)
Trigger - Turn off (This trigger)
Yellow Harpy Prison
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than or equal to 785.00
Conditions
(Player 5 (Yellow) controller) Equal to Computer
Actions
Unit - Order Shikaru 0333 <gen> to build a Harpy Prison at (Center of Yellow_Region <gen>)
Trigger - Turn off (This trigger)
Yellow Naga Prison
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than or equal to 965.00
Conditions
(Player 5 (Yellow) controller) Equal to Computer
Actions
Unit - Order Shikaru 0333 <gen> to build a Naga Prison at (Center of Yellow_Region <gen>)
Trigger - Turn off (This trigger)
Yellow Demoness Prison
Events
Player - Player 5 (Yellow) 's Current gold becomes Greater than or equal to 1005.00
Conditions
(Player 5 (Yellow) controller) Equal to Computer
Actions
Unit - Order Shikaru 0333 <gen> to build a Demoness Prison at (Center of Yellow_Region <gen>)
Trigger - Turn off (This trigger)
Red Kills
Events
Unit - A unit Dies
Conditions
(Kill1 <gen> contains (Dying unit)) Equal to True
Actions
Set Variable Set Kills[(Player number of Player 1 (Red))] = (Kills[(Player number of Player 1 (Red))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Player - Add 2 to Player 1 (Red) . Current gold
Red Clicker
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
Custom script: call RemoveLocation(udg_TempPoint)
Wait 1.00 seconds
Unit - Kill (Triggering unit)
Red Clicker2
Events
Unit - A unit enters Red_Click2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Camera - . Apply . gg_cam_Red_Click_Cam for Player 1 (Red) over 0 seconds
Wait 0.50 seconds
Camera - Lock camera orientation for Player 1 (Red) to Rat 0326 <gen> , offset by ( 0 , 0 )
Game - Display to Player Group - Player 1 (Red) the text: Here, simply click on invading Imperials to get money. Type "exit" to return to the game.
Unit Group - Pick every unit in (Units in Red_Click2 <gen>) and do (Pause (Picked unit))
Trigger - Turn on Red_Clicker <gen>
Trigger - Turn on Red_Clicker_Spawn <gen>
Trigger - Turn on Red_Kills <gen>
Red Clicker3
Events
Player - Player 1 (Red) types a chat message containing exit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Sisterhood_Cam for Player 1 (Red) over 0 seconds
Unit Group - Pick every unit in (Units in Red_Click2 <gen>) and do (Unpause (Picked unit))
Trigger - Turn off Red_Clicker_Spawn <gen>
Trigger - Turn off Red_Clicker <gen>
Trigger - Turn off Red_Kills <gen>
Red Clicker Spawn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 Royal Knight for Neutral Hostile at (Center of Red_Click <gen>) facing (Center of (Playable map area))
Unit - Create 2 Imperial High Elven Sorceress for Neutral Hostile at (Center of Red_Click <gen>) facing (Center of (Playable map area))
Unit - Create 3 Imperial High Elven Archer for Neutral Hostile at (Center of Red_Click <gen>) facing (Center of (Playable map area))
Unit Group - Pick every unit in (Units in Red_Click <gen> owned by Neutral Hostile) and do (Order (Picked unit) to Move To.(Center of Red_Click_End <gen>))
Yellow kills
Events
Unit - A unit Dies
Conditions
(Kill2 <gen> contains (Dying unit)) Equal to True
Actions
Set Variable Set Kills[(Player number of Player 5 (Yellow))] = (Kills[(Player number of Player 5 (Yellow))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Player - Add 2 to Player 5 (Yellow) . Current gold
Yellow Clicker
Events
Player - Player 5 (Yellow) Selects a unit
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
Custom script: call RemoveLocation(udg_TempPoint)
Wait 1.00 seconds
Unit - Kill (Triggering unit)
Yellow Clicker2
Events
Unit - A unit enters Yellow_Click2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Camera - . Apply . gg_cam_Yellew_Click_Cam for Player 5 (Yellow) over 0 seconds
Wait 0.50 seconds
Camera - Lock camera orientation for Player 5 (Yellow) to Rat 0328 <gen> , offset by ( 0 , 0 )
Game - Display to Player Group - Player 5 (Yellow) the text: Here, simply click on invading Imperials to get money. Type "exit" to return to the game.
Unit Group - Pick every unit in (Units in Yellow_Click2 <gen>) and do (Pause (Picked unit))
Trigger - Turn on Yellow_Clicker <gen>
Trigger - Turn on Yellow_Clicker_Spawn <gen>
Trigger - Turn on Yellow_kills <gen>
Yellow Clicker3
Events
Player - Player 5 (Yellow) types a chat message containing exit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Amazon_Cam for Player 5 (Yellow) over 0 seconds
Unit Group - Pick every unit in (Units in Yellow_Click2 <gen>) and do (Unpause (Picked unit))
Trigger - Turn off Yellow_Clicker_Spawn <gen>
Trigger - Turn off Yellow_Clicker <gen>
Trigger - Turn off Yellow_kills <gen>
Yellow Clicker Spawn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 Royal Knight for Neutral Hostile at (Center of Yellow_Click <gen>) facing (Center of (Playable map area))
Unit - Create 2 Imperial High Elven Sorceress for Neutral Hostile at (Center of Yellow_Click <gen>) facing (Center of (Playable map area))
Unit - Create 3 Imperial High Elven Archer for Neutral Hostile at (Center of Yellow_Click <gen>) facing (Center of (Playable map area))
Unit Group - Pick every unit in (Units in Yellow_Click <gen> owned by Neutral Hostile) and do (Order (Picked unit) to Move To.(Center of Yellow_Click_End <gen>))
Orange Kills
Events
Unit - A unit Dies
Conditions
(Kill3 <gen> contains (Dying unit)) Equal to True
Actions
Set Variable Set Kills[(Player number of Player 6 (Orange))] = (Kills[(Player number of Player 6 (Orange))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Player - Add 2 to Player 6 (Orange) . Current gold
Orange Clicker
Events
Player - Player 6 (Orange) Selects a unit
Conditions
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\NightElf\Starfall\StarfallTarget.mdl
Custom script: call RemoveLocation(udg_TempPoint)
Wait 1.00 seconds
Unit - Kill (Triggering unit)
Orange Clicker2
Events
Unit - A unit enters Orange_Click2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Camera - . Apply . gg_cam_Camera_011 for Player 6 (Orange) over 0 seconds
Wait 0.50 seconds
Camera - Lock camera orientation for Player 6 (Orange) to Rat 0327 <gen> , offset by ( 0 , 0 )
Game - Display to Player Group - Player 6 (Orange) the text: Here, simply click on invading Imperials to get money. Type "exit" to return to the game.
Unit Group - Pick every unit in (Units in Orange_Click2 <gen>) and do (Pause (Picked unit))
Trigger - Turn on Orange_Clicker <gen>
Trigger - Turn on Orange_Clicker_Spawn <gen>
Trigger - Turn on Orange_Kills <gen>
Orange Clicker3
Events
Player - Player 6 (Orange) types a chat message containing exit (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
Camera - . Apply . gg_cam_Covenant_Cam for Player 6 (Orange) over 0 seconds
Unit Group - Pick every unit in (Units in Orange_Click2 <gen>) and do (Unpause (Picked unit))
Trigger - Turn off Orange_Clicker_Spawn <gen>
Trigger - Turn off Orange_Clicker <gen>
Trigger - Turn off Orange_Kills <gen>
Orange Clicker Spawn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 1 Royal Knight for Neutral Hostile at (Center of Orange_Click <gen>) facing (Center of (Playable map area))
Unit - Create 2 Imperial High Elven Sorceress for Neutral Hostile at (Center of Orange_Click <gen>) facing (Center of (Playable map area))
Unit - Create 3 Imperial High Elven Archer for Neutral Hostile at (Center of Orange_Click <gen>) facing (Center of (Playable map area))
Unit Group - Pick every unit in (Units in Orange_Click <gen> owned by Neutral Hostile) and do (Order (Picked unit) to Move To.(Center of Orange_Click_End <gen>))
Clicker Kill
Events
Unit - A unit enters Red_Click_End <gen>
Unit - A unit enters Orange_Click_End <gen>
Unit - A unit enters Yellow_Click_End <gen>
Conditions
(Owner of (Entering unit)) Equal to Neutral Hostile
Actions
Set Variable Set TempPoint = (Position of (Triggering unit))
Unit - Remove (Triggering unit) from the game
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
Custom script: call RemoveLocation(udg_TempPoint)
Yellow Naga Witch
Events
Unit - A unit comes within 90.00 of Sea Witch 0282 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Sea Witch 0282 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Sea Witch 0282 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Sea Witch 0282 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Sea Witch 0282 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Sea Witch 0282 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Sea Witch 0282 <gen>) else do (Do nothing)
Yellow Blademaster
Events
Unit - A unit comes within 90.00 of Blademaster 0331 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Blademaster 0331 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Blademaster 0331 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Blademaster 0331 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Blademaster 0331 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Blademaster 0331 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Blademaster 0331 <gen>) else do (Do nothing)
Yellow Dark Ranger
Events
Unit - A unit comes within 90.00 of Dark Ranger 0279 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dark Ranger 0279 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Dark Ranger 0279 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Dark Ranger 0279 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Dark Ranger 0279 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Dark Ranger 0279 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dark Ranger 0279 <gen>) else do (Do nothing)
Yellow Archmage
Events
Unit - A unit comes within 90.00 of Archmage 0278 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Archmage 0278 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Archmage 0278 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Archmage 0278 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Archmage 0278 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Archmage 0278 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Archmage 0278 <gen>) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Learn skill for Archmage 0278 <gen>: Brilliance Aura) else do (Do nothing)
Yellow Moon Priestess
Events
Unit - A unit comes within 90.00 of Priestess of the Moon 0283 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Priestess of the Moon 0283 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Priestess of the Moon 0283 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Priestess of the Moon 0283 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Priestess of the Moon 0283 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Priestess of the Moon 0283 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Priestess of the Moon 0283 <gen>) else do (Do nothing)
Yellow Warden
Events
Unit - A unit comes within 90.00 of Warden 0284 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Warden 0284 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Warden 0284 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Warden 0284 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Warden 0284 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Warden 0284 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Warden 0284 <gen>) else do (Do nothing)
Yellow Guardian Mermaid
Events
Unit - A unit comes within 90.00 of Guardian Mermaid 0292 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Guardian Mermaid 0292 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Guardian Mermaid 0292 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Guardian Mermaid 0292 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Guardian Mermaid 0292 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Guardian Mermaid 0292 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Guardian Mermaid 0292 <gen>) else do (Do nothing)
Yellow Dominatrix
Events
Unit - A unit comes within 90.00 of Dominatrix 0348 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dominatrix 0348 <gen> instantly to (Center of Dark_Elf_Main <gen>)
Unit - Change ownership of Dominatrix 0348 <gen> to Player 5 (Yellow) and Change color
Special Effect - Create a special effect at (Position of Dominatrix 0348 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 5 (Yellow) to (Position of Dominatrix 0348 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Left <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Dominatrix 0348 <gen> to Attack-Move To.(Center of Night_Elf_Main <gen>)) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dominatrix 0348 <gen>) else do (Do nothing)
Orange Naga Witch
Events
Unit - A unit comes within 90.00 of Sea Witch 0281 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Sea Witch 0281 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Sea Witch 0281 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Sea Witch 0281 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Sea Witch 0281 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Sea Witch 0281 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Sea Witch 0281 <gen>) else do (Do nothing)
Orange Blademaster
Events
Unit - A unit comes within 90.00 of Blademaster 0330 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Blademaster 0330 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Blademaster 0330 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Blademaster 0330 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Blademaster 0330 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Blademaster 0330 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Blademaster 0330 <gen>) else do (Do nothing)
Orange Dark Ranger
Events
Unit - A unit comes within 90.00 of Dark Ranger 0280 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dark Ranger 0280 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Dark Ranger 0280 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Dark Ranger 0280 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Dark Ranger 0280 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Dark Ranger 0280 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dark Ranger 0280 <gen>) else do (Do nothing)
Orange Archmage
Events
Unit - A unit comes within 90.00 of Archmage 0277 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Archmage 0277 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Archmage 0277 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Archmage 0277 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Archmage 0277 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Archmage 0277 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Archmage 0277 <gen>) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Learn skill for Archmage 0277 <gen>: Brilliance Aura) else do (Do nothing)
Orange Moon Priestess
Events
Unit - A unit comes within 90.00 of Priestess of the Moon 0276 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Priestess of the Moon 0276 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Priestess of the Moon 0276 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Priestess of the Moon 0276 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Priestess of the Moon 0276 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Priestess of the Moon 0276 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Priestess of the Moon 0276 <gen>) else do (Do nothing)
Orange Warden
Events
Unit - A unit comes within 90.00 of Warden 0275 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Warden 0275 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Warden 0275 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Warden 0275 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Warden 0275 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Warden 0275 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Warden 0275 <gen>) else do (Do nothing)
Orange Guardian Mermaid
Events
Unit - A unit comes within 90.00 of Guardian Mermaid 0291 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Guardian Mermaid 0291 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Guardian Mermaid 0291 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Guardian Mermaid 0291 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Guardian Mermaid 0291 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Guardian Mermaid 0291 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Guardian Mermaid 0291 <gen>) else do (Do nothing)
Orange Dominatrix
Events
Unit - A unit comes within 90.00 of Dominatrix 0349 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dominatrix 0349 <gen> instantly to (Position of Altar of Elders 0010 <gen>)
Unit - Change ownership of Dominatrix 0349 <gen> to Player 6 (Orange) and Change color
Special Effect - Create a special effect at (Position of Dominatrix 0349 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 6 (Orange) to (Position of Dominatrix 0349 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Center <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Dominatrix 0349 <gen> to Attack-Move To.(Center of Shadow_Elf_Main <gen>)) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dominatrix 0349 <gen>) else do (Do nothing)
Red Naga Witch
Events
Unit - A unit comes within 90.00 of Sea Witch 0265 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Sea Witch 0265 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Sea Witch 0265 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Sea Witch 0265 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Sea Witch 0265 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Sea Witch 0265 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Sea Witch 0265 <gen>) else do (Do nothing)
Red Baldemaster
Events
Unit - A unit comes within 90.00 of Blademaster 0329 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Blademaster 0329 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Blademaster 0329 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Blademaster 0329 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Blademaster 0329 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Blademaster 0329 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Blademaster 0329 <gen>) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Learn skill for Blademaster 0329 <gen>: Critical Strike) else do (Do nothing)
Red Dark Ranger
Events
Unit - A unit comes within 90.00 of Dark Ranger 0264 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dark Ranger 0264 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Dark Ranger 0264 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Dark Ranger 0264 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Dark Ranger 0264 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Dark Ranger 0264 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dark Ranger 0264 <gen>) else do (Do nothing)
Red Archemage
Events
Unit - A unit comes within 90.00 of Archmage 0263 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Archmage 0263 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Archmage 0263 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Archmage 0263 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Archmage 0263 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Archmage 0263 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Archmage 0263 <gen>) else do (Do nothing)
Red Moon Priestess
Events
Unit - A unit comes within 90.00 of Priestess of the Moon 0262 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Priestess of the Moon 0262 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Priestess of the Moon 0262 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Priestess of the Moon 0262 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Priestess of the Moon 0262 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Priestess of the Moon 0262 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Priestess of the Moon 0262 <gen>) else do (Do nothing)
Red Warden
Events
Unit - A unit comes within 90.00 of Warden 0261 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Warden 0261 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Warden 0261 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Warden 0261 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Warden 0261 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Warden 0261 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Warden 0261 <gen>) else do (Do nothing)
Red Guardian Mermaid
Events
Unit - A unit comes within 90.00 of Guardian Mermaid 0290 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Guardian Mermaid 0290 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Guardian Mermaid 0290 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Guardian Mermaid 0290 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Guardian Mermaid 0290 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Guardian Mermaid 0290 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Guardian Mermaid 0290 <gen>) else do (Do nothing)
Red Dominatrix
Events
Unit - A unit comes within 90.00 of Dominatrix 0350 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ancestral Spirit
Actions
Unit - Move Dominatrix 0350 <gen> instantly to (Center of Shadow_Elf_Main <gen>)
Unit - Change ownership of Dominatrix 0350 <gen> to Player 1 (Red) and Change color
Special Effect - Create a special effect at (Position of Dominatrix 0350 <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Camera - Pan camera for Player 1 (Red) to (Position of Dominatrix 0350 <gen>) over 0 seconds
Unit Group - Pick every unit in (Units in Hero_Choice_Right <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
Wait 15.00 seconds
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Dominatrix 0350 <gen> to Attack-Move To.(Center of Dark_Elf_Main <gen>)) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Add Chain Lightning (Neutral Hostile) to Dominatrix 0350 <gen>) else do (Do nothing)
Naga Prison
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Naga Prison
Actions
Trigger - Turn on Naga_Rush_Red <gen>
Naga Prison2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Naga Prison
Actions
Trigger - Turn off Naga_Rush_Red <gen>
Naga Prison3
Events
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Naga Prison
Actions
Trigger - Turn on Naga_Rush_Orange <gen>
Naga Prison4
Events
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Naga Prison
Actions
Trigger - Turn on Naga_Rush_Yellow <gen>
Naga Prison5
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Naga Prison
Actions
Trigger - Turn off Naga_Rush_Orange <gen>
Naga Prison6
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Naga Prison
Actions
Trigger - Turn off Naga_Rush_Yellow <gen>
Naga Rush Red
Events
Time - Every 24.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Naga Warrior for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Naga Warrior for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Naga Rush Orange
Events
Time - Every 24.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Naga Warrior for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Naga Warrior for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Naga Rush Yellow
Events
Time - Every 24.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Naga Warrior for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 . Naga Warrior for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Harpy Prison
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Harpy Prison
Actions
Trigger - Turn on Harpy_Rush_Red <gen>
Harpy Prison2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Harpy Prison
Actions
Trigger - Turn off Harpy_Rush_Red <gen>
Harpy Prison3
Events
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Harpy Prison
Actions
Trigger - Turn on Harpy_Rush_Orange <gen>
Harpy Prison4
Events
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Harpy Prison
Actions
Trigger - Turn on Harpy_Rush_Yellow <gen>
Harpy Prison5
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Harpy Prison
Actions
Trigger - Turn off Harpy_Rush_Orange <gen>
Harpy Prison6
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Harpy Prison
Actions
Trigger - Turn off Harpy_Rush_Yellow <gen>
Harpy Rush Red
Events
Time - Every 32.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Harpy Rogue for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Harpy Rogue for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Harpy Rush Orange
Events
Time - Every 32.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Harpy Rogue for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Harpy Rogue for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Harpy Rush Yellow
Events
Time - Every 32.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Harpy Rogue for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 . Harpy Rogue for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Demoness Prison
Events
Unit - A unit owned by Player 1 (Red) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Demoness Prison
Actions
Trigger - Turn on Demoness_Rush_Red <gen>
Demoness Prison2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Demoness Prison
Actions
Trigger - Turn off Demoness_Rush_Red <gen>
Demoness Prison3
Events
Unit - A unit owned by Player 6 (Orange) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Demoness Prison
Actions
Trigger - Turn on Demoness_Rush_Orange <gen>
Demoness Prison4
Events
Unit - A unit owned by Player 5 (Yellow) . Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Demoness Prison
Actions
Trigger - Turn on Demoness_Rush_Yellow <gen>
Demoness Prison5
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Demoness Prison
Actions
Trigger - Turn off Demoness_Rush_Orange <gen>
Demoness Prison6
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Demoness Prison
Actions
Trigger - Turn off Demoness_Rush_Yellow <gen>
Demoness Rush Red
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Demoness for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Demoness for Player 11 (Dark Green) at (Position of Altar of Elders 0009 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Demoness Rush Orange
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Demoness for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Demoness for Player 4 (Purple) at (Position of Altar of Elders 0010 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Demoness Rush Yellow
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Demoness for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 . Demoness for Player 12 (Brown) at (Position of Altar of Elders 0012 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Movement 1
Events
Unit - A unit enters Dark_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Spawn TT
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 11 (Dark Green) at (Center of Shadow_TT <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Spawn TB
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 11 (Dark Green) at (Center of Shadow_TB <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Range TT
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 11 (Dark Green) at (Center of Shadow_TT <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Range TB
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 11 (Dark Green) at (Center of Shadow_TB <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Ride
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 11 (Dark Green) at (Center of Shadow_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Air
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 11 (Dark Green) at (Center of Shadow_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Priest
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 11 (Dark Green) at (Center of Shadow_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Fly
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider for Player 11 (Dark Green) at (Center of Shadow_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Spawn BL
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 11 (Dark Green) at (Center of Shadow_BL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Movement 2
Events
Unit - A unit enters Night_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
S Unit Spawn BR
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 11 (Dark Green) at (Center of Shadow_BR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Range BL
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 11 (Dark Green) at (Center of Shadow_BL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Range BR
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 11 (Dark Green) at (Center of Shadow_BR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Ride B
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 11 (Dark Green) at (Center of Shadow_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Air B
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 11 (Dark Green) at (Center of Shadow_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Priest B
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 11 (Dark Green) at (Center of Shadow_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
S Unit Fly B
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider (2)
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider (2) for Player 11 (Dark Green) at (Center of Shadow_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Spawn TT
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 12 (Brown) at (Center of Dark_Elf_TT <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Spawn TB
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 12 (Brown) at (Center of Dark_Efl_TB <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Range TT
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Dark_Elf_TT <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Range TB
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Dark_Efl_TB <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Ride
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 12 (Brown) at (Center of Dark_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Air
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 12 (Brown) at (Center of Dark_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Priest
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 12 (Brown) at (Center of Dark_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
D Unit Fly
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider for Player 12 (Brown) at (Center of Dark_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Movement 3
Events
Unit - A unit enters Shadow_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Spawn BL
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 12 (Brown) at (Center of Dark_BL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Spawn BR
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 12 (Brown) at (Center of Dark_BR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Range BL
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Dark_BL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Range BR
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 12 (Brown) at (Center of Dark_BR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Ride Air B
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 12 (Brown) at (Center of Dark_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Air B
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 12 (Brown) at (Center of Dark_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Priest Air B
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 12 (Brown) at (Center of Dark_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
D Unit Fly B
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider (2)
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider (2) for Player 12 (Brown) at (Center of Dark_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Movement 4
Events
Unit - A unit enters Night_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Melee FR
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 4 (Purple) at (Center of Night_FR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Melee CR
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 4 (Purple) at (Center of Night_CR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Ranged FR
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Night_FR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Ranged CR
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Night_CR <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Rider R
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 4 (Purple) at (Center of Night_Air_R <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Air R
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 4 (Purple) at (Center of Night_Air_R <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Priestess Air R
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 4 (Purple) at (Center of Night_Air_R <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Night Unit Fly
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider (2)
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider (2) for Player 4 (Purple) at (Center of Night_Air_R <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Movement 5
Events
Unit - A unit enters Shadow_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Melee FL
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 4 (Purple) at (Center of Night_FL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Melee CL
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Elven Grunt for Player 4 (Purple) at (Center of Night_CL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Ranged FL
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Night_CL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Ranged CL
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Archer for Player 4 (Purple) at (Center of Night_FL <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Rider L
Events
Time - Every 22.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 4 (Purple) at (Center of Night_Air_L <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Air L
Events
Time - Every 29.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Cavalry for Player 4 (Purple) at (Center of Night_Air_L <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Priestess Air R Copy
Events
Time - Every 36.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Priestess for Player 4 (Purple) at (Center of Night_Air_L <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Night Unit Fly B
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hippogryph Rider
Actions
Wait 29.00 seconds
Unit - Create 1 . Hippogryph Rider for Player 4 (Purple) at (Center of Night_Air_L <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Movement 6
Events
Unit - A unit enters Dark_Elf_Main <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Shadow TB Stop
Events
Unit - Hunter's Hall 0006 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Spawn_TB <gen>
Trigger - Turn off S_Unit_Range_TB <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Shadow TT Stop
Events
Unit - Hunter's Hall 0001 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Range_TT <gen>
Trigger - Turn off S_Unit_Spawn_TT <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Shadow BL Stop
Events
Unit - Hunter's Hall 0015 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Spawn_BL <gen>
Trigger - Turn off S_Unit_Range_BL <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Shadow BR Stop
Events
Unit - Hunter's Hall 0016 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Spawn_BR <gen>
Trigger - Turn off S_Unit_Range_BR <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Shadow Air T Stop
Events
Unit - Chimaera Roost 0018 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Air <gen>
Trigger - Turn off S_Unit_Ride <gen>
Trigger - Turn off S_Unit_Priest <gen>
Trigger - Turn off S_Unit_Fly <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Shadow Air B Stop
Events
Unit - Chimaera Roost 0017 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off S_Unit_Air_B <gen>
Trigger - Turn off S_Unit_Ride_B <gen>
Trigger - Turn off S_Unit_Priest_B <gen>
Trigger - Turn off S_Unit_Fly_B <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Sisterhood Structure Destroyed!|r
Dark Air Stop
Events
Unit - Chimaera Roost 0020 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Air <gen>
Trigger - Turn off D_Unit_Ride <gen>
Trigger - Turn off D_Unit_Priest <gen>
Trigger - Turn off D_Unit_Fly <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
Dark AirB Stop
Events
Unit - Chimaera Roost 0019 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Priest_Air_B <gen>
Trigger - Turn off D_Unit_Ride_Air_B <gen>
Trigger - Turn off D_Unit_Air_B <gen>
Trigger - Turn off D_Unit_Fly_B <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
Dark BR Stop
Events
Unit - Hunter's Hall 0007 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Spawn_BR <gen>
Trigger - Turn off D_Unit_Range_BR <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
Dark TT Stop
Events
Unit - Hunter's Hall 0005 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Range_TT <gen>
Trigger - Turn off D_Unit_Spawn_TT <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
Dark TB Stop
Events
Unit - Hunter's Hall 0004 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Spawn_TB <gen>
Trigger - Turn off D_Unit_Range_TB <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
Dark BL Stop
Events
Unit - Hunter's Hall 0008 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off D_Unit_Spawn_BL <gen>
Trigger - Turn off D_Unit_Range_BL <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Amazon Structure Destroyed!|r
SE Defeat
Events
Unit - Altar of Elders 0009 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Sisterhood Defeated
Unit - Kill Hunter's Hall 0001 <gen>
Unit - Kill Elven Guard Tower 0060 <gen>
Unit - Kill Chimaera Roost 0018 <gen>
Unit - Kill Elven Guard Tower 0061 <gen>
Unit - Kill Hunter's Hall 0006 <gen>
Unit - Kill Hunter's Hall 0015 <gen>
Unit - Kill Elven Guard Tower 0063 <gen>
Unit - Kill Chimaera Roost 0017 <gen>
Unit - Kill Hunter's Hall 0016 <gen>
Unit - Kill Elven Guard Tower 0064 <gen>
Unit - Kill Elven Guard Tower 0065 <gen>
Unit - Kill Elven Guard Tower 0062 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Remove (Picked unit) from the game)
Trigger - Turn off Hero_Kill_Red <gen>
Trigger - Turn off Free_Dryad1 <gen>
Trigger - Turn off Naga_Rush_Red <gen>
Trigger - Turn off Harpy_Rush_Red <gen>
Trigger - Turn off Demoness_Rush_Red <gen>
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
SE Win1
Events
Unit - Altar of Elders 0010 <gen> Dies
Conditions
(Altar of Elders 0012 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack3 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Sisterhood_Cam for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Sisterhood_Cinima for Player 1 (Red) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The South Covenant...the Forest Amazons...lost forever. The Sisterhood now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
SE Win2
Events
Unit - Altar of Elders 0012 <gen> Dies
Conditions
(Altar of Elders 0010 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack1 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Sisterhood_Cam for Player 1 (Red) over 0.00 seconds
Camera - . Apply . gg_cam_Sisterhood_Cinima for Player 1 (Red) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The South Covenant...the Forest Amazons...lost forever. The Sisterhood now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
DE Win1
Events
Unit - Altar of Elders 0009 <gen> Dies
Conditions
(Altar of Elders 0010 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack2 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Amazon_Cam for Player 5 (Yellow) over 0.00 seconds
Camera - . Apply . gg_cam_Amazon_Cinima for Player 5 (Yellow) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 5 (Yellow) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The Sisterhood...the South Covenant...lost forever. The Forest Amazons now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
DE Win2
Events
Unit - Altar of Elders 0010 <gen> Dies
Conditions
(Altar of Elders 0009 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack3 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Amazon_Cam for Player 5 (Yellow) over 0.00 seconds
Camera - . Apply . gg_cam_Amazon_Cinima for Player 5 (Yellow) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 5 (Yellow) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The Sisterhood...the South Covenant...lost forever. The Forest Amazons now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
NE Win1
Events
Unit - Altar of Elders 0009 <gen> Dies
Conditions
(Altar of Elders 0012 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack2 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Covenant_Cam for Player 6 (Orange) over 0.00 seconds
Camera - . Apply . gg_cam_Covenant_Cinima for Player 6 (Orange) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 6 (Orange) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The Sisterhood...the Forest Amazons...lost forever. The South Covenant now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
NE Win2
Events
Unit - Altar of Elders 0012 <gen> Dies
Conditions
(Altar of Elders 0009 <gen> is dead) Equal to True
Actions
Trigger - Turn off Imperial_Attack1 <gen>
Cinematic - Disable user control for (All players) .
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Covenant_Cam for Player 6 (Orange) over 0.00 seconds
Camera - . Apply . gg_cam_Covenant_Cinima for Player 6 (Orange) over 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 6 (Orange) . Cavalry named Shikaru at (Center of (Playable map area)) : Play No sound and display The Sisterhood...the Forest Amazons...lost forever. The South Covenant now controls the fate of the new World Tree. What kind of world will they create? Only time will tell.... . Modify duration: Add 0 seconds and Wait
Unit - Pause all units
Wait 15.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Cinematic - Enable user control for (All players) .
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
DE Defeat
Events
Unit - Altar of Elders 0012 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Forest Amazons Defeated
Unit - Kill Elven Guard Tower 0059 <gen>
Unit - Kill Hunter's Hall 0005 <gen>
Unit - Kill Elven Guard Tower 0058 <gen>
Unit - Kill Hunter's Hall 0004 <gen>
Unit - Kill Chimaera Roost 0020 <gen>
Unit - Kill Hunter's Hall 0007 <gen>
Unit - Kill Elven Guard Tower 0056 <gen>
Unit - Kill Hunter's Hall 0008 <gen>
Unit - Kill Elven Guard Tower 0055 <gen>
Unit - Kill Chimaera Roost 0019 <gen>
Unit - Kill Elven Guard Tower 0066 <gen>
Unit - Kill Elven Guard Tower 0057 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Remove (Picked unit) from the game)
Trigger - Turn off Hero_Kill_Yellow <gen>
Trigger - Turn off Free_Dryad2 <gen>
Trigger - Turn off Harpy_Rush_Yellow <gen>
Trigger - Turn off Naga_Rush_Yellow <gen>
Trigger - Turn off Demoness_Rush_Yellow <gen>
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
NE Defeat
Events
Unit - Altar of Elders 0010 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: South Covenant Defeated
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Trigger - Turn off Hero_Kill_Orange <gen>
Trigger - Turn off Free_Dryad3 <gen>
Trigger - Turn off Harpy_Rush_Orange <gen>
Trigger - Turn off Naga_Rush_Orange <gen>
Trigger - Turn off Demoness_Rush_Orange <gen>
Unit - Kill Elven Guard Tower 0052 <gen>
Unit - Kill Hunter's Hall 0024 <gen>
Unit - Kill Elven Guard Tower 0051 <gen>
Unit - Kill Hunter's Hall 0023 <gen>
Unit - Kill Elven Guard Tower 0054 <gen>
Unit - Kill Chimaera Roost 0026 <gen>
Unit - Kill Elven Guard Tower 0050 <gen>
Unit - Kill Hunter's Hall 0022 <gen>
Unit - Kill Elven Guard Tower 0053 <gen>
Unit - Kill Hunter's Hall 0021 <gen>
Unit - Kill Chimaera Roost 0025 <gen>
Unit - Kill Elven Guard Tower 0067 <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Remove (Picked unit) from the game)
Night FL Stop
Events
Unit - Hunter's Hall 0024 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Melee_FL <gen>
Trigger - Turn off Night_Ranged_FL <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Night CL Sop
Events
Unit - Hunter's Hall 0023 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Melee_CL <gen>
Trigger - Turn off Night_Ranged_CL <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Night CR Stop
Events
Unit - Hunter's Hall 0022 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Melee_CR <gen>
Trigger - Turn off Night_Ranged_CR <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Night FR Stop
Events
Unit - Hunter's Hall 0021 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Melee_FR <gen>
Trigger - Turn off Night_Ranged_FR <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Night Air L Stop
Events
Unit - Chimaera Roost 0026 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Air_L <gen>
Trigger - Turn off Night_Rider_L <gen>
Trigger - Turn off Night_Priestess_Air_R_Copy <gen>
Trigger - Turn off Night_Unit_Fly_B <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Night Air R Stop
Events
Unit - Chimaera Roost 0025 <gen> Dies
Conditions
Actions
Sound - Play usuck <gen>
Special Effect - Create a special effect at (Position of (Triggering unit)) using Doodads\Cinematic\TownBurningFireEmitter\TownBurningFireEmitter.mdl
Trigger - Turn off Night_Air_R <gen>
Trigger - Turn off Night_Rider_R <gen>
Trigger - Turn off Night_Priestess_Air_R <gen>
Trigger - Turn off Night_Unit_Fly <gen>
Game - Display to (All players) for 6.00 seconds the text: |cffff0000Covenant Structure Destroyed!|r
Set Up Leaderboard
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 14 , do (Set VariableSet Kills[(Integer A)] = "0")
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Kills
Set Variable Set TheLeaderBoard = (Last created leaderboard)
Leaderboard - Add Player 10 (Light Blue) to TheLeaderBoard with label Total Kills and value 0
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of Player 11 (Dark Green)) and value 0) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Add Player 12 (Brown) to (Last created leaderboard) with label (Name of Player 12 (Brown)) and value 0) else do (Do nothing)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0) else do (Do nothing)
Trigger - Turn on Update_Leaderboard <gen>
Update Leaderboard
Events
Conditions
Actions
Leaderboard - Change the value for Player 4 (Purple) in TheLeaderBoard to Kills[4]
Leaderboard - Change the value for Player 5 (Yellow) in TheLeaderBoard to Kills[5]
Leaderboard - Change the value for Player 11 (Dark Green) in TheLeaderBoard to Kills[11]
Leaderboard - Change the value for Player 12 (Brown) in TheLeaderBoard to Kills[12]
Leaderboard - Change the value for Player 6 (Orange) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 1 (Red) in TheLeaderBoard to Kills[1]
Leaderboard - Change the value for Player 10 (Light Blue) in TheLeaderBoard to Kills[10]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Change Value
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 11 (Dark Green).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 12 (Brown).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 4 (Purple).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value 4
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 6 (Orange).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value 5
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 5 (Yellow).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value 6
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Owner of (Killing unit)) is in Player Group - Player 1 (Red).) Equal to True
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Change Value7
Events
Unit - A unit Dies
Conditions
((Owner of (Killing unit)) Equal to Player 7 (Green)) or ((Owner of (Killing unit)) Equal to Neutral Hostile)
Actions
Set Variable Set Kills[(Player number of Player 10 (Light Blue))] = (Kills[(Player number of Player 10 (Light Blue))] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
Force Move Shadow1
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in Shadow_TT <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit Group - Order (Units in Shadow_TB <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit Group - Order (Units in Shadow_BR <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Force Move Shadow2
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Wait 5.00 seconds
Unit Group - Order (Units in Shadow_Elf_Main <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Force Move Dark1
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in Dark_Elf_TT <gen> owned by Player 12 (Brown)) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit Group - Order (Units in Dark_Efl_TB <gen> owned by Player 12 (Brown)) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit Group - Order (Units in Dark_BL <gen> owned by Player 12 (Brown)) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Force Move Dark2
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Wait 5.00 seconds
Unit Group - Order (Units in Dark_Elf_Main <gen> owned by Player 12 (Brown)) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Force Move Night1
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in Night_CR <gen> owned by Player 4 (Purple)) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit Group - Order (Units in Night_CL <gen> owned by Player 4 (Purple)) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit Group - Order (Units in Night_FR <gen> owned by Player 4 (Purple)) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit Group - Order (Units in Night_FL <gen> owned by Player 4 (Purple)) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Force Move Night2
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Wait 5.00 seconds
Unit Group - Order (Units in Night_Elf_Main <gen> owned by Player 4 (Purple)) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Free Dryad1
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Dryad
Actions
Wait 12.00 seconds
Unit - Create 1 . Dryad for Player 11 (Dark Green) at (Center of Shadow_Elf_Main <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Follow . (Random unit from (Units owned by Player 11 (Dark Green) of type Hunter's Hall))
Free Dryad2
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Dryad
Actions
Wait 12.00 seconds
Unit - Create 1 . Dryad for Player 12 (Brown) at (Center of Dark_Elf_Main <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Follow . (Random unit from (Units owned by Player 12 (Brown) of type Hunter's Hall))
Free Dryad3
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Dryad
Actions
Wait 12.00 seconds
Unit - Create 1 . Dryad for Player 4 (Purple) at (Center of Night_Elf_Main <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Right-Click . (Position of (Random unit from (Units owned by Player 4 (Purple) of type Hunter's Hall)))
Unit - Order (Last created unit) to Follow . (Random unit from (Units owned by Player 4 (Purple) of type Hunter's Hall))
Flying Units1
Events
Time - Elapsed game time is 24.00 seconds
Conditions
Actions
Unit - Create 1 . Hippogryph Rider for Player 11 (Dark Green) at (Center of Shadow_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Hippogryph Rider (2) for Player 11 (Dark Green) at (Center of Shadow_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Unit - Create 1 . Hippogryph Rider for Player 12 (Brown) at (Center of Dark_Air_T <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 . Hippogryph Rider (2) for Player 12 (Brown) at (Center of Dark_Air_B <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Night_Elf_Main <gen>)
Unit - Create 1 . Hippogryph Rider for Player 4 (Purple) at (Center of Night_Air_L <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Dark_Elf_Main <gen>)
Unit - Create 1 . Hippogryph Rider (2) for Player 4 (Purple) at (Center of Night_Air_R <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of Shadow_Elf_Main <gen>)
Trigger - Turn on D_Unit_Fly <gen>
Trigger - Turn on D_Unit_Fly_B <gen>
Trigger - Turn on Night_Unit_Fly <gen>
Trigger - Turn on Night_Unit_Fly_B <gen>
Trigger - Turn on S_Unit_Fly <gen>
Trigger - Turn on S_Unit_Fly_B <gen>
Imperial Attack1
Events
Player - Player 12 (Brown) leaves the game with a defeat
Conditions
Actions
Trigger - Turn off Imperial_Attack2 <gen>
Trigger - Turn off Imperial_Attack3 <gen>
Trigger - Turn on Imperial_Attack_SmallvsN <gen>
Trigger - Turn on Imperial_Attack_SmallvsS <gen>
Wait 10.00 seconds
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen>) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen>) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen>) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Sound - Play Pursuit .
Unit - Create 1 Hell Empress for Neutral Hostile at (Center of Zunlight2 <gen>) facing (Center of Night_Elf_Main <gen>)
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Trigger - Turn off (This trigger)
Imperial Attack2
Events
Player - Player 11 (Dark Green) leaves the game with a defeat
Conditions
Actions
Trigger - Turn off Imperial_Attack1 <gen>
Trigger - Turn off Imperial_Attack3 <gen>
Trigger - Turn on Imperial_Attack_SmallvsN <gen>
Trigger - Turn on Imperial_Attack_SmallvsD <gen>
Wait 10.00 seconds
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen>) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen>) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen>) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Sound - Play Pursuit .
Unit - Create 1 Hell Empress for Neutral Hostile at (Center of Zunlight2 <gen>) facing (Center of Night_Elf_Main <gen>)
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Trigger - Turn off (This trigger)
Imperial Attack3
Events
Player - Player 4 (Purple) leaves the game with a defeat
Conditions
Actions
Trigger - Turn off Imperial_Attack2 <gen>
Trigger - Turn off Imperial_Attack3 <gen>
Trigger - Turn on Imperial_Attack_SmallvsD <gen>
Trigger - Turn on Imperial_Attack_SmallvsS <gen>
Wait 10.00 seconds
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen>) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen>) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit - Create 15 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 10 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 Imperial High Elven Officer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen>) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
Wait 10.00 seconds
Sound - Play Pursuit .
Unit - Create 1 Hell Empress for Neutral Hostile at (Center of Zunlight2 <gen>) facing (Center of Night_Elf_Main <gen>)
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the left foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the right foot (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Last created unit) using Abilities\Spells\Other\BreathOfFire\BreathOfFireDamage.mdl
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Trigger - Turn off (This trigger)
Imperial Attack SmallvsD
Events
Time - Every 65.00 seconds of game time
Conditions
Actions
Unit - Create 3 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 3 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 2 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Unit - Create 1 Human Bomb for Player 7 (Green) at (Center of Imperial_Attack_Dark <gen>) facing (Center of Dark_Elf_Main <gen>)
Special Effect - Create a special effect at (Center of Imperial_Attack_Dark <gen>) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Unit Group - Pick every unit in (Units in Imperial_Attack_Dark <gen>) and do (Order (Units in Imperial_Attack_Dark <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Dark_Elf_Main <gen>))
Imperial Attack SmallvsN
Events
Time - Every 65.00 seconds of game time
Conditions
Actions
Unit - Create 3 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 3 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 2 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Unit - Create 1 Human Bomb for Player 7 (Green) at (Center of Imperial_Attack_Night <gen>) facing (Center of Night_Elf_Main <gen>)
Special Effect - Create a special effect at (Center of Imperial_Attack_Night <gen>) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Unit Group - Pick every unit in (Units in Imperial_Attack_Night <gen>) and do (Order (Units in Imperial_Attack_Night <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Night_Elf_Main <gen>))
Imperial Attack SmallvsS
Events
Time - Every 65.00 seconds of game time
Conditions
Actions
Unit - Create 3 Imperial High Elven Archer for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 3 Royal Knight for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 2 Imperial High Elven Sorceress for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Unit - Create 1 Human Bomb for Player 7 (Green) at (Center of Imperial_Attack_Shadow <gen>) facing (Center of Shadow_Elf_Main <gen>)
Special Effect - Create a special effect at (Center of Imperial_Attack_Shadow <gen>) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Unit Group - Pick every unit in (Units in Imperial_Attack_Shadow <gen>) and do (Order (Units in Imperial_Attack_Shadow <gen> owned by Player 7 (Green)) to Attack-Move To.(Center of Shadow_Elf_Main <gen>))
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