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Quest - Create a Required quest titled Introduction Message with the description *****Welcome to Autumn Crossing TD v1.11; by Kaine_Stolkyn & Spiritual_Ninja. Last patch release: 5-2-04.-40 Levels; 63 Towers; Boss on 10, 20, 30, and 40.-To get a specific list of armor types and their corresponding levels, type "-list levels".-To sell, just attack the building with your builder.-The game has a 45 second starting wait before it begins.-The levels time decreases as the game progresses.-Score is based off of kills; 1pt/level of the unit you destroy.-The money automatically given to each player will increase based off of the Total Kills Score, not by each individual player.-You may NOT enter another player's area. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Mark (Last created quest) as Completed
Quest - Create a Optional quest titled Edited with the description ****Edited by hit.-8 Player-Changing trigger-New systemNEW VERSION-Adding center defender-Now you can't destroy ally tower-Debug , using icon path ReplaceableTextures\CommandButtons\BTNTalisman.blp
Wait 10.00 seconds
Quest - Display to (All players) the Quest Update message: *****An introduction message is in your Quest Folder. Check it to learn more about the game.|CFF790000- Warning , units go in the middle and after go on a player, if they pass you loose|r
Wait 30.00 seconds
Game - Display to (All players) the text: *****|cFFF77777Fire Towers use normal type damage|r. They easily burn up small armor creatures.
Wait 30.00 seconds
Game - Display to (All players) the text: *****|c77FF7777Ice Towers use magic type damage|r. Medium armor creatures run faster than other types, so these towers are great for slowing them down.
Wait 30.00 seconds
Game - Display to (All players) the text: *****|c7777FF77Earth Towers use siege type damage|r. These towers are great for knocking down fortified armor creatures.
Wait 30.00 seconds
Game - Display to (All players) the text: *****|c777777FFLightning Towers use pierce type damage|r. If flying or large armor creatures are giving you trouble, these can help out tremendously.
Melee Initialization
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Edited by hit at (Center of Middle <gen>) with Z offset 10.00 , using font size 12.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Cinematic - Fade in over 2 seconds using texture Black Mask and color ( 0 %, 0 %, 0 %) with 0 % transparency
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Intro_Red for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Intro_Blue for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Intro_Teal for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Intro_Purp for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Intro_yell for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Intro_Oran for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Intro_gree for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Intro_Pink for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Intro_center for Player 10 (Light Blue) over 0 seconds
Wait 1.00 seconds
Camera - Reset camera for Player 1 (Red) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 6 (Orange) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 7 (Green) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 8 (Pink) to standard game-view over 2.00 seconds
Camera - Reset camera for Player 10 (Light Blue) to standard game-view over 2.00 seconds
Wait 1.50 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Set time of day speed to 50.00 % of the default speed
Player Group - Pick every player in (All players) and do (Make (Picked player) Heroes gain 10.00% experience from future kills)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 12 (Brown)
Visibility - Disable fog of war
Visibility - Disable black mask
Player - Set Player 1 (Red) . Current gold to 0
Player - Set Player 2 (Blue) . Current gold to 0
Player - Set Player 3 (Teal) . Current gold to 0
Player - Set Player 4 (Purple) . Current gold to 0
Player - Set Player 5 (Yellow) . Current gold to 0
Player - Set Player 6 (Orange) . Current gold to 0
Player - Set Player 7 (Green) . Current gold to 0
Player - Set Player 8 (Pink) . Current gold to 0
Player - Set Player 10 (Light Blue) . Current gold to 0
Game - Display to (All players) the text: *****This Game will begin in 45 seconds.
Wait 2 seconds
Game - Display to (All players) the text: *****Gold Generator - Level 1! 1gp/4.00sec
Wait 10.00 seconds
Quest - Display to (All players) the Secret message: *****|c00ff00ccHint|r: If you want to sell a building, simply attack it with your builder. You will earn back the amount you payed for the most recent upgrade.
Prevent attacking your ally
Events
Unit - A unit Is attacked
Conditions
((Owner of (Attacking unit)) controller) Equal to User
(Owner of (Attacking unit)) Not equal to (Owner of (Attacked unit))
((Owner of (Attacked unit)) is an ally of (Owner of (Attacking unit)).) Equal to True
Actions
Unit - Order (Attacking unit) to Stop .
Unit - Set life of (Attacking unit) to ((Percentage life of (Attacking unit)) - 10.00) %
Game - Display to (Player group((Owner of (Attacking unit)))) the text: Don't attack your ally !
Tips
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 6) Equal to 1
Then - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 1|r: Upgrade tower, don't build mass
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
Then - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 2|r: You can maze butdon't block unit !
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 4) Equal to 1
Then - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 3|r: The boss give a lot of gold, use your power on them !
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 3) Equal to 1
Then - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 4|r: You can help the defender of the center ...
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 2) Equal to 1
Then - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 5|r: If 1 unit pass you loose
Else - Actions
Game - Display to (All players) the text: |CFF00A651-Tips 6|r: You can see the list of level by typing -list levels
gRed
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 1 (Red)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
gBlue
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 2 (Blue)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
gTeal
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 3 (Teal)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
gPurp
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 4 (Purple)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
gYell
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 5 (Yellow)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
gOran
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 6 (Orange)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
gGree
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 7 (Green)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
gPink
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 8 (Pink)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
gCyan
Events
Time - Every 1.00 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Quest - Display to (All players) the New Item Received message: (***** + ((Name of Player 10 (Light Blue)) + has dropped from the game. All allies gain control of his units.))
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
Gold Bonus 1
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 1000
Actions
Set Variable Set nGoldLevel = "2"
Trigger - Run Gold_Generator_lvl2 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 1000! Gold Generator - Level 2! 1gp/3.50sec
Trigger - Turn off (This trigger)
Gold Bonus 2
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 3000
Actions
Set Variable Set nGoldLevel = "3"
Trigger - Run Gold_Generator_lvl3 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 3000! Gold Generator - Level 3! 1gp/3.00sec
Trigger - Turn off (This trigger)
Gold Bonus 3
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 7000
Actions
Set Variable Set nGoldLevel = "4"
Trigger - Run Gold_Generator_lvl4 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 7000! Gold Generator - Level 4! 1gp/2.50sec
Trigger - Turn off (This trigger)
Gold Bonus 4
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 13000
Actions
Set Variable Set nGoldLevel = "5"
Trigger - Run Gold_Generator_lvl5 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 13000! Gold Generator - Level 5! 1gp/2.00sec
Trigger - Turn off (This trigger)
Gold Bonus 5
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 31000
Actions
Set Variable Set nGoldLevel = "6"
Trigger - Run Gold_Generator_lvl6 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 31000! Gold Generator - Level 6! 1gp/1.50sec
Trigger - Turn off (This trigger)
Gold Bonus 6
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 45000
Actions
Set Variable Set nGoldLevel = "7"
Trigger - Run Gold_Generator_lvl7 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 45000! Gold Generator - Level 7! 1gp/1.00sec
Trigger - Turn off (This trigger)
Gold Bonus 7
Events
Time - Every 15.00 seconds of game time
Conditions
nKillsTotal Greater than or equal to 65000
Actions
Set Variable Set nGoldLevel = "8"
Trigger - Run Gold_Generator_lvl8 <gen> (checking conditions)
Quest - Display to (All players) the Quest Update message: *****Team Kills is over 65000! Gold Generator - Level 8! 1gp/0.70sec
Trigger - Turn off (This trigger)
Gold Generator lvl1
Events
Time - Elapsed game time is 8.00 seconds
Conditions
nGoldLevel Equal to 1
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 4.00 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl2
Events
Conditions
nGoldLevel Equal to 2
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 3.50 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl3
Events
Conditions
nGoldLevel Equal to 3
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 3.00 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl4
Events
Conditions
nGoldLevel Equal to 4
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 2.50 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl5
Events
Conditions
nGoldLevel Equal to 5
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 2.00 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl6
Events
Conditions
nGoldLevel Equal to 6
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 1.50 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl7
Events
Conditions
nGoldLevel Equal to 7
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 1.00 seconds
Trigger - Run (This trigger) (checking conditions)
Gold Generator lvl8
Events
Conditions
nGoldLevel Equal to 7
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 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Wait 0.70 seconds
Trigger - Run (This trigger) (checking conditions)
Kill Maze runner
Events
Unit - A unit enters Middle <gen>
Conditions
((Owner of (Triggering unit)) Equal to Player 9 (Gray)) or ((Owner of (Triggering unit)) Equal to Player 12 (Brown))
Actions
Animation - Play Barrens Tree Wall 0461 <gen> 's hit animation
Cinematic - Ping minimap for (All players) at (Center of Middle <gen>) for 1 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Maze Runner
Then - Actions
Unit - Kill (Triggering unit)
Else - Actions
Do nothing
If ((Custom value of (Entering unit)) Equal to 1) then do (Order (Triggering unit) to Move To.(Center of Top_Right_v <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 2) then do (Order (Triggering unit) to Move To.(Center of Top_Right_h <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 3) then do (Order (Triggering unit) to Move To.(Center of Bot_Left_v <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 4) then do (Order (Triggering unit) to Move To.(Center of Bot_Left_h <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 5) then do (Order (Triggering unit) to Move To.(Center of Top_Left_h <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 6) then do (Order (Triggering unit) to Move To.(Center of Top_Left_v <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 7) then do (Order (Triggering unit) to Move To.(Center of Bot_Right_v <gen>)) else do (Do nothing)
If ((Custom value of (Entering unit)) Equal to 8) then do (Order (Triggering unit) to Move To.(Center of Bot_Right_h <gen>)) else do (Do nothing)
Activate Cin
Events
Time - Every 2.00 seconds of game time
Conditions
(Number of units in (Units in (Playable map area) owned by Player 9 (Gray))) Less than 1
(Number of units in (Units in (Playable map area) owned by Player 12 (Brown))) Less than 1
Actions
Unit - Create 1 . Trigger for Neutral Passive at (Center of Hold_Trigger <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Start_Trigger <gen>)
Trigger - Turn off (This trigger)
Defeat Condition 1
Events
Unit - A unit enters Bot_Left_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 1.00 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 1a
Events
Unit - A unit enters Bot_Left_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 1.00 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 2
Events
Unit - A unit enters Top_Right_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 2a
Events
Unit - A unit enters Top_Right_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 3
Events
Unit - A unit enters Top_Left_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 3a
Events
Unit - A unit enters Top_Left_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 4
Events
Unit - A unit enters Bot_Right_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Defeat Condition 4a
Events
Unit - A unit enters Bot_Right_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Unit-type of (Entering unit)) Not equal to Maze Runner
Actions
Trigger - Turn off gBlue <gen>
Trigger - Turn off gPurp <gen>
Trigger - Turn off gRed <gen>
Trigger - Turn off gTeal <gen>
Trigger - Turn off Defeat_Condition_1 <gen>
Trigger - Turn off Defeat_Condition_1a <gen>
Trigger - Turn off Defeat_Condition_2 <gen>
Trigger - Turn off Defeat_Condition_2a <gen>
Trigger - Turn off Defeat_Condition_3 <gen>
Trigger - Turn off Defeat_Condition_3a <gen>
Trigger - Turn off Defeat_Condition_4 <gen>
Trigger - Turn off Defeat_Condition_4a <gen>
Trigger - Turn off Initiation <gen>
Game - Pause the game
Cinematic - Turn cinematic mode On for (All players)
Wait 0.25 seconds
Camera - Pan camera for Player 1 (Red) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Position of (Triggering unit)) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Position of (Triggering unit)) over 1.00 seconds
Wait 0.75 seconds
Game - Unpause the game
Unit - Kill (Triggering unit)
Cinematic - Apply a filter over 3.00 seconds using Modulated 2x blending on texture Haze And Fog , starting with color ( 100.00 %, 100.00 %, 100.00 %) and 100 % transparency and ending with color ( 0.00 %, 0.00 %, 0.00 %) and 25.00 % transparency
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Explode (Picked unit).)
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: Owned.
Game - Defeat Player 2 (Blue) with the message: Owned.
Game - Defeat Player 3 (Teal) with the message: Owned.
Game - Defeat Player 4 (Purple) with the message: Owned.
Game - Defeat Player 5 (Yellow) with the message: Owned.
Game - Defeat Player 6 (Orange) with the message: Défaite !
Game - Defeat Player 7 (Green) with the message: Owned.
Game - Defeat Player 8 (Pink) with the message: Owned.
Game - Defeat Player 10 (Light Blue) with the message: Owned.
Red Cash Back
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 1 (Red) . Current gold
Blue Cash Back
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 2 (Blue) . Current gold
Teal Cash Back
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 3 (Teal) . Current gold
Purp Cash Back
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 4 (Purple) . Current gold
Yello Cash Back
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 5 (Yellow) . Current gold
Oran Cash Back
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 6 (Orange) . Current gold
Gree Cash Back
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 7 (Green) . Current gold
Pink Cash Back
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 8 (Pink) . Current gold
Center Cash Back
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
((Unit-type of (Killing unit)) Equal to The Architect) or ((Unit-type of (Killing unit)) Equal to The Creator)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Wait 0.75 seconds
Special Effect - Create a special effect at (Position of (Dying unit)) using UI\Feedback\GoldCredit\GoldCredit.mdl
Special Effect - Destroy (Last created special effect)
Player - Add (Point-value of (Dying unit)) to Player 8 (Pink) . Current gold
GrayCorpse
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
Actions
Wait 2.00 seconds
Unit - Remove (Triggering unit) from the game
BrownCorpse
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Wait 2.00 seconds
Unit - Remove (Triggering unit) from the game
Go1
Events
Unit - A unit enters Top_Left_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Set the custom value of (Entering unit) to 1
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go2
Events
Unit - A unit enters Top_Left_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Set the custom value of (Entering unit) to 2
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go3
Events
Unit - A unit enters Bot_Right_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Set the custom value of (Entering unit) to 3
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go4
Events
Unit - A unit enters Bot_Right_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Set the custom value of (Entering unit) to 4
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go5
Events
Unit - A unit enters Top_Right_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Set the custom value of (Entering unit) to 5
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go6
Events
Unit - A unit enters Top_Right_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Set the custom value of (Entering unit) to 6
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go7
Events
Unit - A unit enters Bot_Left_v <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Set the custom value of (Entering unit) to 7
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
Go8
Events
Unit - A unit enters Bot_Left_h <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Unit - Set the custom value of (Entering unit) to 8
Unit - Order (Entering unit) to Move To . (Center of Middle <gen>)
Unit - Add Ghost (Visible) to (Triggering unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Do nothing
Else - Actions
Unit - Remove (Triggering unit) from the game
KIll total
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) Equal to Player 9 (Gray)) or ((Owner of (Triggering unit)) Equal to Player 12 (Brown))
Actions
Set Variable Set nKillsTotal = (nKillsTotal + 1)
Initiation
Events
Time - Elapsed game time is 45.00 seconds
Conditions
Actions
Set Variable Set nSpawn = "1"
Game - Display to (All players) the text: *****Level 1 (70 sec)
Trigger - Run Declare_Level_01 <gen> (checking conditions)
Countdown Timer - Create a timer window for (Last started timer) with title Next Level:
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 70.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 70.00 game-time seconds
Set Variable Set nSpawn = "2"
Game - Display to (All players) the text: *****Level 2 (65 sec)
Trigger - Run Declare_Level_02 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 65.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 65.00 seconds
Set Variable Set nSpawn = "3"
Game - Display to (All players) the text: *****Level 3 (62 sec)
Trigger - Run Declare_Level_03 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 62.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 62.00 seconds
Set Variable Set nSpawn = "4"
Game - Display to (All players) the text: *****Level 4 (61 sec)
Trigger - Run Declare_Level_04 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 61.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 61.00 seconds
Set Variable Set nSpawn = "5"
Game - Display to (All players) the text: *****Level 5 (60 sec)
Trigger - Run Declare_Level_05 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 60.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 60.00 seconds
Set Variable Set nSpawn = "6"
Game - Display to (All players) the text: *****Level 6 (59 sec)
Trigger - Run Declare_Level_06 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 59.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 59.00 seconds
Set Variable Set nSpawn = "7"
Game - Display to (All players) the text: *****Level 7 (58 sec)
Trigger - Run Declare_Level_07 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 58.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 58.00 seconds
Set Variable Set nSpawn = "8"
Game - Display to (All players) the text: *****Level 8 (57 sec)
Trigger - Run Declare_Level_08 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 57.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 57.00 seconds
Set Variable Set nSpawn = "9"
Game - Display to (All players) the text: *****Level 9 (56 sec)
Trigger - Run Declare_Level_09 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 56.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 56.00 seconds
Set Variable Set nSpawn = "10"
Game - Display to (All players) the text: *****Level 10 (60 sec) *****BOSS: Increased HP*****
Trigger - Run Declare_Level_10 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 60.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 60.00 seconds
Set Variable Set nSpawn = "11"
Game - Display to (All players) the text: *****Level 11 (55 sec)
Trigger - Run Declare_Level_11 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 55.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 55.00 seconds
Set Variable Set nSpawn = "12"
Game - Display to (All players) the text: *****Level 12 (54 sec)
Trigger - Run Declare_Level_12 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 54.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 54.00 seconds
Set Variable Set nSpawn = "13"
Game - Display to (All players) the text: *****Level 13 (53 sec)
Trigger - Run Declare_Level_13 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 53.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 53.00 seconds
Set Variable Set nSpawn = "14"
Game - Display to (All players) the text: *****Level 14 (52 sec)
Trigger - Run Declare_Level_14 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 52.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 52.00 seconds
Set Variable Set nSpawn = "15"
Game - Display to (All players) the text: *****Level 15 (51 sec)
Trigger - Run Declare_Level_15 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 51.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 51.00 seconds
Set Variable Set nSpawn = "16"
Game - Display to (All players) the text: *****Level 16 (50 sec)
Trigger - Run Declare_Level_16 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 50.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 50.00 seconds
Set Variable Set nSpawn = "17"
Game - Display to (All players) the text: *****Level 17 (50 sec)
Trigger - Run Declare_Level_17 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 50.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 50.00 seconds
Set Variable Set nSpawn = "18"
Game - Display to (All players) the text: *****Level 18 (49 sec)
Trigger - Run Declare_Level_18 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 49.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 49.00 seconds
Set Variable Set nSpawn = "19"
Game - Display to (All players) the text: *****Level 19 (49 sec)
Trigger - Run Declare_Level_19 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 49.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 49.00 seconds
Set Variable Set nSpawn = "20"
Game - Display to (All players) the text: *****Level 20 (60 sec)*****BOSS: Increased HP, Evasion*****
Trigger - Run Declare_Level_20 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 60.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 60.00 seconds
Set Variable Set nSpawn = "21"
Game - Display to (All players) the text: *****Level 21 (48 sec)
Trigger - Run Declare_Level_21 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 48.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 48.00 seconds
Set Variable Set nSpawn = "22"
Game - Display to (All players) the text: *****Level 22 (47 sec)
Trigger - Run Declare_Level_22 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 47.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 47.00 seconds
Set Variable Set nSpawn = "23"
Game - Display to (All players) the text: *****Level 23 (47 sec)
Trigger - Run Declare_Level_23 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 47.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 47.00 seconds
Set Variable Set nSpawn = "24"
Game - Display to (All players) the text: *****Level 24 (46 sec)
Trigger - Run Declare_Level_24 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 46.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 46.00 seconds
Set Variable Set nSpawn = "25"
Game - Display to (All players) the text: *****Level 25 (46 sec)
Trigger - Run Declare_Level_25 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 46.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 46.00 seconds
Set Variable Set nSpawn = "26"
Game - Display to (All players) the text: *****Level 26 (45 sec)
Trigger - Run Declare_Level_26 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 45.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 45.00 seconds
Set Variable Set nSpawn = "27"
Game - Display to (All players) the text: *****Level 27 (45 sec)
Trigger - Run Declare_Level_27 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 45.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 45.00 seconds
Set Variable Set nSpawn = "28"
Game - Display to (All players) the text: *****Level 28 (44 sec)
Trigger - Run Declare_Level_28 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 44.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 44.00 seconds
Set Variable Set nSpawn = "29"
Game - Display to (All players) the text: *****Level 29 (44 sec)
Trigger - Run Declare_Level_29 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 44.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 44.00 seconds
Set Variable Set nSpawn = "30"
Game - Display to (All players) the text: *****Level 30 (60 sec)*****BOSS: Increased HP, Evasion, Devotion Aura*****
Trigger - Run Declare_Level_30 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 60.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 60.00 seconds
Set Variable Set nSpawn = "31"
Game - Display to (All players) the text: *****Level 31 (43 sec)
Trigger - Run Declare_Level_31 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 43.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 43.00 seconds
Set Variable Set nSpawn = "32"
Game - Display to (All players) the text: *****Level 32 (42 sec)
Trigger - Run Declare_Level_32 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 42.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 42.00 seconds
Set Variable Set nSpawn = "33"
Game - Display to (All players) the text: *****Level 33 (42 sec)
Trigger - Run Declare_Level_33 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 42.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 42.00 seconds
Set Variable Set nSpawn = "34"
Game - Display to (All players) the text: *****Level 34 (41 sec)
Trigger - Run Declare_Level_34 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 41.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 41.00 seconds
Set Variable Set nSpawn = "35"
Game - Display to (All players) the text: *****Level 35 (41 sec)
Trigger - Run Declare_Level_35 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 41.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 41.00 seconds
Set Variable Set nSpawn = "36"
Game - Display to (All players) the text: *****Level 36 (45 sec)
Trigger - Run Declare_Level_36 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 45.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 45.00 seconds
Set Variable Set nSpawn = "37"
Game - Display to (All players) the text: *****Level 37 (50 sec)
Trigger - Run Declare_Level_37 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 50.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 50.00 seconds
Set Variable Set nSpawn = "38"
Game - Display to (All players) the text: *****Level 38 (55 sec)
Trigger - Run Declare_Level_38 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 55.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 55.00 seconds
Set Variable Set nSpawn = "39"
Game - Display to (All players) the text: *****Level 39 (70 sec)
Trigger - Run Declare_Level_39 <gen> (checking conditions)
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 70.00 seconds
Game - Display to (All players) for 30 seconds the text: (Kill of team = + (String(nKillsTotal)))
Wait 70.00 seconds
Set Variable Set nSpawn = "40"
Game - Display to (All players) the text: *****Level 40 (FINAL)*****BOSS: Increased HP, Evasion, Devotion Aura, Unholy Aura*****
Trigger - Run Declare_Level_40 <gen> (checking conditions)
Unit - Create 1 . Trigger for Neutral Passive at (Center of Hold_Trigger <gen>) facing Default building facing degrees
Trigger - Turn on Activate_Cin <gen>
Trigger - Turn off (This trigger)
Declare Level 01
Events
Conditions
nSpawn Equal to 1
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 1
Unit - Create 10 . Level -- 01 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 01 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 02
Events
Conditions
nSpawn Equal to 2
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 2
Unit - Create 10 . Level -- 02 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 02 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 03
Events
Conditions
nSpawn Equal to 3
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 3
Unit - Create 10 . Level -- 03 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 03 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 04
Events
Conditions
nSpawn Equal to 4
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 4
Unit - Create 10 . Level -- 04 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 04 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 05
Events
Conditions
nSpawn Equal to 5
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 5
Unit - Create 10 . Level -- 05 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 05 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 06
Events
Conditions
nSpawn Equal to 6
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 6
Unit - Create 10 . Level -- 06 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 06 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 07
Events
Conditions
nSpawn Equal to 7
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 7
Unit - Create 10 . Level -- 07 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 07 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 08
Events
Conditions
nSpawn Equal to 8
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 8
Unit - Create 10 . Level -- 08 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 08 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 09
Events
Conditions
nSpawn Equal to 9
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 9
Unit - Create 10 . Level -- 09 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 09 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 10
Events
Conditions
nSpawn Equal to 10
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 10
Unit - Create 1 . Level -- 10 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 10 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 11
Events
Conditions
nSpawn Equal to 11
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 11
Unit - Create 10 . Level -- 11 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 11 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 12
Events
Conditions
nSpawn Equal to 12
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 12
Unit - Create 10 . Level -- 12 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 12 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 13
Events
Conditions
nSpawn Equal to 13
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 13
Unit - Create 10 . Level -- 13 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 13 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 14
Events
Conditions
nSpawn Equal to 14
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 14
Unit - Create 10 . Level -- 14 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 14 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 15
Events
Conditions
nSpawn Equal to 15
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 15
Unit - Create 10 . Level -- 15 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 15 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 16
Events
Conditions
nSpawn Equal to 16
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 16
Unit - Create 10 . Level -- 16 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 16 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 17
Events
Conditions
nSpawn Equal to 17
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 17
Unit - Create 10 . Level -- 17 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 17 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 18
Events
Conditions
nSpawn Equal to 18
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 18
Unit - Create 10 . Level -- 18 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 18 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 19
Events
Conditions
nSpawn Equal to 19
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 19
Unit - Create 10 . Level -- 19 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 19 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 20
Events
Conditions
nSpawn Equal to 20
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 20
Unit - Create 1 . Level -- 20 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 20 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 21
Events
Conditions
nSpawn Equal to 21
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 21
Unit - Create 10 . Level -- 21 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 21 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 22
Events
Conditions
nSpawn Equal to 22
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 22
Unit - Create 10 . Level -- 22 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 22 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 23
Events
Conditions
nSpawn Equal to 23
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 23
Unit - Create 10 . Level -- 23 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 23 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 24
Events
Conditions
nSpawn Equal to 24
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 24
Unit - Create 10 . Level -- 24 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 24 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 25
Events
Conditions
nSpawn Equal to 25
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 25
Unit - Create 10 . Level -- 25 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 25 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 26
Events
Conditions
nSpawn Equal to 26
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 26
Unit - Create 10 . Level -- 26 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 26 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 27
Events
Conditions
nSpawn Equal to 27
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 27
Unit - Create 10 . Level -- 27 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 27 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 28
Events
Conditions
nSpawn Equal to 28
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 28
Unit - Create 10 . Level -- 28 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 28 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 29
Events
Conditions
nSpawn Equal to 29
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 29
Unit - Create 10 . Level -- 29 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 29 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 30
Events
Conditions
nSpawn Equal to 30
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 30
Unit - Create 1 . Level -- 30 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 30 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 31
Events
Conditions
nSpawn Equal to 31
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 31
Unit - Create 10 . Level -- 31 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 31 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 32
Events
Conditions
nSpawn Equal to 32
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 32
Unit - Create 10 . Level -- 32 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 32 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 33
Events
Conditions
nSpawn Equal to 33
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 33
Unit - Create 10 . Level -- 33 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 33 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 34
Events
Conditions
nSpawn Equal to 34
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 34
Unit - Create 10 . Level -- 34 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 34 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 35
Events
Conditions
nSpawn Equal to 35
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 35
Unit - Create 10 . Level -- 35 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 35 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 36
Events
Conditions
nSpawn Equal to 36
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 36
Unit - Create 10 . Level -- 36 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 36 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 37
Events
Conditions
nSpawn Equal to 37
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 37
Unit - Create 10 . Level -- 37 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 37 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 38
Events
Conditions
nSpawn Equal to 38
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 38
Unit - Create 10 . Level -- 38 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 38 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 39
Events
Conditions
nSpawn Equal to 39
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 39
Unit - Create 10 . Level -- 39 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 10 . Level -- 39 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
Declare Level 40
Events
Conditions
nSpawn Equal to 40
Actions
Leaderboard - Change the value for Player 12 (Brown) in (Last created leaderboard) to 40
Unit - Create 1 . Level -- 40 for Player 12 (Brown) at (Center of Top_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 12 (Brown) at (Center of Top_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 9 (Gray) at (Center of Bot_Left_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 9 (Gray) at (Center of Top_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 12 (Brown) at (Center of Bot_Right_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 12 (Brown) at (Center of Bot_Right_v <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 9 (Gray) at (Center of Bot_Left_h <gen>) facing Default building facing degrees
Unit - Create 1 . Level -- 40 for Player 9 (Gray) at (Center of Top_Right_v <gen>) facing Default building facing degrees
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