Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Battle Arena.w3x
Variables
Random Stuff
Black March mastic
Creeps On the Map
After 1 min Reminder
No reminder in start
Ammo Remninder P1
Ammo Remninder P2
Ammo Remninder P3
Ammo Remninder P4
Ammo Remninder P5
Ammo Remninder P6
No creep mode no Creeps
Spawn Creeps WTF
Spawn Creeps WTF 2
No one can trust no one
Ress dead hero
Clip By Creep
Clip 5 on the Map
Spawn sight
Invulanerable
Player 1 Leaves
Player 2 Leaves
Player 3 Leaves
Player 4 Leaves
Player 5 Leaves
Player 6 Leaves
Reload System
Lumber Minus
Reload Manchine
Reload B
No Clips No Reload
Heros
Hero Machine Gun ammo clip
Hero Machine Gun
Hero Tracker ammo clip
Hero Tracker
Hero Flamethrower ammo clip
Hero Flamethrower
Hero Machinery Mechanic ammo clip
Hero Machinery Mechanic
Hero Assasin ammo clip
Hero Assasin
Hero Frost Shooter ammo clip
Hero Frost Shooter
Hero Lightning Caller ammo clip
Hero Lightning Caller
Random Hero ammo clip
Fix Random
Random Hero
Spells
Blessing of Divine
Holy Smite
Ritual of Summoning
Extra Canon
Andvanced Electricity
Frost Explosion
Shadow Step
Special Land Mine
Flare
Ensare
Comet Rain
Fire Crash
Lives
LeaderBoard
LeaderBoard Copy
Real
Dialogs
Dialogs Main
Dialog FFA
Dialog Team
Creeps and stuff
Undead Dragon Countdown
First Undead Dragon
Loot by UD
Lurker Countdown
Lurker
Better Creeps
Loot by BL
Robot Countdown
Robot
Robot Black March
Loot by RAF
INF Countdown
INf
INF special
Loot by INF
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Dialog_Buttom
button
Yes
Dialog_Mainn
dialog
No
HeroType
unitcode
Yes
ItemType
itemcode
Yes
Lives
integer
Yes
PointVariable
location
No
TempGroup
group
No
Track
fogmodifier
No
Black March mastic
Events
Map initialization
Conditions
Actions
Trigger - Turn off Robot_Black_March <gen>
Trigger - Turn off INF_special <gen>
Creeps On the Map
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Trigger - Turn on Spawn_Creeps_WTF <gen>
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Around_Health_Fontain_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Crazy_Tower_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Deep_Water_Hole_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Dubble_Hill_4_l_1S <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Mana_Fountain_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Many_Small_Hill_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Maze_8 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Old_Hill_5 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_Place_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Random_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_Hole_Hill_6 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in The_White_Hill_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Tiny_Hole_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Tiny_Hole_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Tiny_Hole_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Zergling for Player 12 (Brown) at (Random point in Water_place_L_M_4 <gen>) facing Default building facing degrees
After 1 min Reminder
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Trigger - Turn on Ammo_Remninder_P1 <gen>
Trigger - Turn on Ammo_Remninder_P2 <gen>
Trigger - Turn on Ammo_Remninder_P3 <gen>
Trigger - Turn on Ammo_Remninder_P4 <gen>
Trigger - Turn on Ammo_Remninder_P5 <gen>
Trigger - Turn on Ammo_Remninder_P6 <gen>
No reminder in start
Events
Map initialization
Conditions
Actions
Trigger - Turn off Ammo_Remninder_P1 <gen>
Trigger - Turn off Ammo_Remninder_P2 <gen>
Trigger - Turn off Ammo_Remninder_P3 <gen>
Trigger - Turn off Ammo_Remninder_P4 <gen>
Trigger - Turn off Ammo_Remninder_P5 <gen>
Trigger - Turn off Ammo_Remninder_P6 <gen>
Ammo Remninder P1
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 1 (Red) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 1 (Red) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
Ammo Remninder P2
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 2 (Blue) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 2 (Blue) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
Ammo Remninder P3
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 3 (Teal) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 3 (Teal) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
Ammo Remninder P4
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 4 (Purple) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 4 (Purple) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
Ammo Remninder P5
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 5 (Yellow) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 5 (Yellow) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
Ammo Remninder P6
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) Current lumber) Equal to 0
Then - Actions
Game - Display to Player Group - Player 6 (Orange) the text: |cf82fb2ccYour Ammo is out! Press "|r |cffffcc00R|r |cf82fb2cc" to Reload
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) Current gold) Equal to 0
Then - Actions
Game - Display to Player Group - Player 6 (Orange) the text: |cf82fb2ccYour Clips is out! Find Clips on random place at map
Else - Actions
Do nothing
No creep mode no Creeps
Events
Map initialization
Conditions
Actions
Trigger - Turn off Spawn_Creeps_WTF <gen>
Trigger - Turn off Spawn_Creeps_WTF_2 <gen>
Spawn Creeps WTF
Events
Time - Every 8.00 seconds of game time
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Zergling for Player 12 (Brown) at PointVariable facing Default building facing degrees
Spawn Creeps WTF 2
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Zergling for Player 12 (Brown) at PointVariable facing Default building facing degrees
Trigger - Turn off Spawn_Creeps_WTF <gen>
No one can trust no one
Events
Map initialization
Conditions
Actions
Player Group - Make (All players) treat (All players) as an Enemy
Player Group - Make Player Group - Neutral Passive treat (All players) as an Ally
Player Group - Make (All players) treat Player Group - Neutral Passive as an Ally
Ress dead hero
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Lives[(Player number of (Owner of (Triggering unit)))] Greater than 0
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + ( |c0472d84cJust Killed|r + (Name of (Triggering player))))
Game - Display to (All players) the text: He will be ressed in about |caaaaaa998|r seconds in random place at the map
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Set Variable Set Lives[(Player number of (Owner of (Triggering unit)))] = (Lives[(Player number of (Owner of (Triggering unit)))] - 1)
Leaderboard - Change the value for (Owner of (Dying unit)) in (Last created leaderboard) to Lives[(Player number of (Owner of (Triggering unit)))]
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Lives[(Player number of (Owner of (Triggering unit)))] Equal to 0
Then - Actions
Leaderboard - Change the label for (Owner of (Dying unit)) in (Last created leaderboard) to |caaaaaa99Defeated|r
Leaderboard - Change the color of the value for (Owner of (Dying unit)) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the value for (Owner of (Dying unit)) in (Last created leaderboard) to 0
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + has lost!!)
Game - Defeat (Owner of (Dying unit)) with the message: Defeat!
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Custom script: call DestroyGroup (udg_TempGroup)
Else - Actions
Wait 8.00 seconds
Hero - Instantly revive (Dying unit) at PointVariable , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Position of (Dying unit)) over 0 seconds
Clip By Creep
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Zergling
Actions
Set Variable Set ItemType[1] = "I001"
Set Variable Set ItemType[2] = "I000"
Set Variable Set ItemType[3] = "I002"
Item - Create ItemType[(Random integer number between 1 and 3)] at (Position of (Dying unit))
Clip 5 on the Map
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Item - Create 5 Clips at (Random point in (Playable map area))
Item - Create 5 Clips at (Random point in (Playable map area))
Spawn sight
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Hero_Sight <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Hero_Sight <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Hero_Sight <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Hero_Sight <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Hero_Sight <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Hero_Sight <gen>
Invulanerable
Events
Map initialization
Conditions
Actions
Unit - Make Manchine Gun 0032 <gen> Invulnerable
Unit - Make Tracker 0022 <gen> Invulnerable
Unit - Make Flamthrower 0014 <gen> Invulnerable
Unit - Make Machinery Mechanic 0016 <gen> Invulnerable
Unit - Make Assasin 0017 <gen> Invulnerable
Unit - Make Frost Shooter 0018 <gen> Invulnerable
Unit - Make Lightning Caller 0019 <gen> Invulnerable
Unit - Make Random 0020 <gen> Invulnerable
Hero - Make Player 1 (Red) Heroes gain 150.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 150.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 150.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 150.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 150.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 150.00 % experience from future kills
Player 1 Leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 1 (Red) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 1 (Red) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 1 (Red) in (Last created leaderboard) to |caaaaaa99Left|r
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to 0
Player 2 Leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 2 (Blue) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 2 (Blue) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to |caaaaaa99Left|r
Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to 0
Player 3 Leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 3 (Teal) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 3 (Teal) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 3 (Teal) in (Last created leaderboard) to |caaaaaa99Left|r
Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to 0
Player 4 Leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 4 (Purple) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 4 (Purple) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 4 (Purple) in (Last created leaderboard) to |caaaaaa99Left|r
Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to 0
Player 5 Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 5 (Yellow)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 5 (Yellow) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 5 (Yellow) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 5 (Yellow) in (Last created leaderboard) to |caaaaaa99Left|r
Leaderboard - Change the value for Player 5 (Yellow) in (Last created leaderboard) to 0
Player 6 Leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + Has left the game!)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
Leaderboard - Change the color of the label for Player 6 (Orange) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 6 (Orange) in (Last created leaderboard) to ( 50.00 %, 50.00 %, 50.00 %) with 0 % transparency
Leaderboard - Change the label for Player 6 (Orange) in (Last created leaderboard) to Left
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to 0
Lumber Minus
Events
Unit - A unit Is attacked
Conditions
((Owner of (Attacking unit)) controller) Equal to User
((Attacking unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Attacking unit)) Current lumber) Greater than 0
Then - Actions
Player - Set (Owner of (Attacking unit)) . Current lumber to (((Owner of (Attacking unit)) Current lumber) - 1)
Else - Actions
Unit - Order (Attacking unit) to Stop .
Reload Manchine
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reload
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) Current gold) Greater than 0
Then - Actions
Player - Set (Owner of (Casting unit)) . Current lumber to 30
Player - Set (Owner of (Casting unit)) . Current gold to (((Owner of (Casting unit)) Current gold) - 1)
Else - Actions
Do nothing
Reload B
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reload (B)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) Current gold) Greater than 0
Then - Actions
Player - Set (Owner of (Casting unit)) . Current lumber to 30
Player - Set (Owner of (Casting unit)) . Current gold to (((Owner of (Casting unit)) Current gold) - 1)
Else - Actions
Do nothing
No Clips No Reload
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reload
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Casting unit)) Current gold) Less than 1
Then - Actions
Unit - Order (Casting unit) to Stop .
Else - Actions
Do nothing
Hero Machine Gun ammo clip
Events
Unit - A unit enters Machine_gun <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Machine Gun
Events
Unit - A unit enters Machine_gun <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Manchine Gun for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Tracker ammo clip
Events
Unit - A unit enters Tracker <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Tracker
Events
Unit - A unit enters Tracker <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Tracker for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Flamethrower ammo clip
Events
Unit - A unit enters Flamethrower <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Flamethrower
Events
Unit - A unit enters Flamethrower <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Flamthrower for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Machinery Mechanic ammo clip
Events
Unit - A unit enters Machinery_Mechanic <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Machinery Mechanic
Events
Unit - A unit enters Machinery_Mechanic <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Machinery Mechanic for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Assasin ammo clip
Events
Unit - A unit enters Assasin <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Assasin
Events
Unit - A unit enters Assasin <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Assasin for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Frost Shooter ammo clip
Events
Unit - A unit enters Frost_Shooter <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Frost Shooter
Events
Unit - A unit enters Frost_Shooter <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Frost Shooter for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Hero Lightning Caller ammo clip
Events
Unit - A unit enters Lightning_Caller <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Hero Lightning Caller
Events
Unit - A unit enters Lightning_Caller <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Unit - Create 1 . Lightning Caller for (Owner of (Entering unit)) at (Random point in Heros_Spawn_10 <gen>) facing Default building facing degrees
Unit - Kill (Entering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Random Hero ammo clip
Events
Unit - A unit enters Random_Hero <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Chooser
Actions
Player - Set (Owner of (Entering unit)) . Current gold to 10
Player - Set (Owner of (Entering unit)) . Current lumber to 30
Fix Random
Events
Map initialization
Conditions
Actions
Set Variable Set HeroType[1] = "H009"
Set Variable Set HeroType[2] = "H00B"
Set Variable Set HeroType[3] = "O000"
Set Variable Set HeroType[4] = "H00A"
Set Variable Set HeroType[5] = "E000"
Set Variable Set HeroType[6] = "H000"
Set Variable Set HeroType[7] = "N006"
Random Hero
Events
Unit - A unit enters Random_Hero <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chooser
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . HeroType[(Random integer number between 1 and 7)] for (Owner of (Triggering unit)) at PointVariable facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Entering unit)) to (Position of (Last created unit)) over 0 seconds
Player - Set name of (Owner of (Entering unit)) to ((Name of (Owner of (Entering unit))) + ( The + (Name of (Last created unit))))
Blessing of Divine
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Unholy Aura) Equal to True
Actions
Unit - Set life of (Triggering unit) to ((Life of (Attacked unit)) + (5.00 x (Real((Level of Blessing of Divine for (Attacked unit)))))) %
Holy Smite
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Holy Smite
Actions
Unit Group - Pick every unit in (Units within 200.00 of (Position of (Triggering unit)) matching (((Owner of (Matching unit)) is an enemy of (Owner of (Triggering unit)).) Equal to True).) and do (Actions)
Loop - Actions
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (180.00 x (Real((Level of Holy Smite for (Triggering unit))))) damage of attack type Spells and damage type Normal
Ritual of Summoning
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ritual of Summoning
Actions
Set Variable Set TempGroup = (Units within 300.00 of (Position of (Triggering unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True).)
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Objects\Spawnmodels\Undead\UndeadDissipate\UndeadDissipate.mdl
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (50.00 x (Real((Level of Summon Commander for (Triggering unit))))) damage of attack type Spells and damage type Normal
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (50.00 x (Real((Level of Summon D.E.A.T.H-Tank for (Triggering unit))))) damage of attack type Spells and damage type Normal
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (50.00 x (Real((Level of Summon Sharpshooter for (Triggering unit))))) damage of attack type Spells and damage type Normal
Custom script: call DestroyGroup (udg_TempGroup)
Extra Canon
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Extra Cannon
Actions
Unit - Add Extra Cannon ToolTip to (Learning Hero)
Trigger - Turn off (This trigger)
Andvanced Electricity
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Andvanced Electricity
Actions
Set Variable Set TempGroup = (Units in (Playable map area) matching ((((Matching unit) belongs to an enemy of (Owner of (Triggering unit)).) Equal to True) and (((Matching unit) is A Hero) Equal to True)))
Unit Group - Pick every unit in TempGroup and do (Actions)
Loop - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using war3mapImported\Great Lightning.mdx
Unit - Cause (Triggering unit) to damage (Picked unit) , dealing (120.00 + (110.00 x (Real((Level of Andvanced Electricity for (Triggering unit)))))) damage of attack type Chaos and damage type Lightning
Custom script: call DestroyGroup (udg_TempGroup)
Default melee game initialization for all players
Frost Explosion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Freeze Explosion
Actions
Wait 0.20 seconds
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (200.00, 0.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (-200.00, 0.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (0.00, -200.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (0.00, 200.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (100.00, 100.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (-100.00, -100.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (-100.00, 100.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by (100.00, -100.00)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Shadow Step
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shadow Step
Actions
Wait 0.20 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Special Land Mine
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Special Land Mine
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Special Effect - Create a special effect at (Position of (Dying unit)) using Abilities\Spells\Human\FlameStrike\FlameStrike1.mdl
Flare
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Flare
Actions
Unit - Cause (Casting unit) to damage circular area after 2.00 seconds of radius 550.00 at (Target point of ability being cast) , dealing (200.00 + (50.00 x (Real((Level of Flare for (Casting unit)))))) damage of attack type Spells and damage type Normal
Ensare
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Ensnare
Actions
Unit - Create 1 . Peasant for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Night Elf Warden - Shadow Strike . (Target unit of ability being cast)
Comet Rain
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Comet Rain
Actions
Unit Group - Pick every unit in (Units within 600.00 of (Position of (Casting unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
((Picked unit) is alive) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Picked unit) using Units\Demon\Infernal\InfernalBirth.mdl
Else - Actions
Do nothing
Fire Crash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fire Crash
Actions
Unit - Create 1 . Peasant for (Owner of (Casting unit)) at ((Target point of ability being cast) offset by (300.00, 0)) facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral - Firebolt . (Target unit of ability being cast)
Unit - Create 1 . Peasant for (Owner of (Casting unit)) at ((Target point of ability being cast) offset by (0.00, 300.00)) facing Default building facing degrees
Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral - Firebolt . (Target unit of ability being cast)
LeaderBoard
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Lives
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 10
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to User
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 10
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to User
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 10
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to User
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 10
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to User
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 10
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to User
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 10
Else - Actions
Do nothing
Do nothing
Leaderboard - Show (Last created leaderboard)
Set Variable Set = "10"
LeaderBoard Copy
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to User
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value 0
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to User
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value 0
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to User
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value 0
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to User
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to User
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 5 (Yellow) to (Last created leaderboard) with label (Name of Player 5 (Yellow)) and value 0
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to User
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label (Name of Player 6 (Orange)) and value 0
Else - Actions
Do nothing
Do nothing
Leaderboard - Show (Last created leaderboard)
Set Variable Set = "0"
Real
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Lives
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) controller) Equal to User
((Player((Integer A))) slot status) Equal to Is playing
Then - Actions
Set Variable Set Lives[(Integer A)] = "10"
Leaderboard - Add (Player((Integer A))) to (Last created leaderboard) with label (Name of (Player((Integer A)))) and value 10
Else - Actions
Leaderboard - Show (Last created leaderboard)
Dialogs Main
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Pause (Picked unit)
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + is now choosing the game mode)
Dialog - Change the title of Dialog_Mainn to Mode
Dialog - Create a dialog button for Dialog_Mainn labelled FFA Mode
Set Variable Set Dialog_Buttom[1] = (Last created dialog Button)
Dialog - Create a dialog button for Dialog_Mainn labelled Team Mode
Set Variable Set Dialog_Buttom[4] = (Last created dialog Button)
Dialog - Show Dialog_Mainn for Player 1 (Red)
Dialog FFA
Events
Dialog - A dialog button is clicked for Dialog_Mainn
Conditions
(Clicked dialog button) Equal to Dialog_Buttom[1]
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Trigger - Turn on Spawn_Creeps_WTF <gen>
Game - Display to (All players) the text: |caaaaaa99FFA Mode|r
Game - Display to (All players) the text: now its all against all!
Dialog Team
Events
Dialog - A dialog button is clicked for Dialog_Mainn
Conditions
(Clicked dialog button) Equal to Dialog_Buttom[4]
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision
Game - Display to (All players) the text: (|caaaaaa99Team Mode|r + Now its 2v2v2)
Wait 1.00 seconds
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + ( |caaaaaa99and|r + ((Name of Player 2 (Blue)) + is Team)))
Wait 1.00 seconds
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + ( |caaaaaa99and|r + ((Name of Player 4 (Purple)) + is Team)))
Wait 1.00 seconds
Game - Display to (All players) the text: ((Name of Player 5 (Yellow)) + ( |caaaaaa99and|r + ((Name of Player 6 (Orange)) + is Team)))
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit - Unpause (Picked unit)
Trigger - Turn on Spawn_Creeps_WTF <gen>
Undead Dragon Countdown
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Boss 1
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 180.00 seconds
Countdown Timer - Show (Last created timer window)
Wait 182.00 seconds
Countdown Timer - Destroy (Last created timer window)
First Undead Dragon
Events
Time - Elapsed game time is 180.00 seconds
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Undead Dragon for Player 12 (Brown) at PointVariable facing Default building facing degrees
Game - Display to (All players) the text: |c38fd32aaBeware!! Undead Dragon has apear!! |caaaaaa99Kill him for 1 of 3 Item
Game - Display to (All players) the text: |c64ffaa63Undead Dragon making it snowing!
Environment - Create at (Entire map) the weather effect Northrend Blizzard
Environment - Turn (Last created weather effect) On
Sound - Play Hint <gen>
Wait 2.30 seconds
Sound - Play UndeadVictory <gen>
Loot by UD
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Undead Dragon
Actions
Set Variable Set ItemType[1] = "I003"
Set Variable Set ItemType[2] = "I005"
Set Variable Set ItemType[3] = "I004"
Game - Display to (All players) the text: (|caaaaaa99Undead Dragon|r has been killed by + ((Name of (Owner of (Killing unit))) + 1 items has been looted!))
Item - Create ItemType[(Random integer number between 1 and 3)] at (Position of (Dying unit))
Lurker Countdown
Events
Time - Elapsed game time is 183.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Boss 2
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 180.00 seconds
Countdown Timer - Show (Last created timer window)
Wait 182.00 seconds
Countdown Timer - Destroy (Last created timer window)
Lurker
Events
Time - Elapsed game time is 363.00 seconds
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Behemoth Lurker for Player 12 (Brown) at PointVariable facing Default building facing degrees
Game - Display to (All players) the text: |c38fd32aaBeware!! Behemoth Lurker has apear!! |caaaaaa99Kill him for 1 of 3 Item
Game - Display to (All players) the text: |caa36ff99Behemoth Lurker is making all the creeps grown stronger!
Sound - Play Hint <gen>
Better Creeps
Events
Time - Elapsed game time is 363.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_Creeps_WTF_2 <gen>
Unit Group - Pick every unit in (Units of type Zergling) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Zergling using The new unit's max life and mana
Loot by BL
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Behemoth Lurker
Actions
Set Variable Set ItemType[1] = "I007"
Set Variable Set ItemType[2] = "I006"
Set Variable Set ItemType[3] = "I008"
Game - Display to (All players) the text: (|caaaaaa99Behemoth Lurker|r has been killed by + ((Name of (Owner of (Killing unit))) + 1 items has been looted!))
Item - Create ItemType[(Random integer number between 1 and 3)] at (Position of (Dying unit))
Robot Countdown
Events
Time - Elapsed game time is 365.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Boss 3
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 200.00 seconds
Countdown Timer - Show (Last created timer window)
Wait 200.00 seconds
Countdown Timer - Destroy (Last created timer window)
Robot
Events
Time - Elapsed game time is 563.00 seconds
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Robot Alt-F4 for Player 12 (Brown) at PointVariable facing Default building facing degrees
Game - Display to (All players) the text: |c38fd32aaBeware!! Robot Alt-F4 has apear!! |caaaaaa99Kill him for 1 of 3 Item
Game - Display to (All players) the text: |c9f9f9f9fRobot Alt-F4 are making the black march go away for a few seconds and then back againUntil he dies
Sound - Play Hint <gen>
Trigger - Turn on Robot_Black_March <gen>
Robot Black March
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Visibility - Disable fog of war
Visibility - Disable black mask
Wait 2.00 seconds
Visibility - Enable black mask
Visibility - Enable fog of war
Loot by RAF
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Robot Alt-F4
Actions
Set Variable Set ItemType[1] = "I009"
Set Variable Set ItemType[2] = "I00B"
Set Variable Set ItemType[3] = "I00A"
Game - Display to (All players) the text: (|caaaaaa99Robot Alt-F4|r has been killed by + ((Name of (Owner of (Killing unit))) + 1 items has been looted!))
Item - Create ItemType[(Random integer number between 1 and 3)] at (Position of (Dying unit))
Trigger - Turn off Robot_Black_March <gen>
INF Countdown
Events
Time - Elapsed game time is 567.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Boss 4
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 200.00 seconds
Countdown Timer - Show (Last created timer window)
Wait 200.00 seconds
Countdown Timer - Destroy (Last created timer window)
INf
Events
Time - Elapsed game time is 767.00 seconds
Conditions
Actions
Set Variable Set PointVariable = (Random point in Heros_Spawn_10 <gen>)
Unit - Create 1 . Infernal for Player 12 (Brown) at PointVariable facing Default building facing degrees
Game - Display to (All players) the text: |c38fd32aaBeware!! Infernal has apear!! |caaaaaa99Kill him for 1 of 3 Item
Game - Display to (All players) the text: |c9f9f9f9fInfernal is making infernal rain on the map so watch out!
Sound - Play Hint <gen>
Trigger - Turn on INF_special <gen>
INF special
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit - Order Peasant 0021 <gen> to Undead Dreadlord - Inferno . PointVariable
Loot by INF
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Infernal
Actions
Set Variable Set ItemType[1] = "I00D"
Set Variable Set ItemType[2] = "I00C"
Set Variable Set ItemType[3] = "I00E"
Game - Display to (All players) the text: (|caaaaaa99Infernal|r has been killed by + ((Name of (Owner of (Killing unit))) + 1 items has been looted!))
Item - Create ItemType[(Random integer number between 1 and 3)] at (Position of (Dying unit))
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.