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Triggers
(8)AshenvaleHolyWar.w3x
Variables
Initialization
Map Initialization
Unit Builds1 Human
Unit Builds2 Human
Unit Builds1 Elf
Unit Builds2 Elf
Gold
Thunder1
Item Abilities
Item Sell Human
Item Sell Elf
Human Tent Dies
Elf Tent Dies
Upgrade1
Upgrade2
Upgrade3
Tower Death1
Tower Death2
Tower Death3
Tower Death4
Tower Death5
Tower Death6
Hero Deaths
Hero Build1
Hero Death1
Hero Death2
Hero Death3
Hero Death4
Hero Death5
Hero Death6
Hero Death7
Hero Death8
Movement
Move01
Move02
Move03
Move04
Move05
Move06
Move07
Move08
Move09
Move10
Move11
Move12
Move13
Move14
Move Start
Tent1
Tent2
Tent3
Tent4
Tent5
Tent6
Elf Tent1
Elf Tent2
Elf Tent3
Elf Tent4
Elf Tent5
Elf Tent6
Attach2
Leaderboard
Set Up Leaderboard
Update Leaderboard
Change Value
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Kills
integer
Yes
playergroupElf
force
No
playergroupHuman
force
No
TheLeaderBoard
leaderboard
No
timer
timer
No
Default melee game initialization for all players
Map Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
Game - Turn the day/night cycle Off
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Player - Change color of Player 11 (Dark Green) to Purple , Changing color of existing units
Hero - Make Player 1 (Red) Heroes gain 50.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 50.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 50.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 50.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 50.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 50.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 50.00 % experience from future kills
Hero - Make Player 10 (Light Blue) Heroes gain 50.00 % experience from future kills
Player - Set name of Player 12 (Brown) to Bandit Army
Player - Set name of Player 11 (Dark Green) to Azsune Sisterhood
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Turn Gives bounty On for Player 12 (Brown)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player - Set Player 12 (Brown) . Food cap to 100
Player - Set Player 11 (Dark Green) . Food cap to 100
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 7)
Selection - Select Altar of Kings 0013 <gen> for Player 1 (Red)
Selection - Select Altar of Kings 0012 <gen> for Player 8 (Pink)
Selection - Select Altar of Kings 0002 <gen> for Player 6 (Orange)
Selection - Select Altar of Kings 0004 <gen> for Player 5 (Yellow)
Selection - Select Altar of Elders 0047 <gen> for Player 3 (Teal)
Selection - Select Altar of Elders 0030 <gen> for Player 2 (Blue)
Selection - Select Altar of Elders 0014 <gen> for Player 4 (Purple)
Selection - Select Altar of Elders 0045 <gen> for Player 10 (Light Blue)
Quest - Create a Optional quest titled Credits with the description Map by VGsatomiMermaid and Skirmisher models by VGsatomiElf Skins by RB and Iron RavenSoldier model by ObsidianTitanValkyrie model by RazorClawXEsper model by TikiEnforcer model by Mr_psycho2000Archmage skin by EggItem models by MC!Seige Archer model by Garfield , using icon path ReplaceableTextures\CommandButtons\BTNAcorn.blp
Quest - Create a Required quest titled How to Play with the description Choose your hero at the alter. Heroes start off with no abilities. Abilities can be purchesed at the ability sellers, who are standing close the the campfires in your base. You can purchase up to 7 abilities at any given time (all abilities will remain at lvl 1). If you feel like changing your abilities, buy an Ability Remove item at the statue in your base. Also at the statue, you can order more units to be sent down the lanes.The object of the game is to destroy your enemy's command tent. Keep your rangers healed as they are strong base static defense. Earn money by killing enemy units.Use common sense. You know some abilities wont work with certain kinds of units (i.e. cleaving attack with a ranged hero). Don't waste your lumber, Every 10 minutes the unit's will upgrade, adding more pressure to late games. , using icon path ReplaceableTextures\CommandButtons\BTNArcher.blp
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Tome Seller 0006 <gen> using Objects\InventoryItems\tomeBlue\tomeBlue.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Tome Seller 0007 <gen> using Objects\InventoryItems\tomeBlue\tomeBlue.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Item Seller 0008 <gen> using war3mapImported\PotionOfHealing.mdx
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Item Seller 0005 <gen> using war3mapImported\PotionOfHealing.mdx
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Equipment Seller 0001 <gen> using war3mapImported\Claws.mdx
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Equipment Seller 0009 <gen> using war3mapImported\Claws.mdx
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 10 (Light Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 0 seconds
Player - Set Player 1 (Red) . Food cap to 25
Player - Set Player 2 (Blue) . Food cap to 25
Player - Set Player 3 (Teal) . Food cap to 25
Player - Set Player 4 (Purple) . Food cap to 25
Player - Set Player 5 (Yellow) . Food cap to 25
Player - Set Player 6 (Orange) . Food cap to 25
Player - Set Player 8 (Pink) . Food cap to 25
Player - Set Player 10 (Light Blue) . Food cap to 25
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Altar of Kings 0013 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Altar of Elders 0030 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Altar of Elders 0047 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Altar of Elders 0014 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Altar of Kings 0004 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Altar of Kings 0002 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Altar of Kings 0012 <gen> from the game) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Remove Altar of Elders 0045 <gen> from the game) else do (Do nothing)
If ((Player 1 (Red) controller) Equal to Computer) then do (Order Altar of Kings 0013 <gen> to train/upgrade to a Rider) else do (Do nothing)
If ((Player 8 (Pink) controller) Equal to Computer) then do (Order Altar of Kings 0012 <gen> to train/upgrade to a Rider) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Order Altar of Kings 0002 <gen> to train/upgrade to a Champion) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Order Altar of Kings 0004 <gen> to train/upgrade to a Champion) else do (Do nothing)
If ((Player 3 (Teal) controller) Equal to Computer) then do (Order Altar of Elders 0047 <gen> to train/upgrade to a Warden) else do (Do nothing)
If ((Player 2 (Blue) controller) Equal to Computer) then do (Order Altar of Elders 0030 <gen> to train/upgrade to a Sea Witch) else do (Do nothing)
If ((Player 4 (Purple) controller) Equal to Computer) then do (Order Altar of Elders 0014 <gen> to train/upgrade to a Warden) else do (Do nothing)
If ((Player 10 (Light Blue) controller) Equal to Computer) then do (Order Altar of Elders 0045 <gen> to train/upgrade to a Priestess of the Moon) else do (Do nothing)
Wait 0.10 seconds
Trigger - Turn off (This trigger)
Unit Builds1 Human
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Skirmisher
Unit - Order Tent 0021 <gen> to train/upgrade to a Skirmisher
Unit - Order Tent 0016 <gen> to train/upgrade to a Skirmisher
Unit - Order Tent 0018 <gen> to train/upgrade to a Skirmisher
Unit - Order Tent 0020 <gen> to train/upgrade to a Skirmisher
Unit - Order Tent 0019 <gen> to train/upgrade to a Skirmisher
Unit Builds2 Human
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Wizard (human)
Unit - Order Tent 0021 <gen> to train/upgrade to a Magician (human)
Unit - Order Tent 0016 <gen> to train/upgrade to a Wizard (human)
Unit - Order Tent 0018 <gen> to train/upgrade to a Magician (human)
Unit - Order Tent 0020 <gen> to train/upgrade to a Wizard (human)
Unit - Order Tent 0019 <gen> to train/upgrade to a Magician (human)
Unit Builds1 Elf
Events
Time - Every 25.00 seconds of game time
Conditions
Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Sentry
Unit - Order Outpost 0024 <gen> to train/upgrade to a Sentry
Unit - Order Outpost 0026 <gen> to train/upgrade to a Sentry
Unit - Order Outpost 0023 <gen> to train/upgrade to a Sentry
Unit - Order Outpost 0015 <gen> to train/upgrade to a Sentry
Unit - Order Outpost 0011 <gen> to train/upgrade to a Sentry
Unit Builds2 Elf
Events
Time - Every 35.00 seconds of game time
Conditions
Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Archer
Unit - Order Outpost 0024 <gen> to train/upgrade to a Huntress
Unit - Order Outpost 0026 <gen> to train/upgrade to a Archer
Unit - Order Outpost 0023 <gen> to train/upgrade to a Huntress
Unit - Order Outpost 0015 <gen> to train/upgrade to a Archer
Unit - Order Outpost 0011 <gen> to train/upgrade to a Huntress
Gold
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 1 to Player 1 (Red) . Current gold
Player - Add 1 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 3 (Teal) . Current gold
Player - Add 1 to Player 4 (Purple) . Current gold
Player - Add 1 to Player 5 (Yellow) . Current gold
Player - Add 1 to Player 6 (Orange) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Thunder1
Events
Time - Every (Random real number between 20.00 and 65.00) seconds of game time
Conditions
Actions
Cinematic - Fade out and back in over 0.10 seconds using texture White Mask and color ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Sound - Play RollingThunder1 <gen>
Item Abilities
Events
Unit - A unit owned by Player 1 (Red) . Uses an item
Unit - A unit owned by Player 2 (Blue) . Uses an item
Unit - A unit owned by Player 3 (Teal) . Uses an item
Unit - A unit owned by Player 4 (Purple) . Uses an item
Unit - A unit owned by Player 5 (Yellow) . Uses an item
Unit - A unit owned by Player 6 (Orange) . Uses an item
Unit - A unit owned by Player 8 (Pink) . Uses an item
Unit - A unit owned by Player 10 (Light Blue) . Uses an item
Unit - A unit owned by Player 1 (Red) . Acquires an item
Unit - A unit owned by Player 2 (Blue) . Acquires an item
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Unit - A unit owned by Player 8 (Pink) . Acquires an item
Unit - A unit owned by Player 10 (Light Blue) . Acquires an item
Conditions
Actions
If ((Item-type of (Item being manipulated)) Equal to Acid Bomb) then do (Add Acid Bomb to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Attribute Bonus) then do (Add Attribute Bonus to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Banish) then do (Add Banish to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Bash) then do (Add Bash to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Blink) then do (Add Blink to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Blizzard) then do (Add Blizzard to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Breath of Fire) then do (Add Breath of Fire to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Brilliance Aura) then do (Add Brilliance Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Chain Lightning) then do (Add Chain Lightning to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Far Sight) then do (Add Far Sight to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Cleaving Attack) then do (Add Cleaving Attack to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Critical Strike) then do (Add Critical Strike to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Dark Ritual) then do (Add Dark Ritual to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Death Coil) then do (Add Death Coil to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Death Pact) then do (Add Death Pact to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Devotion Aura) then do (Add Devotion Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Divine Shield) then do (Add Divine Shield to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Drunken Brawler) then do (Add Drunken Brawler to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Drunken Haze) then do (Add Drunken Haze to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Endurance Aura) then do (Add Endurance Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Entangle Roots) then do (Add Entangling Roots to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Evasion) then do (Add Evasion to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Fan of Knives) then do (Add Fan of Knives to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Flame Strike) then do (Add Flame Strike to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Forked Lightning) then do (Add Forked Lightning to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Frost Armor) then do (Add Frost Armor to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Frost Nova) then do (Add Frost Nova to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Healing Spray) then do (Add Healing Spray to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Healing Wave) then do (Add Healing Wave to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Hex) then do (Add Hex to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Holy Light) then do (Add Holy Light to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Howl of Terror) then do (Add Howl of Terror to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Immolation) then do (Add Immolation to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Impale) then do (Add Impale to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Incinerate) then do (Add Incinerate to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Life Drain) then do (Add Life Drain to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Mana Burn) then do (Add Mana Burn to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Mana Shield) then do (Add Mana Shield to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Mirror Image) then do (Add Mirror Image to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Searing Arrows) then do (Add Searing Arrows to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Shadow Strike) then do (Add Shadow Strike to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Shockwave) then do (Add Shockwave to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Silence) then do (Add Silence to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Siphon Mana) then do (Add Siphon Mana to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Sleep) then do (Add Sleep to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Soul Burn) then do (Add Soul Burn to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Spiked Carapace) then do (Add Spiked Carapace to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Storm Bolt) then do (Add Storm Bolt to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Thorns Aura) then do (Add Thorns Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Thunder Clap) then do (Add Thunder Clap to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Trueshot Aura) then do (Add Trueshot Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Unholy Aura) then do (Add Unholy Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Vampire Aura) then do (Add Vampiric Aura to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to War Stomp) then do (Add War Stomp to (Hero manipulating item)) else do (Do nothing)
If ((Item-type of (Item being manipulated)) Equal to Wind Walk) then do (Add Wind Walk to (Hero manipulating item)) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Remove All Abilities
Then - Actions
Unit - Replace (Triggering unit) with a (Unit-type of (Triggering unit)) using The old unit's relative life and mana
Player - Set (Owner of (Triggering unit)) . Current lumber to 7
Else - Actions
Do nothing
Item Sell Human
Events
Unit - Bandit Lord's Essance 0069 <gen> Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Soldiers
Then - Actions
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier 2
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Soldiers
Then - Actions
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier 2
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Soldiers
Then - Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier 2
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier 2
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Nagas
Then - Actions
Unit - Order Tent 0016 <gen> to train/upgrade to a Naga
Unit - Order Tent 0016 <gen> to train/upgrade to a Naga
Unit - Order Tent 0018 <gen> to train/upgrade to a Naga
Unit - Order Tent 0018 <gen> to train/upgrade to a Naga
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Naga
Then - Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Naga
Unit - Order Tent 0022 <gen> to train/upgrade to a Naga
Unit - Order Tent 0021 <gen> to train/upgrade to a Naga
Unit - Order Tent 0021 <gen> to train/upgrade to a Naga
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Naga
Then - Actions
Unit - Order Tent 0020 <gen> to train/upgrade to a Naga
Unit - Order Tent 0020 <gen> to train/upgrade to a Naga
Unit - Order Tent 0019 <gen> to train/upgrade to a Naga
Unit - Order Tent 0019 <gen> to train/upgrade to a Naga
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Enforcers
Then - Actions
Unit - Order Tent 0016 <gen> to train/upgrade to a Enforcer
Unit - Order Tent 0018 <gen> to train/upgrade to a Enforcer
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Enforcers
Then - Actions
Unit - Order Tent 0020 <gen> to train/upgrade to a Enforcer
Unit - Order Tent 0019 <gen> to train/upgrade to a Enforcer
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Enforcers
Then - Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Enforcer
Unit - Order Tent 0021 <gen> to train/upgrade to a Enforcer
Else - Actions
Do nothing
Item Sell Elf
Events
Unit - Aszune's Essance 0068 <gen> Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Soldiers
Then - Actions
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Soldiers
Then - Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Soldiers
Then - Actions
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Sirens
Then - Actions
Unit - Order Outpost 0026 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0026 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0023 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0023 <gen> to train/upgrade to a Naga Siren
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Sirens
Then - Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0025 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0024 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0024 <gen> to train/upgrade to a Naga Siren
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Sirens
Then - Actions
Unit - Order Outpost 0015 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0015 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0011 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0011 <gen> to train/upgrade to a Naga Siren
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Center Lane Demoness
Then - Actions
Unit - Order Outpost 0026 <gen> to train/upgrade to a Demoness
Unit - Order Outpost 0023 <gen> to train/upgrade to a Demoness
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Left Lane Demoness
Then - Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Demoness
Unit - Order Outpost 0024 <gen> to train/upgrade to a Demoness
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Right Lane Demoness
Then - Actions
Unit - Order Outpost 0015 <gen> to train/upgrade to a Demoness
Unit - Order Outpost 0011 <gen> to train/upgrade to a Demoness
Else - Actions
Do nothing
Human Tent Dies
Events
Unit - Bandit Command Tent 0010 <gen> Dies
Conditions
Actions
Unit - Pause all units
Game - Display to (All players) the text: The Azsune Sisterhood has prevailed!
Wait 5.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Elf Tent Dies
Events
Unit - Sisterhood Command Post 0053 <gen> Dies
Conditions
Actions
Unit - Pause all units
Game - Display to (All players) the text: The Bandit Army has prevailed!
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Upgrade1
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Trigger - Turn off (This trigger)
Upgrade2
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 2 for Player 12 (Brown)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Trigger - Turn off (This trigger)
Upgrade3
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rome (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rora (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Roar (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rows (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Rows (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Resm (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rema (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Remg (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Remg (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Reib (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Reib (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Remk (Unexpected type: 'techcode') to 1 for Player 12 (Brown)
Player - Set the current research level of Remk (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 3 for Player 12 (Brown)
Player - Set the current research level of Rnsw (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Trigger - Turn off (This trigger)
Tower Death1
Events
Unit - Poacher 0052 <gen> Dies
Unit - Poacher 0054 <gen> Dies
Unit - Poacher 0055 <gen> Dies
Conditions
Actions
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0022 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0021 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0022 <gen> to train/upgrade to a Naga
Unit - Order Tent 0022 <gen> to train/upgrade to a Naga
Unit - Order Tent 0021 <gen> to train/upgrade to a Naga
Unit - Order Tent 0021 <gen> to train/upgrade to a Naga
Tower Death2
Events
Unit - Poacher 0034 <gen> Dies
Unit - Poacher 0046 <gen> Dies
Unit - Poacher 0051 <gen> Dies
Conditions
Actions
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0016 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0018 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0016 <gen> to train/upgrade to a Naga
Unit - Order Tent 0016 <gen> to train/upgrade to a Naga
Unit - Order Tent 0018 <gen> to train/upgrade to a Naga
Unit - Order Tent 0018 <gen> to train/upgrade to a Naga
Tower Death3
Events
Unit - Poacher 0056 <gen> Dies
Unit - Poacher 0057 <gen> Dies
Unit - Poacher 0058 <gen> Dies
Conditions
Actions
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0020 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0019 <gen> to train/upgrade to a Soldier
Unit - Order Tent 0020 <gen> to train/upgrade to a Naga
Unit - Order Tent 0020 <gen> to train/upgrade to a Naga
Unit - Order Tent 0019 <gen> to train/upgrade to a Naga
Unit - Order Tent 0019 <gen> to train/upgrade to a Naga
Tower Death4
Events
Unit - Ranger 0067 <gen> Dies
Unit - Ranger 0066 <gen> Dies
Unit - Ranger 0065 <gen> Dies
Conditions
Actions
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0025 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0024 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0025 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0025 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0024 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0024 <gen> to train/upgrade to a Naga Siren
Tower Death5
Events
Unit - Ranger 0061 <gen> Dies
Unit - Ranger 0060 <gen> Dies
Unit - Ranger 0059 <gen> Dies
Conditions
Actions
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0026 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0023 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0026 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0026 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0023 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0023 <gen> to train/upgrade to a Naga Siren
Tower Death6
Events
Unit - Ranger 0064 <gen> Dies
Unit - Ranger 0062 <gen> Dies
Unit - Ranger 0063 <gen> Dies
Conditions
Actions
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0015 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0011 <gen> to train/upgrade to a Soldier
Unit - Order Outpost 0015 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0015 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0011 <gen> to train/upgrade to a Naga Siren
Unit - Order Outpost 0011 <gen> to train/upgrade to a Naga Siren
Hero Build1
Events
Unit - Altar of Kings 0013 <gen> Finishes training a unit
Unit - Altar of Kings 0012 <gen> Finishes training a unit
Unit - Altar of Kings 0002 <gen> Finishes training a unit
Unit - Altar of Kings 0004 <gen> Finishes training a unit
Unit - Altar of Elders 0047 <gen> Finishes training a unit
Unit - Altar of Elders 0030 <gen> Finishes training a unit
Unit - Altar of Elders 0014 <gen> Finishes training a unit
Unit - Altar of Elders 0045 <gen> Finishes training a unit
Conditions
Actions
Unit - Kill (Triggering unit)
Player - Set (Triggering player) . Food cap to 25
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Order (Trained unit) to Attack-Move To.((Random player from (All enemies of (Owner of (Triggering unit)).)) start location)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Attribute Bonus to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Critical Strike to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Bash to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Devotion Aura to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Thorns Aura to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Unholy Aura to (Trained unit)) else do (Do nothing)
If (((Owner of (Trained unit)) controller) Equal to Computer) then do (Add Evasion to (Trained unit)) else do (Do nothing)
Hero Death1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Bandit Command Tent 0010 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
Hero Death2
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Bandit Command Tent 0010 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
Hero Death3
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Bandit Command Tent 0010 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
Hero Death4
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Bandit Command Tent 0010 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_001 for Player 8 (Pink) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
Hero Death5
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Sisterhood Command Post 0053 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Hero Death6
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Sisterhood Command Post 0053 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Hero Death7
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Sisterhood Command Post 0053 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Hero Death8
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ('s hero was slaughtered by + (Name of (Owner of (Killing unit)))))
Wait 45.00 seconds
Hero - Instantly revive (Triggering unit) at (Position of Sisterhood Command Post 0053 <gen>) , Show revival graphics
Camera - . Apply . gg_cam_Camera_002 for Player 10 (Light Blue) over 0 seconds
If (((Owner of (Triggering unit)) controller) Equal to Computer) then do (Order (Triggering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Move01
Events
Unit - A unit enters Left1 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Left2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Move02
Events
Unit - A unit enters Left2 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Left3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Left1 <gen>)) else do (Do nothing)
Move03
Events
Unit - A unit enters Left3 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Left4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Left2 <gen>)) else do (Do nothing)
Move04
Events
Unit - A unit enters Left4 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Left3 <gen>)) else do (Do nothing)
Move05
Events
Unit - A unit enters Center1 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Center2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Move06
Events
Unit - A unit enters Center2 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Center3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Center1 <gen>)) else do (Do nothing)
Move07
Events
Unit - A unit enters Center3 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Center4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Center2 <gen>)) else do (Do nothing)
Move08
Events
Unit - A unit enters Center4 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Center3 <gen>)) else do (Do nothing)
Move09
Events
Unit - A unit enters Right1 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Right2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Friendly_Base <gen>)) else do (Do nothing)
Move10
Events
Unit - A unit enters Right2 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Right3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Right1 <gen>)) else do (Do nothing)
Move11
Events
Unit - A unit enters Right3 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Right4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Right2 <gen>)) else do (Do nothing)
Move12
Events
Unit - A unit enters Right4 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Right5 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Right3 <gen>)) else do (Do nothing)
Move13
Events
Unit - A unit enters Right5 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Right6 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Right4 <gen>)) else do (Do nothing)
Move14
Events
Unit - A unit enters Right6 <gen>
Conditions
Actions
If ((Owner of (Entering unit)) Equal to Player 12 (Brown)) then do (Order (Entering unit) to Attack-Move To.(Center of Enemy_Base <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Order (Entering unit) to Attack-Move To.(Center of Right5 <gen>)) else do (Do nothing)
Tent1
Events
Unit - Tent 0022 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Left1 <gen>)
Tent2
Events
Unit - Tent 0021 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Left1 <gen>)
Tent3
Events
Unit - Tent 0016 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Center1 <gen>)
Tent4
Events
Unit - Tent 0018 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Center1 <gen>)
Tent5
Events
Unit - Tent 0020 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Right1 <gen>)
Tent6
Events
Unit - Tent 0019 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Right1 <gen>)
Elf Tent1
Events
Unit - Outpost 0025 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Left4 <gen>)
Elf Tent2
Events
Unit - Outpost 0024 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Left4 <gen>)
Elf Tent3
Events
Unit - Outpost 0026 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Center4 <gen>)
Elf Tent4
Events
Unit - Outpost 0023 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Center4 <gen>)
Elf Tent5
Events
Unit - Outpost 0015 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Right6 <gen>)
Elf Tent6
Events
Unit - Outpost 0011 <gen> Finishes training a unit
Conditions
Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Right6 <gen>)
Attach2
Events
Unit - A unit owned by Player 11 (Dark Green) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Soldier
Actions
Special Effect - Create a special effect attached to the left hand (Unexpected type: 'attachpoint') of (Trained unit) using war3mapImported\footman_shield.mdx
Special Effect - Create a special effect attached to the right hand (Unexpected type: 'attachpoint') of (Trained unit) using war3mapImported\Captains_Sword.mdx
Set Up Leaderboard
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 14 , do (Set VariableSet Kills[(Integer A)] = "0")
Wait 1.00 seconds
Leaderboard - Create a leaderboard for (All players) titled Kills
Set Variable Set TheLeaderBoard = (Last created leaderboard)
Leaderboard - Add Neutral Hostile to TheLeaderBoard with label Total Kills and value 0
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Add Player 11 (Dark Green) to (Last created leaderboard) with label (Name of Player 11 (Dark Green)) and value 0) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is playing) then do (Add Player 12 (Brown) to (Last created leaderboard) with label (Name of Player 12 (Brown)) and value 0) else do (Do nothing)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Add Player 8 (Pink) to (Last created leaderboard) with label (Name of Player 8 (Pink)) and value 0) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Add Player 10 (Light Blue) to (Last created leaderboard) with label (Name of Player 10 (Light Blue)) and value 0) else do (Do nothing)
Trigger - Turn on Update_Leaderboard <gen>
Update Leaderboard
Events
Conditions
Actions
Leaderboard - Change the value for Player 4 (Purple) in TheLeaderBoard to Kills[4]
Leaderboard - Change the value for Player 2 (Blue) in TheLeaderBoard to Kills[2]
Leaderboard - Change the value for Player 5 (Yellow) in TheLeaderBoard to Kills[5]
Leaderboard - Change the value for Player 8 (Pink) in TheLeaderBoard to Kills[8]
Leaderboard - Change the value for Player 11 (Dark Green) in TheLeaderBoard to Kills[11]
Leaderboard - Change the value for Player 12 (Brown) in TheLeaderBoard to Kills[12]
Leaderboard - Change the value for Player 6 (Orange) in TheLeaderBoard to Kills[6]
Leaderboard - Change the value for Player 1 (Red) in TheLeaderBoard to Kills[1]
Leaderboard - Change the value for Player 10 (Light Blue) in TheLeaderBoard to Kills[10]
Leaderboard - Change the value for Player 3 (Teal) in TheLeaderBoard to Kills[3]
Leaderboard - Change the value for Neutral Hostile in TheLeaderBoard to Kills[13]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Change Value
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Dying unit) is A structure) Equal to False
((Dying unit) is Summoned) Equal to False
Actions
Set Variable Set Kills[(Player number of (Owner of (Killing unit)))] = (Kills[(Player number of (Owner of (Killing unit)))] + 1)
Set Variable Set Kills[(Player number of Neutral Hostile)] = (Kills[(Player number of Neutral Hostile)] + 1)
Trigger - Run Update_Leaderboard <gen> (ignoring conditions)
If (((Dying unit) is Mechanical) Equal to True) then do (Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl) else do (Do nothing)
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