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Triggers
Bunker Wars Fixed VER 1.6.w3x
Variables
README
readme
cheater
Init
unittypeint
Initialization
weather
creepcountdown
player quits
unit spawning
creep spawning
unit spawning
specialunits
killunit
timeunit1
timeunit2
timeunit3
timeunit4
timeunit5
leaderboard
basic
leaderboard
player quits2
bonuses
startmoney
sheepkill
killmoney
killmoney1
killmoney2
items
computer
meele
hero
heroenter
hero killed
quest
helpscreen
massattack
massattack
death of player
player dies
player wins
gameover1
gameover2
gameover3
gameover4
Name
Type
is_array
initial_value
KillCount
integer
Yes
TypeOfUnit
unitcode
Yes
Please don't edit this map. It took us very long to produce it. If you have some bug reports, whishes or tips please write to [email protected].
If you got no other choice than edit this map, please don't forget our credits.
readme
Events
Conditions
Actions
cheater
Events
Player - Player 1 (Red) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing you cheater (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Turrent for (Triggering player) at (Center of (Playable map area)) facing Default building facing degrees
unittypeint
Events
Map initialization
Conditions
Actions
Set Variable Set TypeOfUnit[1] = "hfoo"
Set Variable Set TypeOfUnit[2] = "hrif"
Set Variable Set TypeOfUnit[3] = "ogru"
Set Variable Set TypeOfUnit[4] = "ohun"
Set Variable Set TypeOfUnit[5] = "ucry"
Set Variable Set TypeOfUnit[6] = "ugho"
Set Variable Set TypeOfUnit[7] = "earc"
Set Variable Set TypeOfUnit[8] = "esen"
First BunkerWarz map for Warcraft!
created by zeuch & Ciiu
Coming soon: air units, sounds, hireable units, message player quits,...
Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 6.00
Wait 1.00 seconds
Game - Display to (All players) for 3.00 seconds the text: Your altar will be destroyed in 20 seconds, so CHOOSE YOUR HERO now!
Wait 1.00 seconds
Visibility - Disable black mask
Wait 3.00 seconds
Game - Display to (All players) for 3.00 seconds the text: In 5 minutes, the creeps will appear
Visibility - Disable fog of war
Wait 3.00 seconds
Game - Display to (All players) for 3.00 seconds the text: Take care of your worker, it will take 20 minutes to build a new one.
Wait 3.00 seconds
Game - Display to (All players) for 3.00 seconds the text: Take a look at the QUEST-SCREEN for further help!
weather
Events
Map initialization
Time - Every 480.00 seconds of game time
Conditions
Actions
Wait 3.00 seconds
Environment - Create at (Playable map area) the weather effect Rays Of Light
Environment - Turn (Last created weather effect) On
Wait 117.00 seconds
Environment - Remove (Last created weather effect)
Wait 9.00 seconds
Environment - Create at (Playable map area) the weather effect Ashenvale Rain (Light)
Environment - Turn (Last created weather effect) On
Wait 111.00 seconds
Environment - Remove (Last created weather effect)
Wait 7.00 seconds
Environment - Create at (Playable map area) the weather effect Rays Of Moonlight
Environment - Turn (Last created weather effect) On
Wait 113.00 seconds
Environment - Remove (Last created weather effect)
Wait 14.00 seconds
Environment - Create at (Playable map area) the weather effect Dungeon White Fog (Light)
Environment - Turn (Last created weather effect) On
Wait 106.00 seconds
Environment - Remove (Last created weather effect)
creepcountdown
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Create a timer window for (Last started timer) with title Creeps appear in:
Countdown Timer - Start (Last started timer) as a Repeating timer that will expire in 300.00 seconds
player quits
Events
Time - Elapsed game time is 1.00 seconds
Time - Every 5.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game))
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game))
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game))
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game))
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game))
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game))
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game))
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Do nothing) else do (Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game))
creep spawning
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 5 . (Random level (Random integer number between 1 and 7) creep unit-type) for Neutral Hostile at (Center of (Playable map area)) facing Default building facing degrees
unit spawning
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Create 1.Footman for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Create 1.Rifleman for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Create 1.Grunt for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Create 1.Headhunter for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Create 1.Crypt Fiend for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Create 1.Ghoul for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Create 1.Archer for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Create 1.Huntress for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
killunit
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Actions
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 79) then do (Create 1.Knight for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 79) then do (Display to (All allies of (Owner of (Killing unit)).) the text: (A Knight has been added to + ((Name of (Owner of (Killing unit))) + 's army.))) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 159) then do (Create 1.Tauren for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 159) then do (Display to (All allies of (Owner of (Killing unit)).) the text: (A Tauren has been added to + ((Name of (Owner of (Killing unit))) + 's army.))) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 239) then do (Create 1.Abomination for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 239) then do (Display to (All allies of (Owner of (Killing unit)).) the text: (An Abomination has been added to + ((Name of (Owner of (Killing unit))) + 's army.))) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 319) then do (Create 1.Druid of the Claw (Night Elf Form) for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 319) then do (Display to (All allies of (Owner of (Killing unit)).) the text: (A Druid of the Claw has been added to + ((Name of (Owner of (Killing unit))) + 's army.))) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 399) then do (Create 1.Roastbeef for (Owner of (Killing unit)) at ((Owner of (Killing unit)) start location) facing Default building facing degrees) else do (Do nothing)
If (KillCount[(Player number of (Owner of (Killing unit)))] Equal to 399) then do (Display to (All allies of (Owner of (Killing unit)).) the text: (A Roastbeef has been added to + ((Name of (Owner of (Killing unit))) + 's army!!!))) else do (Do nothing)
timeunit1
Events
Time - Elapsed game time is 360.00 seconds
Conditions
Actions
Game - Display to (All players) the text: All players receive an Ice Troll Priest.
If ((Guard Tower 0016 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Guard Tower 0006 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0000 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0002 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0003 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0004 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0005 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0044 <gen> is alive) Equal to True) then do (Create 1 Ice Troll Priest for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of (Triggering unit))) else do (Do nothing)
timeunit2
Events
Time - Elapsed game time is 720.00 seconds
Conditions
Actions
Game - Display to (All players) the text: All players receive a Nerubian Queen.
If ((Guard Tower 0016 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Guard Tower 0006 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0000 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0002 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0003 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0004 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0005 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0044 <gen> is alive) Equal to True) then do (Create 1 Nerubian Queen for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of (Triggering unit))) else do (Do nothing)
timeunit3
Events
Time - Elapsed game time is 1080.00 seconds
Conditions
Actions
Game - Display to (All players) the text: All players receive a Furbolg Elder Shaman
If ((Guard Tower 0016 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Guard Tower 0006 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0000 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0002 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0003 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0004 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0005 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0044 <gen> is alive) Equal to True) then do (Create 1 Furbolg Elder Shaman for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of (Triggering unit))) else do (Do nothing)
timeunit4
Events
Time - Elapsed game time is 1440.00 seconds
Conditions
Actions
Game - Display to (All players) the text: All players receive a Satyr Hellcaster.
If ((Guard Tower 0016 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Guard Tower 0006 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0000 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0002 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0003 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0004 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0005 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0044 <gen> is alive) Equal to True) then do (Create 1 Satyr Hellcaller for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of (Triggering unit))) else do (Do nothing)
timeunit5
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Game - Display to (All players) the text: All players receive a Hero Killer.
If ((Guard Tower 0016 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 1 (Red) at (Player 1 (Red) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Guard Tower 0006 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 2 (Blue) at (Player 2 (Blue) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0000 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 3 (Teal) at (Player 3 (Teal) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Watch Tower 0002 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 4 (Purple) at (Player 4 (Purple) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0003 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Spirit Tower 0004 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 6 (Orange) at (Player 6 (Orange) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0005 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 7 (Green) at (Player 7 (Green) start location) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Ancient Protector 0044 <gen> is alive) Equal to True) then do (Create 1 Hero Killer (Standard) for Player 8 (Pink) at (Player 8 (Pink) start location) facing (Position of (Triggering unit))) else do (Do nothing)
basic
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 8 , do (Set VariableSet KillCount[(Integer A)] = "0")
Leaderboard - Create a leaderboard for (All players) titled Best squad leaders
Player Group - Pick every player in (All players) and do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0)
leaderboard
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
Set Variable Set KillCount[(Player number of (Owner of (Killing unit)))] = (KillCount[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to KillCount[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
player quits2
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 1 (Red) from (Last created leaderboard).)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 2 (Blue) from (Last created leaderboard).)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 3 (Teal) from (Last created leaderboard).)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 4 (Purple) from (Last created leaderboard).)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 5 (Yellow) from (Last created leaderboard).)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 6 (Orange) from (Last created leaderboard).)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 7 (Green) from (Last created leaderboard).)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Do nothing) else do (Remove Player 8 (Pink) from (Last created leaderboard).)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
startmoney
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 20 to Player 2 (Blue) . Current gold
Player - Add 20 to Player 3 (Teal) . Current gold
Player - Add 20 to Player 5 (Yellow) . Current gold
Player - Add 20 to Player 4 (Purple) . Current gold
Player - Add 20 to Player 6 (Orange) . Current gold
Player - Add 20 to Player 7 (Green) . Current gold
Player - Add 20 to Player 8 (Pink) . Current gold
sheepkill
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Dying unit)) Equal to Created by zeuch & Ciiu
Actions
Player - Add -50 to (Owner of (Killing unit)) . Current gold
Player - Add -30 to (Owner of (Killing unit)) . Current lumber
killmoney
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
Actions
Player - Add 5 to (Owner of (Killing unit)) . Current gold
Player - Add 3 to (Owner of (Killing unit)) . Current lumber
killmoney1
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Unit-type of (Dying unit)) Equal to Knight) or (((Unit-type of (Dying unit)) Equal to Tauren) or (((Unit-type of (Dying unit)) Equal to Abomination) or (((Unit-type of (Dying unit)) Equal to Druid of the Claw (Night Elf Form)) or (((Unit-type of (Dying unit)) Equal to Druid of the Claw (Bear Form)) or ((Unit-type of (Dying unit)) Equal to Hero Killer (Standard))))))
Actions
Player - Add 15 to (Owner of (Killing unit)) . Current gold
Player - Add 9 to (Owner of (Killing unit)) . Current lumber
killmoney2
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Unit-type of (Dying unit)) Equal to Ice Troll Priest) or (((Unit-type of (Dying unit)) Equal to Nerubian Queen) or (((Unit-type of (Dying unit)) Equal to Furbolg Elder Shaman) or (((Unit-type of (Dying unit)) Equal to Roastbeef) or ((Unit-type of (Dying unit)) Equal to Infernal))))
Actions
Player - Add 15 to (Owner of (Killing unit)) . Current gold
Player - Add 9 to (Owner of (Killing unit)) . Current lumber
items
Events
Time - Elapsed game time is 20.00 seconds
Time - Every 150.00 seconds of game time
Conditions
Actions
Item - Create (Random level (Random integer number between 1 and 10) item-type) at (Center of (Playable map area))
Item - Create (Random level (Random integer number between 1 and 10) item-type) at (Center of (Playable map area))
meele
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Melee Game - Run melee AI scripts (for computer players)
If ((Player 1 (Red) controller) Equal to Computer) then do (Create 1.Paladin for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) controller) Equal to Computer) then do (Create 1.Archmage for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) controller) Equal to Computer) then do (Create 1.Tauren Chieftain for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) controller) Equal to Computer) then do (Create 1.Far Seer for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) controller) Equal to Computer) then do (Create 1.Lich for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) controller) Equal to Computer) then do (Create 1.Dreadlord for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) controller) Equal to Computer) then do (Create 1.Priestess of the Moon for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) controller) Equal to Computer) then do (Create 1.Demon Hunter for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees) else do (Do nothing)
heroenter
Events
Unit - Altar of Darkness 0070 <gen> Finishes training a unit
Unit - Altar of Darkness 0071 <gen> Finishes training a unit
Unit - Altar of Elders 0046 <gen> Finishes training a unit
Unit - Altar of Elders 0074 <gen> Finishes training a unit
Unit - Altar of Kings 0066 <gen> Finishes training a unit
Unit - Altar of Kings 0067 <gen> Finishes training a unit
Unit - Altar of Storms 0068 <gen> Finishes training a unit
Unit - Altar of Storms 0069 <gen> Finishes training a unit
Conditions
Actions
Unit - Remove (Triggering unit) from the game
hero killed
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Hero - Drop the item from slot 1 of (Dying unit) .
Hero - Drop the item from slot 2 of (Dying unit) .
Hero - Drop the item from slot 3 of (Dying unit) .
Hero - Drop the item from slot 4 of (Dying unit) .
Hero - Drop the item from slot 5 of (Dying unit) .
Hero - Drop the item from slot 6 of (Dying unit) .
Player - Add 50 to (Owner of (Killing unit)) . Current gold
Player - Add 30 to (Owner of (Killing unit)) . Current lumber
helpscreen
Events
Map initialization
Conditions
Actions
Quest - Flash the quest dialog button
Quest - Create a Optional quest titled Heroes with the description Don't forget to choose one at the beginning, after 20 seconds, your altar will be destroyed.And to remind you again (a lot of players don't realize it...): be careful of your heroes! You have no possibility to revive them. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Don't kill the sheeps! with the description Don't kill the flying sheeps! We will fine for the killing the carrier of our names with 50 gold and 30 lumber! :o) , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Items with the description Periodically, 2 items will appear at the middle of the map (each 2.5 minutes).Additionally, at the beginning of the game after 20 seconds, 2 items will be created there. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Workers with the description If your worker dies, you have to build a new one for 200 gold, and it will take 20 minutes till he is ready. So take care of them!Besides, you won't be able to build long-range siege units without them, which are very effective against the enemy towers.Nice tipp: repair your tower with your woker, it's cheap and very effective. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Siege units with the description Try to get siege units! They got 1000 damage minimum and thus bring the enemy tower down quite fast, but they can't attack heroes.So build as early as possible barracks or corresponding. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Ressources with the description You will recieve 5 gold and 3 lumber for each enemy you kill.For herokills, you get 50 gold and 30 lumber.For specialunitkills, we give you 20 gold and 12 lumber.You won't recieve money for killing your own units, and the kill will not be remarked in the leaderboard! (but killing your allie's units will...).You can get additional money for killing the creeps in the middle of the map. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Special units with the description Each 6 minutes and each 80 kills, you will recieve a special unit:Killunits: Knight, Tauren, Abomination, Druid of the Claw, RoastbeefTimeunits: Ice Troll Priest, Nerubian Queen, Furbolg Elder Shaman, Satyr Hellcaster, Hero Killer , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Creeps with the description Every 5 minutes (see countdown), 5 creeps of random level between 1 and 7 will appear in the middle of the map. Kill them to get extra money and experience for your heroes. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Mass Attack with the description You can easlily mass attack just by selecting the circle of mass attack and building the unit type you want to attack. All of your regular spawning units will then attack/move to this players starting location, other units will stay where they are.If you build one of your own units, ALL of your units will just move to your starting position. This is thought to be an emergency retreat.You can also go to the starting postions of players who are not playing and so choose a saver route to your enemy (for example not through the middle when it is full of creeps).We built the circle on the hills so that your units can't block it which would prevent you from mass attacking. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Created by zeuch&Ciiu with the description If you got some wishes, bug reports or other requests, please write to [email protected] now stop wasteing your time reading this and kill some units! Have Fun! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Wait 10.00 seconds
Quest - Flash the quest dialog button
massattack
Events
Unit - A unit enters mass_red <gen>
Unit - A unit enters mass_blue <gen>
Unit - A unit enters mass_teal <gen>
Unit - A unit enters mass_purple <gen>
Unit - A unit enters mass_yellow <gen>
Unit - A unit enters mass_orange <gen>
Unit - A unit enters mass_green <gen>
Unit - A unit enters mass_pink <gen>
Conditions
Actions
If ((((Unit-type of (Entering unit)) Equal to Attack Footmen) and ((Owner of (Entering unit)) Not equal to Player 1 (Red))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 1 (Red) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Footmen) and (((Entering unit) is in (Units owned by Player 1 (Red).).) Equal to True)) then do (Pick every unit in (Units owned by Player 1 (Red).) and do (Order (Picked unit) to Move To.(Player 1 (Red) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Riflemen) and ((Owner of (Entering unit)) Not equal to Player 2 (Blue))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 2 (Blue) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Riflemen) and (((Entering unit) is in (Units owned by Player 2 (Blue).).) Equal to True)) then do (Pick every unit in (Units owned by Player 2 (Blue).) and do (Order (Picked unit) to Move To.(Player 2 (Blue) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Grunts) and ((Owner of (Entering unit)) Not equal to Player 3 (Teal))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 3 (Teal) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Grunts) and (((Entering unit) is in (Units owned by Player 3 (Teal).).) Equal to True)) then do (Pick every unit in (Units owned by Player 3 (Teal).) and do (Order (Picked unit) to Move To.(Player 3 (Teal) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Headhunters) and ((Owner of (Entering unit)) Not equal to Player 4 (Purple))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 4 (Purple) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Headhunters) and (((Entering unit) is in (Units owned by Player 4 (Purple).).) Equal to True)) then do (Pick every unit in (Units owned by Player 4 (Purple).) and do (Order (Picked unit) to Move To.(Player 4 (Purple) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Crypt Fiends) and ((Owner of (Entering unit)) Not equal to Player 5 (Yellow))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 5 (Yellow) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Crypt Fiends) and (((Entering unit) is in (Units owned by Player 5 (Yellow).).) Equal to True)) then do (Pick every unit in (Units owned by Player 5 (Yellow).) and do (Order (Picked unit) to Move To.(Player 5 (Yellow) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Ghouls) and ((Owner of (Entering unit)) Not equal to Player 6 (Orange))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 6 (Orange) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Ghouls) and (((Entering unit) is in (Units owned by Player 6 (Orange).).) Equal to True)) then do (Pick every unit in (Units owned by Player 6 (Orange).) and do (Order (Picked unit) to Move To.(Player 6 (Orange) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Archers) and ((Owner of (Entering unit)) Not equal to Player 7 (Green))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 7 (Green) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Archers) and (((Entering unit) is in (Units owned by Player 7 (Green).).) Equal to True)) then do (Pick every unit in (Units owned by Player 7 (Green).) and do (Order (Picked unit) to Move To.(Player 7 (Green) start location))) else do (Do nothing)
If ((((Unit-type of (Entering unit)) Equal to Attack Huntresses) and ((Owner of (Entering unit)) Not equal to Player 8 (Pink))) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Player 8 (Pink) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Huntresses) and (((Entering unit) is in (Units owned by Player 8 (Pink).).) Equal to True)) then do (Pick every unit in (Units owned by Player 8 (Pink).) and do (Order (Picked unit) to Move To.(Player 8 (Pink) start location))) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Attack Middle) and (((Entering unit) is in (Units owned by (Owner of (Entering unit)).).) Equal to True)) then do (Pick every unit in (Units owned by (Owner of (Entering unit)) of type TypeOfUnit[(Player number of (Owner of (Entering unit)))]) and do (Order (Picked unit) to Attack-Move To.(Center of (Playable map area)))) else do (Do nothing)
Unit - Remove (Entering unit) from the game
player dies
Events
Unit - Guard Tower 0016 <gen> Dies
Unit - Guard Tower 0006 <gen> Dies
Unit - Watch Tower 0000 <gen> Dies
Unit - Watch Tower 0002 <gen> Dies
Unit - Spirit Tower 0003 <gen> Dies
Unit - Spirit Tower 0004 <gen> Dies
Unit - Ancient Protector 0005 <gen> Dies
Unit - Ancient Protector 0044 <gen> Dies
Conditions
Actions
Leaderboard - Remove (Owner of (Dying unit)) from (Last created leaderboard) .
Game - Display to (All players) the text: ((Name of (Triggering player)) + wasn't strong enough to stand the challange of the battlefield...)
Unit Group - Pick every unit in (Units in (Entire map) owned by (Owner of (Dying unit))) and do (Remove (Picked unit) from the game)
Wait 3.00 seconds
Game - Defeat (Triggering player) with the message: This map has been created by zeuch&Ciiu.Thank you for playing and better luck next time :o)
gameover1
Events
Time - Every 6.00 seconds of game time
Unit - Watch Tower 0000 <gen> Dies
Unit - Watch Tower 0002 <gen> Dies
Unit - Spirit Tower 0003 <gen> Dies
Unit - Spirit Tower 0004 <gen> Dies
Unit - Ancient Protector 0005 <gen> Dies
Unit - Ancient Protector 0044 <gen> Dies
Conditions
(All units of (Units in (Entire map) owned by Player 3 (Teal)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 4 (Purple)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 5 (Yellow)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 6 (Orange)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 7 (Green)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 8 (Pink)) are dead) Equal to True
Actions
Game - Display to Player Group - Player 1 (Red) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Game - Display to Player Group - Player 2 (Blue) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Wait 4.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Skip dialogs, Show scores)
gameover2
Events
Time - Every 6.00 seconds of game time
Unit - Guard Tower 0006 <gen> Dies
Unit - Guard Tower 0016 <gen> Dies
Unit - Spirit Tower 0003 <gen> Dies
Unit - Spirit Tower 0004 <gen> Dies
Unit - Ancient Protector 0005 <gen> Dies
Unit - Ancient Protector 0044 <gen> Dies
Conditions
(All units of (Units in (Entire map) owned by Player 1 (Red)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 2 (Blue)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 5 (Yellow)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 6 (Orange)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 7 (Green)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 8 (Pink)) are dead) Equal to True
Actions
Game - Display to Player Group - Player 3 (Teal) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Game - Display to Player Group - Player 4 (Purple) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Wait 4.00 seconds
Game - Victory Player 3 (Teal) ( Skip dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Skip dialogs, Show scores)
gameover3
Events
Time - Every 6.00 seconds of game time
Unit - Watch Tower 0000 <gen> Dies
Unit - Watch Tower 0002 <gen> Dies
Unit - Guard Tower 0006 <gen> Dies
Unit - Guard Tower 0016 <gen> Dies
Unit - Ancient Protector 0005 <gen> Dies
Unit - Ancient Protector 0044 <gen> Dies
Conditions
(All units of (Units in (Entire map) owned by Player 3 (Teal)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 4 (Purple)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 1 (Red)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 2 (Blue)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 7 (Green)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 8 (Pink)) are dead) Equal to True
Actions
Game - Display to Player Group - Player 5 (Yellow) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Game - Display to Player Group - Player 6 (Orange) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Wait 4.00 seconds
Game - Victory Player 5 (Yellow) ( Skip dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Skip dialogs, Show scores)
gameover4
Events
Time - Every 6.00 seconds of game time
Unit - Watch Tower 0000 <gen> Dies
Unit - Watch Tower 0002 <gen> Dies
Unit - Spirit Tower 0003 <gen> Dies
Unit - Spirit Tower 0004 <gen> Dies
Unit - Guard Tower 0006 <gen> Dies
Unit - Guard Tower 0016 <gen> Dies
Conditions
(All units of (Units in (Entire map) owned by Player 3 (Teal)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 4 (Purple)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 5 (Yellow)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 6 (Orange)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 1 (Red)) are dead) Equal to True
(All units of (Units in (Entire map) owned by Player 2 (Blue)) are dead) Equal to True
Actions
Game - Display to Player Group - Player 7 (Green) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Game - Display to Player Group - Player 8 (Pink) the text: This map has been created by zeuch & Ciiu - thank you for playing; you proved your strength and skill in combat.
Wait 4.00 seconds
Game - Victory Player 7 (Green) ( Skip dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Skip dialogs, Show scores)
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