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Unit - Turn collision for Jungle Stalker's Minion 0005 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0007 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0024 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0025 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0026 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0027 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0028 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0029 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0030 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0031 <gen> Off .
Unit - Turn collision for Jungle Stalker's Minion 0032 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0033 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0034 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0035 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0036 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0037 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0039 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0040 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0041 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0042 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0043 <gen> Off .
Unit - Turn collision for Magnataur's Minion 0044 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0045 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0046 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0047 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0048 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0049 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0050 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0051 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0052 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0053 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0054 <gen> Off .
Unit - Turn collision for Naga Royal Guard's Minion 0055 <gen> Off .
Unit - Turn collision for Satyr's Minion 0056 <gen> Off .
Unit - Turn collision for Satyr's Minion 0057 <gen> Off .
Unit - Turn collision for Satyr's Minion 0058 <gen> Off .
Unit - Turn collision for Satyr's Minion 0059 <gen> Off .
Unit - Turn collision for Satyr's Minion 0060 <gen> Off .
Unit - Turn collision for Satyr's Minion 0061 <gen> Off .
Unit - Turn collision for Satyr's Minion 0062 <gen> Off .
Unit - Turn collision for Satyr's Minion 0063 <gen> Off .
Unit - Turn collision for Satyr's Minion 0064 <gen> Off .
Unit - Turn collision for Satyr's Minion 0065 <gen> Off .
Unit - Turn collision for Satyr's Minion 0066 <gen> Off .
Unit - Hide Jungle Stalker's Minion 0005 <gen>
Unit - Hide Jungle Stalker's Minion 0007 <gen>
Unit - Hide Jungle Stalker's Minion 0024 <gen>
Unit - Hide Jungle Stalker's Minion 0025 <gen>
Unit - Hide Jungle Stalker's Minion 0026 <gen>
Unit - Hide Jungle Stalker's Minion 0027 <gen>
Unit - Hide Jungle Stalker's Minion 0028 <gen>
Unit - Hide Jungle Stalker's Minion 0029 <gen>
Unit - Hide Jungle Stalker's Minion 0030 <gen>
Unit - Hide Jungle Stalker's Minion 0031 <gen>
Unit - Hide Jungle Stalker's Minion 0032 <gen>
Unit - Hide Magnataur's Minion 0033 <gen>
Unit - Hide Magnataur's Minion 0034 <gen>
Unit - Hide Magnataur's Minion 0035 <gen>
Unit - Hide Magnataur's Minion 0036 <gen>
Unit - Hide Magnataur's Minion 0037 <gen>
Unit - Hide Magnataur's Minion 0039 <gen>
Unit - Hide Magnataur's Minion 0040 <gen>
Unit - Hide Magnataur's Minion 0041 <gen>
Unit - Hide Magnataur's Minion 0042 <gen>
Unit - Hide Magnataur's Minion 0043 <gen>
Unit - Hide Magnataur's Minion 0044 <gen>
Unit - Hide Naga Royal Guard's Minion 0045 <gen>
Unit - Hide Naga Royal Guard's Minion 0046 <gen>
Unit - Hide Naga Royal Guard's Minion 0047 <gen>
Unit - Hide Naga Royal Guard's Minion 0048 <gen>
Unit - Hide Naga Royal Guard's Minion 0049 <gen>
Unit - Hide Naga Royal Guard's Minion 0050 <gen>
Unit - Hide Naga Royal Guard's Minion 0051 <gen>
Unit - Hide Naga Royal Guard's Minion 0052 <gen>
Unit - Hide Naga Royal Guard's Minion 0053 <gen>
Unit - Hide Naga Royal Guard's Minion 0054 <gen>
Unit - Hide Naga Royal Guard's Minion 0055 <gen>
Unit - Hide Satyr's Minion 0056 <gen>
Unit - Hide Satyr's Minion 0057 <gen>
Unit - Hide Satyr's Minion 0058 <gen>
Unit - Hide Satyr's Minion 0059 <gen>
Unit - Hide Satyr's Minion 0060 <gen>
Unit - Hide Satyr's Minion 0061 <gen>
Unit - Hide Satyr's Minion 0062 <gen>
Unit - Hide Satyr's Minion 0063 <gen>
Unit - Hide Satyr's Minion 0064 <gen>
Unit - Hide Satyr's Minion 0065 <gen>
Unit - Hide Satyr's Minion 0066 <gen>
Wait 60.00 seconds
Trigger - Turn off Random12 <gen>
Map Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 4.00
Floating Text - Create floating text that reads Titans Pool at (Center of Region_026 <gen>) with Z offset 0 , using font size 14.00 , color ( 18.00 %, 30.00 %, 100 %), and 0 % transparency
Player - Set Player 1 (Red) . Current lumber to 140
Player - Set Player 2 (Blue) . Current lumber to 140
Player - Set Player 3 (Teal) . Current lumber to 140
Player - Set Player 4 (Purple) . Current lumber to 140
Player - Set Player 5 (Yellow) . Current lumber to 140
Player - Set Player 6 (Orange) . Current lumber to 140
Player - Set Player 7 (Green) . Current lumber to 140
Player - Set Player 8 (Pink) . Current lumber to 140
Player - Set Player 9 (Gray) . Current lumber to 140
Player - Set Player 10 (Light Blue) . Current lumber to 140
Player - Set Player 1 (Red) . Current gold to 1
Player - Set Player 2 (Blue) . Current gold to 1
Player - Set Player 3 (Teal) . Current gold to 1
Player - Set Player 4 (Purple) . Current gold to 1
Player - Set Player 5 (Yellow) . Current gold to 1
Player - Set Player 6 (Orange) . Current gold to 1
Player - Set Player 7 (Green) . Current gold to 1
Player - Set Player 8 (Pink) . Current gold to 1
Player - Set Player 9 (Gray) . Current gold to 1
Player - Set Player 10 (Light Blue) . Current gold to 1
Player - Set Player 12 (Brown) . Current gold to 1
Game - Display to (All allies of Player 1 (Red).) for 38.00 seconds the text: |cffffcc00You will get a random Runner if you dont choose in 40 secondsor just press the up key to get a random Runner.And remember that you can build a base in the water.MAP MADE BY DeathChef|r
Game - Display to (All allies of Player 12 (Brown).) for 40.00 seconds the text: |cffffcc00If you want to random a Titan you can just click the up buttonMAP MADE BY DeathChef.
Set Variable Set Runner_Choose[1] = "h00A"
Set Variable Set Runner_Choose[2] = "h00B"
Set Variable Set Runner_Choose[3] = "h00C"
Set Variable Set Runner_Choose[4] = "h00D"
Set Variable Set Runner_Choose[5] = "h00E"
Set Variable Set Runner_Choose[6] = "h00F"
Set Variable Set Runner_Choose[7] = "h00G"
Set Variable Set Runner_Choose[8] = "h00H"
Set Variable Set Runner_Choose[9] = "h00I"
Set Variable Set Runner_Choose[10] = "h00J"
Set Variable Set Runner_Choose[11] = "h000"
Set Variable Set Runner_Choose[12] = "h00K"
Set Variable Set Runner_Choose[12] = "h00K"
Set Variable Set Titan_Choose[1] = "E001"
Set Variable Set Titan_Choose[2] = "E002"
Set Variable Set Titan_Choose[3] = "E003"
Set Variable Set Titan_Choose[4] = "E007"
Start Camra
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0012 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 1 (Red) to Cage 0012 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0013 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 2 (Blue) to Cage 0013 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0014 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 3 (Teal) to Cage 0012 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0015 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 4 (Purple) to Cage 0015 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0016 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 5 (Yellow) to Cage 0016 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0017 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 6 (Orange) to Cage 0017 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0018 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 7 (Green) to Cage 0018 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0019 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 8 (Pink) to Cage 0019 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0020 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 9 (Gray) to Cage 0020 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cage 0021 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 10 (Light Blue) to Cage 0021 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Select Your Titan 0023 <gen> is alive) Equal to True
Then - Actions
Camera - Lock camera target for Player 12 (Brown) to Select Your Titan 0023 <gen> , offset by ( 0 , 0 ) using Default rotation
Else - Actions
Do nothing
Titan Spawn timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Start Titan_Spawn_Timer as a One-shot timer that will expire in 80.00 seconds
Countdown Timer - Hide (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Titan spawns in....
Countdown Timer - Change the color of the title for (Last created timer window) to ( 20.00 %, 90.00 %, 20.00 %) with 0 % transparency
Countdown Timer - Change the color of the time for (Last created timer window) to ( 20.00 %, 90.00 %, 20 %) with 0 % transparency
Countdown Timer - Show (Last created timer window)
Player Leaves
Events
Time - Every 2 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 1 (Red) treat (All allies of Player 1 (Red).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 2 (Blue) treat (All allies of Player 2 (Blue).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 3 (Teal) treat (All allies of Player 3 (Teal).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 4 (Purple) treat (All allies of Player 4 (Purple).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 5 (Yellow) treat (All allies of Player 5 (Yellow).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 6 (Orange) treat (All allies of Player 6 (Orange).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 7 (Green) treat (All allies of Player 7 (Green).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 8 (Pink) treat (All allies of Player 8 (Pink).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 9 (Gray) treat (All allies of Player 9 (Gray).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Then - Actions
Player Group - Make Player Group - Player 10 (Light Blue) treat (All allies of Player 10 (Light Blue).) as an Ally with shared vision and full shared units
Else - Actions
Do nothing
Wait 40 seconds
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
(Cage 0012 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 1 (Red) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0012 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
(Cage 0013 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 2 (Blue) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 2 (Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0013 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
(Cage 0014 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 3 (Teal) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 3 (Teal) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0014 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
(Cage 0015 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 4 (Purple) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 4 (Purple) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0015 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
(Cage 0016 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 5 (Yellow) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 5 (Yellow) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0016 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
(Cage 0017 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 6 (Orange) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 6 (Orange) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0017 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
(Cage 0018 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 7 (Green) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 7 (Green) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0018 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
(Cage 0019 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 8 (Pink) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 8 (Pink) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0019 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Equal to Is playing
(Cage 0020 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 9 (Gray) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 9 (Gray) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0020 <gen>
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
(Cage 0021 <gen> is alive) Equal to True
Then - Actions
Player - Set Player 10 (Light Blue) . Current gold to 0
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 10 (Light Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Kill Cage 0021 <gen>
Else - Actions
Do nothing
Unit - Kill Cage 0012 <gen>
Unit - Kill Cage 0013 <gen>
Unit - Kill Cage 0014 <gen>
Unit - Kill Cage 0015 <gen>
Unit - Kill Cage 0016 <gen>
Unit - Kill Cage 0017 <gen>
Unit - Kill Cage 0018 <gen>
Unit - Kill Cage 0019 <gen>
Unit - Kill Cage 0020 <gen>
Unit - Kill Cage 0021 <gen>
Unit Is Created
Events
Unit - A unit enters (Playable map area)
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Runner_Choose[1]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[2]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[3]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[4]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[5]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[6]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[7]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[8]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[9]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[10]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[11]
(Unit-type of (Triggering unit)) Equal to Runner_Choose[12]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[1]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[2]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[3]
(Unit-type of (Triggering unit)) Equal to Titan_Choose[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Then - Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Sound - Play Titan_Is_Summend <gen>
Selection - Select (Triggering unit) for Player 12 (Brown)
Unit - Remove Select Your Titan 0023 <gen> from the game
Countdown Timer - Destroy (Last created timer window)
Player - Set Player 12 (Brown) . Current gold to 1500
Unit - Change ownership of Titans Gold Stock! 0038 <gen> to Player 12 (Brown) and Retain color
Unit - Set life of Titans Gold Stock! 0038 <gen> to 99.00 %
Hero - Learn skill for (Triggering unit) : Pillage
Hero - Set (Triggering unit) Hero-level to 2 , Show level-up graphics
Countdown Timer - Destroy (Last created timer window)
Countdown Timer - Start Gold_Penalty as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Hide (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Gold Penalty in........
Countdown Timer - Change the color of the title for (Last created timer window) to ( 1.00 %, 100.00 %, 30.00 %) with 0 % transparency
Countdown Timer - Show (Last created timer window)
Hero - Create Ankh of Reincarnation and give it to (Triggering unit)
Else - Actions
Do nothing
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Kill Cage 0012 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Kill Cage 0013 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Kill Cage 0014 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Kill Cage 0015 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Kill Cage 0016 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Kill Cage 0017 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Kill Cage 0018 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Kill Cage 0019 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Kill Cage 0020 <gen>) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Kill Cage 0021 <gen>) else do (Do nothing)
Wait 1.00 seconds
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Select (Triggering unit) for Player 1 (Red)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Select (Triggering unit) for Player 2 (Blue)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Select (Triggering unit) for Player 3 (Teal)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Select (Triggering unit) for Player 4 (Purple)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) then do (Select (Triggering unit) for Player 5 (Yellow)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 6 (Orange)) then do (Select (Triggering unit) for Player 6 (Orange)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 7 (Green)) then do (Select (Triggering unit) for Player 7 (Green)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 8 (Pink)) then do (Select (Triggering unit) for Player 8 (Pink)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 9 (Gray)) then do (Select (Triggering unit) for Player 9 (Gray)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) then do (Select (Triggering unit) for Player 10 (Light Blue)) else do (Do nothing)
Swap Wood For Gold
Events
Player - Player 12 (Brown) 's Current lumber becomes Greater than or equal to 1.00
Conditions
Actions
Player - Add (Player 12 (Brown) Current lumber) to Player 12 (Brown) . Current gold
Player - Set Player 12 (Brown) . Current lumber to 0
Swap Wood For Gold2
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Jungle Stalker's Minion
(Unit-type of (Attacking unit)) Equal to Magnataur's Minion
(Unit-type of (Attacking unit)) Equal to Naga Royal Guard's Minion
(Unit-type of (Attacking unit)) Equal to Satyr's Minion
Actions
Player - Add ((Owner of (Attacking unit)) Current lumber) to (Owner of (Attacking unit)) . Current gold
Player - Set (Owner of (Attacking unit)) . Current lumber to 0
Abilitie Is Used
Events
Unit - A unit Finishes casting an ability
Conditions
Actions
If ((Ability being cast) Equal to Destroy Building) then do (Explode (Triggering unit).) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Steal Gold
Then - Actions
Player - Add 1 to (Owner of (Triggering unit)) . Current gold
Player - Add -1 to Player 12 (Brown) . Current gold
Else - Actions
Do nothing
Gold Penalty Timer Expires
Events
Time - Gold_Penalty expires
Conditions
Actions
Player - Add 30 to Player 1 (Red) . Current gold
Player - Add 30 to Player 2 (Blue) . Current gold
Player - Add 30 to Player 3 (Teal) . Current gold
Player - Add 30 to Player 4 (Purple) . Current gold
Player - Add 30 to Player 5 (Yellow) . Current gold
Player - Add 30 to Player 6 (Orange) . Current gold
Player - Add 30 to Player 7 (Green) . Current gold
Player - Add 30 to Player 8 (Pink) . Current gold
Player - Add 30 to Player 9 (Gray) . Current gold
Player - Add 30 to Player 10 (Light Blue) . Current gold
Countdown Timer - Start Gold_Penalty_Repeating as a Repeating timer that will expire in 600.00 seconds
Countdown Timer - Hide (Last created timer window)
Countdown Timer - Create a timer window for (Last started timer) with title Gold Penalty in ..........
Countdown Timer - Change the color of the title for (Last created timer window) to ( 1.00 %, 100.00 %, 30.00 %) with 0 % transparency
Countdown Timer - Show (Last created timer window)
Trigger - Turn on Random12 <gen>
Gold Penalty Reapeating Expires
Events
Time - Gold_Penalty_Repeating expires
Conditions
Actions
Player - Add 10 to Player 1 (Red) . Current gold
Player - Add 10 to Player 2 (Blue) . Current gold
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 8 (Pink) . Current gold
Player - Add 10 to Player 9 (Gray) . Current gold
Player - Add 10 to Player 10 (Light Blue) . Current gold
Runner Dies
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
(Unit-type of (Dying unit)) Equal to Runner
Actions
Game - Display to (All players) the text: ((|cffffcc00 + (Name of (Owner of (Dying unit)))) + Runner has died and has Become a Minion for the Titan and all of his buildings units will be destroyed.)
Wait 2 seconds
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Dying unit))) and do (Explode (Picked unit).)
Wait 1.00 seconds
Player - Make Player 1 (Red) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 7 (Green) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 1 (Red) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 6 (Orange) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 7 (Green) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 8 (Pink) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 9 (Gray) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 12 (Brown) treat (Owner of (Dying unit)) as an Ally with shared vision
Player - Make (Owner of (Dying unit)) treat Player 12 (Brown) as an Ally with shared vision
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0005 <gen>
Unit - Move Jungle Stalker's Minion 0005 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0005 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0005 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0007 <gen>
Unit - Move Jungle Stalker's Minion 0007 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0007 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0007 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0024 <gen>
Unit - Move Jungle Stalker's Minion 0024 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0024 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0024 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0025 <gen>
Unit - Move Jungle Stalker's Minion 0025 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0025 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0025 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0026 <gen>
Unit - Move Jungle Stalker's Minion 0026 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0026 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0026 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0027 <gen>
Unit - Move Jungle Stalker's Minion 0027 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0027 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0027 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0028 <gen>
Unit - Move Jungle Stalker's Minion 0028 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0028 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0028 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0029 <gen>
Unit - Move Jungle Stalker's Minion 0029 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0029 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0029 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0030 <gen>
Unit - Move Jungle Stalker's Minion 0030 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0030 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0030 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Jungle Stalker
(Unit-type of (Killing unit)) Equal to Jungle Stalker's Minion
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Jungle Stalker's Minion 0031 <gen>
Unit - Move Jungle Stalker's Minion 0031 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Jungle Stalker's Minion 0031 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Jungle Stalker's Minion 0031 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Magnataur's Minion 0033 <gen>
Unit - Move Magnataur's Minion 0033 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0033 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0033 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Magnataur's Minion 0034 <gen>
Unit - Move Magnataur's Minion 0034 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0034 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0034 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Magnataur's Minion 0035 <gen>
Unit - Move Magnataur's Minion 0035 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0035 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0035 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Magnataur's Minion 0036 <gen>
Unit - Move Magnataur's Minion 0036 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0036 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0036 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Magnataur's Minion 0037 <gen>
Unit - Move Magnataur's Minion 0037 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0037 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0037 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Magnataur's Minion 0039 <gen>
Unit - Move Magnataur's Minion 0039 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0039 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0039 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Magnataur's Minion 0040 <gen>
Unit - Move Magnataur's Minion 0040 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0040 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0040 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Magnataur's Minion 0041 <gen>
Unit - Move Magnataur's Minion 0041 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0041 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0041 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Magnataur's Minion 0042 <gen>
Unit - Move Magnataur's Minion 0042 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0042 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0042 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Magnataur
(Unit-type of (Killing unit)) Equal to Magnataur's Minion
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Magnataur's Minion 0043 <gen>
Unit - Move Magnataur's Minion 0043 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Magnataur's Minion 0043 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Magnataur's Minion 0043 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0045 <gen>
Unit - Move Naga Royal Guard's Minion 0045 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0045 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0045 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0046 <gen>
Unit - Move Naga Royal Guard's Minion 0046 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0046 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0046 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0047 <gen>
Unit - Move Naga Royal Guard's Minion 0047 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0047 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0047 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0048 <gen>
Unit - Move Naga Royal Guard's Minion 0048 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0048 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0048 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0049 <gen>
Unit - Move Naga Royal Guard's Minion 0049 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0049 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0049 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0050 <gen>
Unit - Move Naga Royal Guard's Minion 0050 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0050 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0050 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0051 <gen>
Unit - Move Naga Royal Guard's Minion 0051 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0051 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0051 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0052 <gen>
Unit - Move Naga Royal Guard's Minion 0052 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0052 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0052 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0053 <gen>
Unit - Move Naga Royal Guard's Minion 0053 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0053 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0053 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Naga Royal Guard
(Unit-type of (Killing unit)) Equal to Naga Royal Guard's Minion
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Naga Royal Guard's Minion 0054 <gen>
Unit - Move Naga Royal Guard's Minion 0054 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Naga Royal Guard's Minion 0054 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Naga Royal Guard's Minion 0054 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Unhide Satyr's Minion 0056 <gen>
Unit - Move Satyr's Minion 0056 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0056 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0056 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Unhide Satyr's Minion 0057 <gen>
Unit - Move Satyr's Minion 0057 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0057 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0057 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Then - Actions
Unit - Unhide Satyr's Minion 0058 <gen>
Unit - Move Satyr's Minion 0058 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0058 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0058 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Then - Actions
Unit - Unhide Satyr's Minion 0059 <gen>
Unit - Move Satyr's Minion 0059 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0059 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0059 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit - Unhide Satyr's Minion 0060 <gen>
Unit - Move Satyr's Minion 0060 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0060 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0060 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Then - Actions
Unit - Unhide Satyr's Minion 0061 <gen>
Unit - Move Satyr's Minion 0061 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0061 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0061 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 7 (Green)
Then - Actions
Unit - Unhide Satyr's Minion 0062 <gen>
Unit - Move Satyr's Minion 0062 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0062 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0062 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 8 (Pink)
Then - Actions
Unit - Unhide Satyr's Minion 0063 <gen>
Unit - Move Satyr's Minion 0063 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0063 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0063 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Then - Actions
Unit - Unhide Satyr's Minion 0064 <gen>
Unit - Move Satyr's Minion 0064 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0064 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0064 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Killing unit)) Equal to Satyr
(Unit-type of (Killing unit)) Equal to Satyr's Minion
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Then - Actions
Unit - Unhide Satyr's Minion 0065 <gen>
Unit - Move Satyr's Minion 0065 <gen> instantly to (Position of (Dying unit))
Unit - Change ownership of Satyr's Minion 0065 <gen> to (Owner of (Dying unit)) and Change color
Unit - Turn collision for Satyr's Minion 0065 <gen> On .
Player - Set (Owner of (Dying unit)) . Current lumber to 0
Player - Set (Owner of (Dying unit)) . Current gold to 1500
Else - Actions
If ((Owner of Jungle Stalker's Minion 0005 <gen>) Equal to Player 1 (Red)) then do (Make Player 1 (Red) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0007 <gen>) Equal to Player 2 (Blue)) then do (Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0024 <gen>) Equal to Player 3 (Teal)) then do (Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0025 <gen>) Equal to Player 4 (Purple)) then do (Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0026 <gen>) Equal to Player 5 (Yellow)) then do (Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0027 <gen>) Equal to Player 6 (Orange)) then do (Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0028 <gen>) Equal to Player 7 (Green)) then do (Make Player 7 (Green) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0029 <gen>) Equal to Player 8 (Pink)) then do (Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0030 <gen>) Equal to Player 9 (Gray)) then do (Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0031 <gen>) Equal to Player 10 (Light Blue)) then do (Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0033 <gen>) Equal to Player 1 (Red)) then do (Make Player 1 (Red) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0034 <gen>) Equal to Player 2 (Blue)) then do (Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0035 <gen>) Equal to Player 3 (Teal)) then do (Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0036 <gen>) Equal to Player 4 (Purple)) then do (Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0037 <gen>) Equal to Player 5 (Yellow)) then do (Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0039 <gen>) Equal to Player 6 (Orange)) then do (Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0040 <gen>) Equal to Player 7 (Green)) then do (Make Player 7 (Green) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0041 <gen>) Equal to Player 8 (Pink)) then do (Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0042 <gen>) Equal to Player 9 (Gray)) then do (Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0043 <gen>) Equal to Player 10 (Light Blue)) then do (Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0045 <gen>) Equal to Player 1 (Red)) then do (Make Player 1 (Red) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0046 <gen>) Equal to Player 2 (Blue)) then do (Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0047 <gen>) Equal to Player 3 (Teal)) then do (Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0048 <gen>) Equal to Player 4 (Purple)) then do (Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0049 <gen>) Equal to Player 5 (Yellow)) then do (Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0050 <gen>) Equal to Player 6 (Orange)) then do (Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0051 <gen>) Equal to Player 7 (Green)) then do (Make Player 7 (Green) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0052 <gen>) Equal to Player 8 (Pink)) then do (Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0053 <gen>) Equal to Player 9 (Gray)) then do (Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0054 <gen>) Equal to Player 10 (Light Blue)) then do (Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0056 <gen>) Equal to Player 1 (Red)) then do (Make Player 1 (Red) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0057 <gen>) Equal to Player 2 (Blue)) then do (Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0058 <gen>) Equal to Player 3 (Teal)) then do (Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0059 <gen>) Equal to Player 4 (Purple)) then do (Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0060 <gen>) Equal to Player 5 (Yellow)) then do (Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0061 <gen>) Equal to Player 6 (Orange)) then do (Make Player 6 (Orange) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0062 <gen>) Equal to Player 7 (Green)) then do (Make Player 7 (Green) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0063 <gen>) Equal to Player 8 (Pink)) then do (Make Player 8 (Pink) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0064 <gen>) Equal to Player 9 (Gray)) then do (Make Player 9 (Gray) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0065 <gen>) Equal to Player 10 (Light Blue)) then do (Make Player 10 (Light Blue) treat (Owner of (Dying unit)) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0005 <gen>) Equal to Player 1 (Red)) then do (Make (Owner of (Dying unit)) treat Player 1 (Red) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0007 <gen>) Equal to Player 2 (Blue)) then do (Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0024 <gen>) Equal to Player 3 (Teal)) then do (Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0025 <gen>) Equal to Player 4 (Purple)) then do (Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0026 <gen>) Equal to Player 5 (Yellow)) then do (Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0027 <gen>) Equal to Player 6 (Orange)) then do (Make (Owner of (Dying unit)) treat Player 6 (Orange) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0028 <gen>) Equal to Player 7 (Green)) then do (Make (Owner of (Dying unit)) treat Player 7 (Green) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0029 <gen>) Equal to Player 8 (Pink)) then do (Make (Owner of (Dying unit)) treat Player 8 (Pink) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0030 <gen>) Equal to Player 9 (Gray)) then do (Make (Owner of (Dying unit)) treat Player 9 (Gray) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Jungle Stalker's Minion 0031 <gen>) Equal to Player 10 (Light Blue)) then do (Make (Owner of (Dying unit)) treat Player 10 (Light Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0033 <gen>) Equal to Player 1 (Red)) then do (Make (Owner of (Dying unit)) treat Player 1 (Red) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0034 <gen>) Equal to Player 2 (Blue)) then do (Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0035 <gen>) Equal to Player 3 (Teal)) then do (Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0036 <gen>) Equal to Player 4 (Purple)) then do (Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0037 <gen>) Equal to Player 5 (Yellow)) then do (Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0039 <gen>) Equal to Player 6 (Orange)) then do (Make (Owner of (Dying unit)) treat Player 6 (Orange) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0040 <gen>) Equal to Player 7 (Green)) then do (Make (Owner of (Dying unit)) treat Player 7 (Green) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0041 <gen>) Equal to Player 8 (Pink)) then do (Make (Owner of (Dying unit)) treat Player 8 (Pink) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0042 <gen>) Equal to Player 9 (Gray)) then do (Make (Owner of (Dying unit)) treat Player 9 (Gray) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Magnataur's Minion 0043 <gen>) Equal to Player 10 (Light Blue)) then do (Make (Owner of (Dying unit)) treat Player 10 (Light Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0045 <gen>) Equal to Player 1 (Red)) then do (Make (Owner of (Dying unit)) treat Player 1 (Red) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0046 <gen>) Equal to Player 2 (Blue)) then do (Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0047 <gen>) Equal to Player 3 (Teal)) then do (Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0048 <gen>) Equal to Player 4 (Purple)) then do (Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0049 <gen>) Equal to Player 5 (Yellow)) then do (Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0050 <gen>) Equal to Player 6 (Orange)) then do (Make (Owner of (Dying unit)) treat Player 6 (Orange) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0051 <gen>) Equal to Player 7 (Green)) then do (Make (Owner of (Dying unit)) treat Player 7 (Green) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0052 <gen>) Equal to Player 8 (Pink)) then do (Make (Owner of (Dying unit)) treat Player 8 (Pink) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0054 <gen>) Equal to Player 9 (Gray)) then do (Make (Owner of (Dying unit)) treat Player 9 (Gray) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Naga Royal Guard's Minion 0055 <gen>) Equal to Player 10 (Light Blue)) then do (Make (Owner of (Dying unit)) treat Player 10 (Light Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0056 <gen>) Equal to Player 1 (Red)) then do (Make (Owner of (Dying unit)) treat Player 1 (Red) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0057 <gen>) Equal to Player 2 (Blue)) then do (Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0058 <gen>) Equal to Player 3 (Teal)) then do (Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0059 <gen>) Equal to Player 4 (Purple)) then do (Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0060 <gen>) Equal to Player 5 (Yellow)) then do (Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0061 <gen>) Equal to Player 6 (Orange)) then do (Make (Owner of (Dying unit)) treat Player 6 (Orange) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0062 <gen>) Equal to Player 7 (Green)) then do (Make (Owner of (Dying unit)) treat Player 7 (Green) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0063 <gen>) Equal to Player 8 (Pink)) then do (Make (Owner of (Dying unit)) treat Player 8 (Pink) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0064 <gen>) Equal to Player 9 (Gray)) then do (Make (Owner of (Dying unit)) treat Player 9 (Gray) as an Ally with shared vision) else do (Do nothing)
If ((Owner of Satyr's Minion 0065 <gen>) Equal to Player 10 (Light Blue)) then do (Make (Owner of (Dying unit)) treat Player 10 (Light Blue) as an Ally with shared vision) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
(Number of units in (Units of type Runner)) Equal to 0
Then - Actions
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads All the Runners have died the Titan is the winner! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Entire map)
Sound - Play Win <gen>
Else - Actions
Do nothing
End Game
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Titan_Choose[1]
(Unit-type of (Dying unit)) Equal to Titan_Choose[2]
(Unit-type of (Dying unit)) Equal to Titan_Choose[3]
(Unit-type of (Dying unit)) Equal to Titan_Choose[4]
Then - Actions
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Explode (Triggering unit).))
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Entire map)
Sound - Play Win <gen>
Else - Actions
Do nothing
End Game2
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Player 12 (Brown) slot status) Equal to Has left the game
Then - Actions
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Titan has died the Runners are the winners! at (Random point in (Entire map)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Player Group - Pick every player in (All allies of Player 12 (Brown).) and do (Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Explode (Triggering unit).))
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Entire map)
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Entire map)
Sound - Play Win <gen>
Else - Actions
Do nothing
Random1
Events
Player - Player 1 (Red) Presses the Up Arrow key
Conditions
(Cage 0012 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 1 (Red) at (Random point in Region_016 <gen>) facing Default building facing degrees
Unit - Kill Cage 0012 <gen>
Player - Set Player 1 (Red) . Current gold to 0
Random2
Events
Player - Player 2 (Blue) Presses the Up Arrow key
Conditions
(Cage 0013 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 2 (Blue) at (Random point in Region_017 <gen>) facing Default building facing degrees
Unit - Kill Cage 0013 <gen>
Player - Set Player 2 (Blue) . Current gold to 0
Random3
Events
Player - Player 3 (Teal) Presses the Up Arrow key
Conditions
(Cage 0014 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 3 (Teal) at (Random point in Region_018 <gen>) facing Default building facing degrees
Unit - Kill Cage 0014 <gen>
Player - Set Player 3 (Teal) . Current gold to 0
Random4
Events
Player - Player 4 (Purple) Presses the Up Arrow key
Conditions
(Cage 0015 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 4 (Purple) at (Random point in Region_019 <gen>) facing Default building facing degrees
Unit - Kill Cage 0015 <gen>
Player - Set Player 4 (Purple) . Current gold to 0
Random5
Events
Player - Player 5 (Yellow) Presses the Up Arrow key
Conditions
(Cage 0016 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 5 (Yellow) at (Random point in Region_020 <gen>) facing Default building facing degrees
Unit - Kill Cage 0016 <gen>
Player - Set Player 5 (Yellow) . Current gold to 0
Random6
Events
Player - Player 6 (Orange) Presses the Up Arrow key
Conditions
(Cage 0017 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 6 (Orange) at (Random point in Region_021 <gen>) facing Default building facing degrees
Unit - Kill Cage 0017 <gen>
Player - Set Player 6 (Orange) . Current gold to 0
Random7
Events
Player - Player 7 (Green) Presses the Up Arrow key
Conditions
(Cage 0018 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 7 (Green) at (Random point in Region_022 <gen>) facing Default building facing degrees
Unit - Kill Cage 0018 <gen>
Player - Set Player 7 (Green) . Current gold to 0
Random8
Events
Player - Player 8 (Pink) Presses the Up Arrow key
Conditions
(Cage 0019 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 8 (Pink) at (Random point in Region_023 <gen>) facing Default building facing degrees
Unit - Kill Cage 0019 <gen>
Player - Set Player 8 (Pink) . Current gold to 0
Random9
Events
Player - Player 9 (Gray) Presses the Up Arrow key
Conditions
(Cage 0020 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 9 (Gray) at (Random point in Region_023 <gen>) facing Default building facing degrees
Unit - Kill Cage 0020 <gen>
Player - Set Player 9 (Gray) . Current gold to 0
Random10
Events
Player - Player 10 (Light Blue) Presses the Up Arrow key
Conditions
(Cage 0021 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Runner_Choose[(Random integer number between 1 and 12)] for Player 10 (Light Blue) at (Center of Region_025 <gen>) facing Default building facing degrees
Unit - Kill Cage 0021 <gen>
Player - Set Player 10 (Light Blue) . Current gold to 0
Random12
Events
Player - Player 12 (Brown) Presses the Up Arrow key
Conditions
(Select Your Titan 0023 <gen> is alive) Equal to True
Actions
Unit - Create 1 . Titan_Choose[(Random integer number between 1 and 4)] for Player 12 (Brown) at (Center of Titan_Spawn_Region <gen>) facing 160.00 degrees
Unit - Kill Select Your Titan 0023 <gen>
Player - Set Player 12 (Brown) . Current gold to 0
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