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Triggers
Boys vs Girls 1.024.w3x
Variables
Initialization
Melee Initialization
Teleport
Teleport 2
quest
Emune
Tigers Whisper
Other
Untitled Trigger 001
Untitled Trigger 001 Copy
Untitled Trigger 001 Copy 2
Untitled Trigger 001 Copy 3
Untitled Trigger 001 Copy 4
---------------------------
Untitled Trigger 001 Copy 5
Untitled Trigger 001 Copy 6
Untitled Trigger 001 Copy 7
Untitled Trigger 001 Copy 8
Untitled Trigger 001 Copy 9
Victory
Victory Boys
Victory Girls
Music
HeroesDie
HeroesDie
HeroesDie 2
HeroesDie 3
HeroesDie 4
HeroesDie 5
HeroesDie 6
HeroesDie 7
HeroesDie 8
HeroesDie 9
HeroesDie 10
Units
Red
Blue
Teal
Gray
Dark Green
---------------------------
Purple
Yellow
Orange
Light Blue
Green
Income
income
sec30
Boys units income
Girls units income
Panda
Fur
Fur Copy
Fur Copy 2
Fur Copy 3
Frost Mama
Frostlost lvl 1
Frostlost lvl 2
Frostlost lvl 3
Frostlost lvl 4
Lich
Corruption lvl 1
Corruption lvl 2
Corruption lvl 3
Corruption lvl 4
Death Knight
Essence Steal lvl 1
Essence Steal lvl 2
Essence Steal lvl 3
Essence Steal lvl 4
Cow King
Eatme lvl 1
Eatme lvl 2
Eatme lvl 3
Eatme lvl 4
HighFive
HighFiveItem
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
Emune
unitcode
No
Income
integer
Yes
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 8.00
Game - Turn the day/night cycle Off
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Player Group - Pick every player in (All players controlled by a User player) and do (Add 40 to (Picked player).Current gold)
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 12 (Brown)
For each (Integer A) from 1 to 10 , do (Set VariableSet Income[(Integer A)] = "20")
Teleport
Events
Unit - A unit enters Region_000 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_001 <gen>)
Teleport 2
Events
Unit - A unit enters Region_002 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_003 <gen>)
quest
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled |cff8B5A2BBoysvsGirls|r with the description Tnx for playing the map....^^1.Make units from Tier |cffffcc001|r,|cffFF80002|r,|cffFF00003|r,|cff4040404|r and bring down the other team's castle.2.Upgrade your armies.3.Train hero and keep him/her alive.4.Have-Fun. , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Quest - Create a Optional quest titled |cff8B5A2BChangelog|r with the description =====================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00024|r (2008-10-04)-terrain slightly changed-tier |cffFF80002|r,|cffFF00003|r,|cff4040404|r units gold cost changed (fix lags - hopefully)===================================================== , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Quest - Create a Optional quest titled |cff8B5A2BChangelog|r with the description =====================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00020d|r (2008-09-27)-added new cursor [ Naga Cursor by _ViRus_ at (xgm.ru) ] hope he doesnt disagree if he does I will reverse back to old one-many things are slightly changed (to better) ^^ mostly interface kinda things-castles and their damage 'arent wierd nor heavy anymore' :)-and yes it did take me longer for the terrain then for the description ==========================================================================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00020|r (2008-09-22) -only |cff00FFFFTeal|r and |cffFF8000Orange|r can upgrade armies now but the upgrades affect every team member's units -reduced castles hit points significantly-increase castles damage and attack speed-guess I lied about |cff008B00v 1|r|cffFF69B4.|r|cff008B00016|r being the last version :)==========================================================================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00016|r (2008-08-27) -minor changes + the last version I'll be relesing (:/sry) ....hf though^^-added changelog ^^==========================================================================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00012|r (2008-08-26) -balance changes==========================================================================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00008|r (2008-08-26) -minor changes==========================================================================================================|cff008B00v 1|r|cffFF69B4.|r|cff008B00004|r initial release (2008-08-25)===================================================== , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Tigers Whisper
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Flame Strike (Flame Strike)
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to (Level of Flame Strike (Flame Strike) for (Triggering unit)) for (Owner of (Triggering unit))
Untitled Trigger 001
Events
Player - Player 1 (Red) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Boys Altar 0012 <gen> from the game
Untitled Trigger 001 Copy
Events
Player - Player 2 (Blue) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Boys Altar 0017 <gen> from the game
Untitled Trigger 001 Copy 2
Events
Player - Player 3 (Teal) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Boys Altar 0018 <gen> from the game
Untitled Trigger 001 Copy 3
Events
Player - Player 9 (Gray) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Boys Altar 0019 <gen> from the game
Untitled Trigger 001 Copy 4
Events
Player - Player 11 (Dark Green) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Boys Altar 0020 <gen> from the game
Untitled Trigger 001 Copy 5
Events
Player - Player 4 (Purple) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Girls Altar 0021 <gen> from the game
Untitled Trigger 001 Copy 6
Events
Player - Player 5 (Yellow) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Girls Altar 0022 <gen> from the game
Untitled Trigger 001 Copy 7
Events
Player - Player 6 (Orange) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Girls Altar 0023 <gen> from the game
Untitled Trigger 001 Copy 8
Events
Player - Player 10 (Light Blue) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Girls Altar 0026 <gen> from the game
Untitled Trigger 001 Copy 9
Events
Player - Player 7 (Green) 's Food used becomes Equal to 5.00
Conditions
Actions
Unit - Remove Girls Altar 0027 <gen> from the game
Victory Boys
Events
Unit - Girls Castle 0025 <gen> Dies
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Game - Defeat Player 7 (Green) with the message: |cFF000000Boys win ^^|r
Game - Defeat Player 4 (Purple) with the message: |cFF000000Boys win ^^|r
Game - Defeat Player 5 (Yellow) with the message: |cFF000000Boys win ^^|r
Game - Defeat Player 6 (Orange) with the message: |cFF000000Boys win ^^|r
Game - Defeat Player 8 (Pink) with the message: |cFF000000Boys win ^^|r
Game - Defeat Player 10 (Light Blue) with the message: |cFF000000Boys win ^^|r
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Victory Girls
Events
Unit - Boys Castle 0024 <gen> Dies
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Game - Defeat Player 1 (Red) with the message: |cFFE45AAAGirls win ^^|r
Game - Defeat Player 2 (Blue) with the message: |cFFE45AAAGirls win ^^|r
Game - Defeat Player 3 (Teal) with the message: |cFFE45AAAGirls win ^^|r
Game - Defeat Player 9 (Gray) with the message: |cFFE45AAAGirls win ^^|r
Game - Defeat Player 11 (Dark Green) with the message: |cFFE45AAAGirls win ^^|r
Game - Defeat Player 12 (Brown) with the message: |cFFE45AAAGirls win ^^|r
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Music
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
HeroesDie
Events
Unit - A unit Dies
Conditions
(Player 1 (Red) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 1 (Red)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_001 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_001 <gen>) over 2.00 seconds
HeroesDie 2
Events
Unit - A unit Dies
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 2 (Blue)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_001 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_001 <gen>) over 2.00 seconds
HeroesDie 3
Events
Unit - A unit Dies
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_001 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_001 <gen>) over 2.00 seconds
HeroesDie 4
Events
Unit - A unit Dies
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_001 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_001 <gen>) over 2.00 seconds
HeroesDie 5
Events
Unit - A unit Dies
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_001 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_001 <gen>) over 2.00 seconds
HeroesDie 6
Events
Unit - A unit Dies
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_003 <gen>) over 2.00 seconds
HeroesDie 7
Events
Unit - A unit Dies
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_003 <gen>) over 2.00 seconds
HeroesDie 8
Events
Unit - A unit Dies
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_003 <gen>) over 2.00 seconds
HeroesDie 9
Events
Unit - A unit Dies
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 10 (Light Blue)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_003 <gen>) over 2.00 seconds
HeroesDie 10
Events
Unit - A unit Dies
Conditions
(Player 7 (Green) slot status) Equal to Is playing
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 7 (Green)
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + 's hero has been slain and will respawn in 30 seconds!)
Wait 30.00 game-time seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Region_003 <gen>) over 2.00 seconds
Red
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack1 <gen>)
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of girls_castle <gen>)
Blue
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack1 <gen>)
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of girls_castle <gen>)
Teal
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 3 (Teal)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack1 <gen>)
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of girls_castle <gen>)
Gray
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack1 <gen>)
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of girls_castle <gen>)
Dark Green
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack1 <gen>)
Unit - Change ownership of (Entering unit) to Player 12 (Brown) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of girls_castle <gen>)
Purple
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack2 <gen>)
Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of boys_castle <gen>)
Yellow
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack2 <gen>)
Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of boys_castle <gen>)
Orange
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 6 (Orange)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack2 <gen>)
Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of boys_castle <gen>)
Light Blue
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack2 <gen>)
Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of boys_castle <gen>)
Green
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Triggering unit) is an illusion) Equal to False
((Triggering unit) is Summoned) Equal to False
((Triggering unit) is A Hero) Equal to False
(Owner of (Entering unit)) Equal to Player 7 (Green)
Actions
Unit - Move (Triggering unit) instantly to (Random point in attack2 <gen>)
Unit - Change ownership of (Entering unit) to Player 8 (Pink) and Retain color
Unit - Order (Entering unit) to Attack-Move To . (Center of boys_castle <gen>)
income
Events
Player - Player 1 (Red) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
For each (Integer A) from 1 to 10 , do (Display to (Player group((Triggering player))) for 6.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
sec30
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 10 , do (Add Income[(Integer A)] to (Player((Integer A))).Current gold)
For each (Integer A) from 1 to 10 , do (Display to (Player group((Player((Integer A))))) the text: (|cff8B5A2BYour income is:|r + (String(Income[(Integer A)]))))
Boys units income
Events
Unit - A unit enters spawn1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If ((Unit-type of (Entering unit)) Equal to Militia (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Footman (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rifleman (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Peon (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Headhunter (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Grunt (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Ghoul (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crypt Fiend (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Raider (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Kodo Beast (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolisher (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wind Rider (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Witch Doctor (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shaman (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Priest (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spellbreaker (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mortar Team (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Necromancer (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Obsidian Statue (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Druid of the Claw (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 9)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonhawk Rider (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 9)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Gryphon Rider (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spirit Walker (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 9)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Destroyer (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 9)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wyrm (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mountain Giant (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sapphiron (T4)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 25)) else do (Do nothing)
Girls units income
Events
Unit - A unit enters spawn2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If ((Unit-type of (Entering unit)) Equal to Archy (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Archer (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Huntress (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Glaive Thrower (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sentry (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Blood Elf Archer (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Warden (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shandris (T1)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dryad (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faerie Dragon (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hippogryph Rider (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sorceress (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sylvanas Windrunner (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Misha (T2)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Chimaera (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Maiev (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Queen of Suffering (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 11)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Avatar of Vengeance (T3)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Sindragosa (T4)) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 25)) else do (Do nothing)
Fur
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to FuR (Evasion)
(Level of FuR (Evasion) for (Triggering unit)) Equal to 1
Actions
Unit - Add FuR lvl 1 (Item Life Bonus (Greater)) to (Triggering unit)
Fur Copy
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to FuR (Evasion)
(Level of FuR (Evasion) for (Triggering unit)) Equal to 2
Actions
Unit - Add FuR lvl 2 (Item Life Bonus (Greater)) to (Triggering unit)
Fur Copy 2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to FuR (Evasion)
(Level of FuR (Evasion) for (Triggering unit)) Equal to 3
Actions
Unit - Add FuR lvl 3 (Item Life Bonus (Greater)) to (Triggering unit)
Fur Copy 3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to FuR (Evasion)
(Level of FuR (Evasion) for (Triggering unit)) Equal to 4
Actions
Unit - Add FuR lvl 4 (Item Life Bonus (Greater)) to (Triggering unit)
Frostlost lvl 1
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Frostlost (Critical Strike)
(Level of Frostlost (Critical Strike) for (Triggering unit)) Equal to 1
Actions
Unit - Add Frostlost lvl1 (Phoenix Fire) to (Triggering unit)
Frostlost lvl 2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Frostlost (Critical Strike)
(Level of Frostlost (Critical Strike) for (Triggering unit)) Equal to 2
Actions
Unit - Remove Frostlost lvl1 (Phoenix Fire) from (Triggering unit)
Unit - Add Frostlost lvl2 (Phoenix Fire) to (Triggering unit)
Frostlost lvl 3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Frostlost (Critical Strike)
(Level of Frostlost (Critical Strike) for (Triggering unit)) Equal to 3
Actions
Unit - Remove Frostlost lvl2 (Phoenix Fire) from (Triggering unit)
Unit - Add Frostlost lvl 3 (Phoenix Fire) to (Triggering unit)
Frostlost lvl 4
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Frostlost (Critical Strike)
(Level of Frostlost (Critical Strike) for (Triggering unit)) Equal to 4
Actions
Unit - Remove Frostlost lvl 3 (Phoenix Fire) from (Triggering unit)
Unit - Add Frostlost lvl 4 (Phoenix Fire) to (Triggering unit)
Corruption lvl 1
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Corruption (Critical Strike)
(Level of Corruption (Critical Strike) for (Triggering unit)) Equal to 1
Actions
Unit - Add Corruption lvl 1 (Item Attack Corruption Bonus) to (Triggering unit)
Corruption lvl 2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Corruption (Critical Strike)
(Level of Corruption (Critical Strike) for (Triggering unit)) Equal to 2
Actions
Unit - Remove Corruption lvl 1 (Item Attack Corruption Bonus) from (Triggering unit)
Unit - Add Corruption lvl 2 (Item Attack Corruption Bonus) to (Triggering unit)
Corruption lvl 3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Corruption (Critical Strike)
(Level of Corruption (Critical Strike) for (Triggering unit)) Equal to 3
Actions
Unit - Remove Corruption lvl 2 (Item Attack Corruption Bonus) from (Triggering unit)
Unit - Add Corruption lvl 3 (Item Attack Corruption Bonus) to (Triggering unit)
Corruption lvl 4
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Corruption (Critical Strike)
(Level of Corruption (Critical Strike) for (Triggering unit)) Equal to 4
Actions
Unit - Remove Corruption lvl 3 (Item Attack Corruption Bonus) from (Triggering unit)
Unit - Add Corruption lvl 4 (Item Attack Corruption Bonus) to (Triggering unit)
Essence Steal lvl 1
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Essence Steal (Spellbreaker)
(Level of Essence Steal (Spellbreaker) for (Triggering unit)) Equal to 1
Actions
Unit - Add Essence Steal lvl 1 (Vampiric Aura Item) to (Triggering unit)
Essence Steal lvl 2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Essence Steal (Spellbreaker)
(Level of Essence Steal (Spellbreaker) for (Triggering unit)) Equal to 2
Actions
Unit - Remove Essence Steal lvl 1 (Vampiric Aura Item) from (Triggering unit)
Unit - Add Essence Steal lvl 2 (Vampiric Aura Item) to (Triggering unit)
Essence Steal lvl 3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Essence Steal (Spellbreaker)
(Level of Essence Steal (Spellbreaker) for (Triggering unit)) Equal to 3
Actions
Unit - Remove Essence Steal lvl 2 (Vampiric Aura Item) from (Triggering unit)
Unit - Add Essence Steal lvl 3 (Vampiric Aura Item) to (Triggering unit)
Essence Steal lvl 4
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Essence Steal (Spellbreaker)
(Level of Essence Steal (Spellbreaker) for (Triggering unit)) Equal to 4
Actions
Unit - Remove Essence Steal lvl 3 (Vampiric Aura Item) from (Triggering unit)
Unit - Add Essence Steal lvl 4 (Vampiric Aura Item) to (Triggering unit)
Eatme lvl 1
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Eatme (Devour)
(Level of Eatme (Devour) for (Triggering unit)) Equal to 1
Actions
Unit - Add Eatme ( lvl 1 Devour Cargo) to (Triggering unit)
Eatme lvl 2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Eatme (Devour)
(Level of Eatme (Devour) for (Triggering unit)) Equal to 2
Actions
Unit - Remove Eatme ( lvl 1 Devour Cargo) from (Triggering unit)
Unit - Add Eatme ( lvl 2 Devour Cargo) to (Triggering unit)
Eatme lvl 3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Eatme (Devour)
(Level of Eatme (Devour) for (Triggering unit)) Equal to 3
Actions
Unit - Remove Eatme ( lvl 2 Devour Cargo) from (Triggering unit)
Unit - Add Eatme ( lvl 3 Devour Cargo) to (Triggering unit)
Eatme lvl 4
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Eatme (Devour)
(Level of Eatme (Devour) for (Triggering unit)) Equal to 4
Actions
Unit - Remove Eatme ( lvl 3 Devour Cargo) from (Triggering unit)
Unit - Add Eatme ( lvl 4 Devour Cargo) to (Triggering unit)
HighFiveItem
Events
Time - Elapsed game time is 1360.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire map) matching (((Matching unit) is A Hero) Equal to True)) and do (Create |cff0276FDHigh Five|r and give it to (Picked unit))
Game - Display to (All players) the text: |cff8B5A2BSURPRISE ^^|r
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