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Triggers
castleblood.w3x
Variables
Defeat Victory
intro
Defeat
Melee Initialization
Upgrade p1
first
second
third
fourth
fifth
upgrade
Upgrade p2
first Copy
second Copy
third Copy
fourth Copy
fifth Copy
upgrade Copy
Upgrade p3
first Copy 2
second Copy 2
third Copy 2
fourth Copy 2
fifth Copy 2
upgrade Copy 2
Upgrade p4
first 4
second 4
third 4
fourth 4
fifth 4
upgrade 4
Soldier
sSpawn p1
sSpawn p2
sSpawn p3
sSpawn p4
Archer
aSpawn p1
aSpawn p2
aSpawn p3
aSpawn p4
Squire
sq Spawn p1
sq Spawn p2
sq Spawn p3
sq Spawn p4
Gunman
g Spawn p1
g Spawn p2
g Spawn p3
g Spawn p4
Cavalry
c Spawn p1
c Spawn p2
c Spawn p3
c Spawn p4
Cav Archer
ca Spawn p1
ca Spawn p2
ca Spawn p3
ca Spawn p4
Knight
k Spawn p1
k Spawn p2
k Spawn p3
k Spawn p4
Elite Marksman
em Spawn p1
em Spawn p2
em Spawn p3
em Spawn p4
Heroes
DKnight
DKnight Remove
dArcher
dArcher Remove
sShooter
sShoorter Remove
Brawler
Brawler Remove
c Lord
c Lord Remove
Wiz
Wiz Remove
Pala
Pala Remove
Dark Knight p1
Dark Knight p2
Dark Knight p3
Dark Knight p4
Dark Archer p1
Dark Archer p2
Dark Archer p3
Dark Archer p4
Sharpshoot p1
Sharpshoot p2
Sharpshoot p3
Sharpshoot p4
Brawler p1
Brawler p2
Brawler p3
Brawler p4
cavLord p1
cavLord p2
cavLord p3
cavLord p4
Wiz p1
Wiz p2
Wiz p3
Wiz p4
Pala p1
Pala p2
Pala p3
Pala p4
Dark Knight
dk Spawn p1
dk Spawn p2
dk Spawn p3
dk Spawn p4
Dark Archer
da Spawn p1
da Spawn p2
da Spawn p3
da Spawn p4
Brawler
db Spawn p1
db Spawn p2
db Spawb p3
db Spawn p4
Sharpshooter
ss Spawn p1
ss Spawn p2
ss Spawn p3
ss Spawn p4
Wizard
w Spawn p1
w Spawn p2
w Spawn p3
w Spawn p4
CavLord
cl Spawn p1
cl Spawn p2
cl Spawn p3
cl Spawn p4
Paladin
p Spawn p1
p Spawn p2
p Spawn p3
p Spawn p4
Towers
t Set1 p1
t Set1 p2
t Set1 p3
t Set1 p4
Bounties
Bounty
Bounty Lumber
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
combo1Units
integer
Yes
combo2Units
integer
Yes
combo3Units
integer
Yes
combo4Units
integer
Yes
combo5Units
integer
Yes
combo6Units
integer
Yes
combo7Units
integer
Yes
intro
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: |c00ff8040Welcome to Castle Bloodv1|rTo being unit spawns move the units on your spawning isle to the circle of power on the spawning island.enemy unit kills earn better unitsenemy tower kills earn more towers
Quest - Create a Required quest titled Kills! with the description |c000080c0100 Kills|r: First Upgrade|c000080c0200 Kills|r: Second Upgrade|c000080c0300 Kills|r: Third Upgrade|c000080c0400 Kills|r: Fourth Upgrade|c000080c01000 Kills|r: Final Upgrade , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Quest - Create a Required quest titled About with the description This is my first ever map using the warcraft 3 editor.Any tips or suggestions that would improve either the map or my map making skills please email then to; [email protected] , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Unit.blp
Defeat
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
Conditions
(Unit-type of (Dying unit)) Equal to The Castle
Actions
Game - Defeat (Owner of (Dying unit)) with the message: You Lost Your Base! You Lose!
Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) matching ((Unit-type of (Picked unit)) Not equal to Circle of Power (large)).) and do (Remove (Picked unit) from the game)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Enable fog of war
Visibility - Enable black mask
Game - Set the time of day to 0.00
first
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 100.00
Conditions
Actions
Unit - Create 1 . Squire for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 1 has reached 50 kills. Squire's Unlocked.
second
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 200.00
Conditions
Actions
Unit - Create 1 . Gunman for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 1 has reached 100 kills. Gunman Unlocked.
third
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 300.00
Conditions
Actions
Unit - Create 1 . Cavalry for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 1 has reached 150 kills. The Cavalry Unlocked.
fourth
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 400.00
Conditions
Actions
Unit - Create 1 . Cavalry Archer for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 1 has reached 200 kills. Archer Cavalry Unlocked.
fifth
Events
Player - Player 1 (Red) 's Current gold becomes Equal to 1000.00
Conditions
Actions
Unit - Create 1 . Elite Marksman for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Unit - Create 1 . Knight for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 1 has reached 500 kills. Fear the Knight and Elite Marksman.
upgrade
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Upgrade for Player 1 (Red) at (Center of p1_Upgrade <gen>) facing Default building facing degrees
first Copy
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 100.00
Conditions
Actions
Unit - Create 1 . Squire for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 2 has reached 50 kills. Squire's Unlocked.
second Copy
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 200.00
Conditions
Actions
Unit - Create 1 . Gunman for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 2 has reached 100 kills. Gunman Unlocked.
third Copy
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 300.00
Conditions
Actions
Unit - Create 1 . Cavalry for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 2 has reached 150 kills. The Cavalry Unlocked.
fourth Copy
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 400.00
Conditions
Actions
Unit - Create 1 . Cavalry Archer for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 2 has reached 200 kills. Archer Cavalry Unlocked.
fifth Copy
Events
Player - Player 2 (Blue) 's Current gold becomes Equal to 1000.00
Conditions
Actions
Unit - Create 1 . Elite Marksman for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Unit - Create 1 . Knight for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 2 has reached 500 kills. Fear the Knight and Elite Marksman.
upgrade Copy
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Upgrade for Player 2 (Blue) at (Center of p2_Upgrade <gen>) facing Default building facing degrees
first Copy 2
Events
Player - Player 3 (Teal) 's Current gold becomes Equal to 100.00
Conditions
Actions
Unit - Create 1 . Squire for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 3 has reached 50 kills. Squire's Unlocked.
second Copy 2
Events
Player - Player 3 (Teal) 's Current gold becomes Equal to 200.00
Conditions
Actions
Unit - Create 1 . Gunman for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 3 has reached 100 kills. Gunman Unlocked.
third Copy 2
Events
Player - Player 3 (Teal) 's Current gold becomes Equal to 300.00
Conditions
Actions
Unit - Create 1 . Cavalry for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 3 has reached 150 kills. The Cavalry Unlocked.
fourth Copy 2
Events
Player - Player 3 (Teal) 's Current gold becomes Equal to 400.00
Conditions
Actions
Unit - Create 1 . Cavalry Archer for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 3 has reached 200 kills. Archer Cavalry Unlocked.
fifth Copy 2
Events
Player - Player 3 (Teal) 's Current gold becomes Equal to 1000.00
Conditions
Actions
Unit - Create 1 . Elite Marksman for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Unit - Create 1 . Knight for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 3 has reached 500 kills. Fear the Knight and Elite Marksman
upgrade Copy 2
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Upgrade for Player 3 (Teal) at (Center of p3_Upgrade <gen>) facing Default building facing degrees
first 4
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 100.00
Conditions
Actions
Unit - Create 1 . Squire for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 4 has reached 50 kills. Squire's Unlocked.
second 4
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 200.00
Conditions
Actions
Unit - Create 1 . Gunman for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 4 has reached 100 kills. Gunman Unlocked.
third 4
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 300.00
Conditions
Actions
Unit - Create 1 . Cavalry for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 4 has reached 150 kills. The Cavalry Unlocked.
fourth 4
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 400.00
Conditions
Actions
Unit - Create 1 . Cavalry Archer for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 4 has reached 200 kills. Archer Cavalry Unlocked.
fifth 4
Events
Player - Player 4 (Purple) 's Current gold becomes Equal to 1000.00
Conditions
Actions
Unit - Create 1 . Elite Marksman for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Unit - Create 1 . Knight for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Played 4 has reached 500 kills. Fear the Knight and Elite Marksman
upgrade 4
Events
Time - Every 240.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Upgrade for Player 4 (Purple) at (Center of p4_Upgrade <gen>) facing Default building facing degrees
sSpawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Soldier (No Food)))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 30) then do (Create 1.Soldier for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sSpawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Soldier (No Food)))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 30) then do (Create 1.Soldier for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sSpawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Soldier (No Food)))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 30) then do (Create 1.Soldier for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sSpawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Soldier (No Food)))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 30) then do (Create 1.Soldier for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
aSpawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Archer (No Food)))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 30) then do (Create 1.Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
aSpawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Archer (No Food)))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 30) then do (Create 1.Archer for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
aSpawn p3
Events
Time - Every 1.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Archer (No Food)))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 30) then do (Create 1.Archer for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
aSpawn p4
Events
Time - Every 1.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Archer (No Food)))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 30) then do (Create 1.Archer for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sq Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Squire))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Squire for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sq Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Squire))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Squire for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sq Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Squire))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Squire for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
sq Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Squire))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Squire for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
g Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Gunman))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 30) then do (Create 1.Gunman for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
g Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Gunman))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 30) then do (Create 1.Gunman for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
g Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Gunman))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 30) then do (Create 1.Gunman for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
g Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Spawn <gen> contains (Random unit from (Units of type Gunman))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 30) then do (Create 1.Gunman for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
c Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
c Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Cavalry))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Cavalry for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
c Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Cavalry))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Cavalry for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
c Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Cavalry))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Cavalry for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ca Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry Archer))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ca Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry Archer))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ca Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry Archer))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ca Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry Archer))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
k Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Knight))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Knight for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
k Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Knight))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Knight for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
k Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Knight))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Knight for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
k Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Knight))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Knight for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
em Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
em Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
em Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
em Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
DKnight
Events
Unit - A unit enters s_DKnight <gen>
Conditions
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = (combo1Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Dark_Knight_p1 <gen> (checking conditions)
Trigger - Run Dark_Knight_p2 <gen> (checking conditions)
Trigger - Run Dark_Knight_p3 <gen> (checking conditions)
Trigger - Run Dark_Knight_p4 <gen> (checking conditions)
DKnight Remove
Events
Unit - A unit leaves s_DKnight <gen>
Conditions
combo1Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = (combo1Units[(Player number of (Owner of (Triggering unit)))] - 1)
dArcher
Events
Unit - A unit enters s_DArcher <gen>
Conditions
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = (combo2Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Dark_Archer_p2 <gen> (checking conditions)
Trigger - Run Dark_Archer_p1 <gen> (checking conditions)
Trigger - Run Dark_Archer_p3 <gen> (checking conditions)
Trigger - Run Dark_Archer_p4 <gen> (checking conditions)
dArcher Remove
Events
Unit - A unit leaves s_DArcher <gen>
Conditions
combo2Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = (combo2Units[(Player number of (Owner of (Triggering unit)))] - 1)
sShooter
Events
Unit - A unit enters s_Sharpshoot <gen>
Conditions
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = (combo3Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Sharpshoot_p1 <gen> (checking conditions)
Trigger - Run Sharpshoot_p2 <gen> (checking conditions)
Trigger - Run Sharpshoot_p3 <gen> (checking conditions)
Trigger - Run Sharpshoot_p4 <gen> (checking conditions)
sShoorter Remove
Events
Unit - A unit leaves s_Sharpshoot <gen>
Conditions
combo3Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = (combo3Units[(Player number of (Owner of (Triggering unit)))] - 1)
Brawler
Events
Unit - A unit enters s_Brawler <gen>
Conditions
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = (combo4Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Brawler_p1 <gen> (checking conditions)
Trigger - Run Brawler_p2 <gen> (checking conditions)
Trigger - Run Brawler_p3 <gen> (checking conditions)
Trigger - Run Brawler_p4 <gen> (checking conditions)
Brawler Remove
Events
Unit - A unit leaves s_Brawler <gen>
Conditions
combo4Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = (combo4Units[(Player number of (Owner of (Triggering unit)))] - 1)
c Lord
Events
Unit - A unit enters s_CavLord <gen>
Conditions
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = (combo5Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run cavLord_p1 <gen> (checking conditions)
Trigger - Run cavLord_p2 <gen> (checking conditions)
Trigger - Run cavLord_p3 <gen> (checking conditions)
Trigger - Run cavLord_p4 <gen> (checking conditions)
c Lord Remove
Events
Unit - A unit leaves s_CavLord <gen>
Conditions
combo5Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = (combo5Units[(Player number of (Owner of (Triggering unit)))] - 1)
Wiz
Events
Unit - A unit enters s_Wizard <gen>
Conditions
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = (combo6Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Wiz_p1 <gen> (checking conditions)
Trigger - Run Wiz_p2 <gen> (checking conditions)
Trigger - Run Wiz_p3 <gen> (checking conditions)
Trigger - Run Wiz_p4 <gen> (checking conditions)
Wiz Remove
Events
Unit - A unit leaves s_Wizard <gen>
Conditions
combo6Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = (combo5Units[(Player number of (Owner of (Triggering unit)))] - 1)
Pala
Events
Unit - A unit enters s_Paladin <gen>
Conditions
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = (combo7Units[(Player number of (Owner of (Triggering unit)))] + 1)
Trigger - Run Pala_p1 <gen> (checking conditions)
Trigger - Run Pala_p2 <gen> (checking conditions)
Trigger - Run Pala_p3 <gen> (checking conditions)
Trigger - Run Pala_p4 <gen> (checking conditions)
Pala Remove
Events
Unit - A unit leaves s_Paladin <gen>
Conditions
combo7Units[(Player number of (Owner of (Triggering unit)))] Not equal to 0
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = (combo5Units[(Player number of (Owner of (Triggering unit)))] - 1)
Dark Knight p1
Events
Conditions
combo1Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DKnight <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Knight for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Dark Knight.
Dark Knight p2
Events
Conditions
combo1Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DKnight <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Knight for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Dark Knight.
Dark Knight p3
Events
Conditions
combo1Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DKnight <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Knight for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Dark Knight.
Dark Knight p4
Events
Conditions
combo1Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo1Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DKnight <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Knight for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Dark Knight.
Dark Archer p1
Events
Conditions
combo2Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DArcher <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Archer for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Dark Archer.
Dark Archer p2
Events
Conditions
combo2Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DArcher <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Archer for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Dark Archer.
Dark Archer p3
Events
Conditions
combo2Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DArcher <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Archer for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Dark Archer.
Dark Archer p4
Events
Conditions
combo2Units[(Player number of (Owner of (Triggering unit)))] Equal to 4
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo2Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DArcher <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dark Archer for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Dark Archer.
Sharpshoot p1
Events
Conditions
combo3Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Sharpshoot <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Sharpshooter for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Sharpshooter.
Sharpshoot p2
Events
Conditions
combo3Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Sharpshoot <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Sharpshooter for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Sharpshooter.
Sharpshoot p3
Events
Conditions
combo3Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Sharpshoot <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Sharpshooter for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Sharpshooter.
Sharpshoot p4
Events
Conditions
combo3Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo3Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_DArcher <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Sharpshooter for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Sharpshooter.
Brawler p1
Events
Conditions
combo4Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Brawler <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dwarven Brawler for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Dwarven Brawler
Brawler p2
Events
Conditions
combo4Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Brawler <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dwarven Brawler for (Triggering player) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Dwarven Brawler.
Brawler p3
Events
Conditions
combo4Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Brawler <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dwarven Brawler for (Triggering player) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Dwarven Brawler.
Brawler p4
Events
Conditions
combo4Units[(Player number of (Owner of (Triggering unit)))] Equal to 2
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo4Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Brawler <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Dwarven Brawler for (Triggering player) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Dwarven Brawler.
cavLord p1
Events
Conditions
combo5Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_CavLord <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Cavalry Lord for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Cavalry Lord.
cavLord p2
Events
Conditions
combo5Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_CavLord <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Cavalry Lord for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Cavalry Lord.
cavLord p3
Events
Conditions
combo5Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_CavLord <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Cavalry Lord for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Cavalry Lord.
cavLord p4
Events
Conditions
combo5Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo5Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_CavLord <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Cavalry Lord for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Cavalry Lord.
Wiz p1
Events
Conditions
combo6Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Wizard <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wizard for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Wizard.
Wiz p2
Events
Conditions
combo6Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Wizard <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wizard for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Wizard.
Wiz p3
Events
Conditions
combo6Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Wizard <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wizard for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Wizard.
Wiz p4
Events
Conditions
combo6Units[(Player number of (Owner of (Triggering unit)))] Equal to 3
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo6Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Wizard <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Wizard for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Wizard.
Pala p1
Events
Conditions
combo7Units[(Player number of (Owner of (Triggering unit)))] Equal to 6
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Paladin <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Paladin for Player 1 (Red) at (Center of p1_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 1 has recruited the Paladin.
Pala p2
Events
Conditions
combo7Units[(Player number of (Owner of (Triggering unit)))] Equal to 6
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Paladin <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Paladin for Player 2 (Blue) at (Center of p2_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 2 has recruited the Paladin.
Pala p3
Events
Conditions
combo7Units[(Player number of (Owner of (Triggering unit)))] Equal to 6
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Paladin <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Paladin for Player 3 (Teal) at (Center of p3_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 3 has recruited the Wizard.
Pala p4
Events
Conditions
combo7Units[(Player number of (Owner of (Last created item)))] Equal to 6
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
Actions
Set Variable Set combo7Units[(Player number of (Owner of (Triggering unit)))] = "0"
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units in s_Paladin <gen> owned by (Owner of (Triggering unit))) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Paladin for Player 4 (Purple) at (Center of p4_New <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Player 4 has recruited the Paladin.
dk Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Dark Knight))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Dark Knight for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
dk Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Dark Knight))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Dark Knight for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
dk Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Dark Knight))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Dark Knight for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
dk Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Dark Knight))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
da Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Dark Archer))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Dark Archer for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
da Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
da Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Dark Archer))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Dark Archer for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
da Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Dark Archer))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Dark Archer for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
db Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Dwarven Brawler))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Dwarven Brawler for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
db Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Elite Marksman))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Elite Marksman for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
db Spawb p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Dwarven Brawler))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Dwarven Brawler for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
db Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Dwarven Brawler))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Dwarven Brawler for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ss Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Sharpshooter))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Sharpshooter for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ss Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Sharpshooter))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Sharpshooter for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ss Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Sharpshooter))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Sharpshooter for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
ss Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Sharpshooter))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Sharpshooter for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
w Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Wizard))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Wizard for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
w Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Wizard))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Wizard for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
w Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Wizard))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Wizard for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
w Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Wizard))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Wizard for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
cl Spawn p1
Events
Time - Every 4.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Cavalry Lord))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Cavalry Lord for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
cl Spawn p2
Events
Time - Every 4.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Cavalry Lord))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Cavalry Lord for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
cl Spawn p3
Events
Time - Every 4.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Cavalry Lord))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Cavalry Lord for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
cl Spawn p4
Events
Time - Every 4.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Cavalry Lord))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Cavalry Lord for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
p Spawn p1
Events
Time - Every 2.00 seconds of game time
Conditions
(p1_Select <gen> contains (Random unit from (Units of type Paladin))) Equal to True
Actions
If ((Player 1 (Red) Food used) Less than 31) then do (Create 1.Paladin for Player 1 (Red) at (Center of p1_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
p Spawn p2
Events
Time - Every 2.00 seconds of game time
Conditions
(p2_Select <gen> contains (Random unit from (Units of type Paladin))) Equal to True
Actions
If ((Player 2 (Blue) Food used) Less than 31) then do (Create 1.Paladin for Player 2 (Blue) at (Center of p2_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
p Spawn p3
Events
Time - Every 2.00 seconds of game time
Conditions
(p3_Select <gen> contains (Random unit from (Units of type Paladin))) Equal to True
Actions
If ((Player 3 (Teal) Food used) Less than 31) then do (Create 1.Paladin for Player 3 (Teal) at (Center of p3_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
p Spawn p4
Events
Time - Every 2.00 seconds of game time
Conditions
(p4_Select <gen> contains (Random unit from (Units of type Paladin))) Equal to True
Actions
If ((Player 4 (Purple) Food used) Less than 31) then do (Create 1.Paladin for Player 4 (Purple) at (Center of p4_Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
t Set1 p1
Events
Player - Player 1 (Red) 's Current lumber becomes Equal to 8.00
Conditions
Actions
Game - Display to (All players) the text: Player 1 has destroyed 4 towers. Tower Upgrade Awarded.
Unit - Create 1 . Royal Guard for Player 1 (Red) at (Center of p1_t1 <gen>) facing Default building facing degrees
Unit - Create 1 . Royal Guard for Player 1 (Red) at (Center of p1_t2 <gen>) facing Default building facing degrees
t Set1 p2
Events
Player - Player 2 (Blue) 's Current lumber becomes Equal to 8.00
Conditions
Actions
Game - Display to (All players) the text: Player 2 has destroyed 4 towers. Tower Upgrade Awarded.
Unit - Create 1 . Royal Guard for Player 2 (Blue) at (Center of p2_t1 <gen>) facing Default building facing degrees
Unit - Create 1 . Royal Guard for Player 2 (Blue) at (Center of p2_t2 <gen>) facing Default building facing degrees
t Set1 p3
Events
Player - Player 3 (Teal) 's Current lumber becomes Equal to 8.00
Conditions
Actions
Game - Display to (All players) the text: Player 3 has destroyed 4 towers. Tower Upgrade Awarded.
Unit - Create 1 . Royal Guard for Player 3 (Teal) at (Center of p3_t1 <gen>) facing Default building facing degrees
Unit - Create 1 . Royal Guard for Player 3 (Teal) at (Center of p3_t2 <gen>) facing Default building facing degrees
t Set1 p4
Events
Player - Player 4 (Purple) 's Current lumber becomes Equal to 8.00
Conditions
Actions
Game - Display to (All players) the text: Player 4 has destroyed 4 towers. Tower Upgrade Awarded.
Unit - Create 1 . Royal Guard for Player 4 (Purple) at (Center of p4_t1 <gen>) facing Default building facing degrees
Unit - Create 1 . Royal Guard for Player 4 (Purple) at (Center of p4_t2 <gen>) facing Default building facing degrees
Bounty
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
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
((Dying unit) is Summoned) Not equal to True
Actions
Player Group - Pick every player in (All players) and do (If ((Owner of (Killing unit)) Equal to (Owner of (Killing unit))) then do (Add 1 to (Owner of (Killing unit)).Current gold) else do (Do nothing))
Bounty Lumber
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
Conditions
(Owner of (Dying unit)) Not equal to (Owner of (Killing unit))
((Dying unit) is A structure) Equal to True
Actions
Player Group - Pick every player in (All players) and do (If ((Owner of (Killing unit)) Equal to (Owner of (Killing unit))) then do (Add 1 to (Owner of (Killing unit)).Current lumber) else do (Do nothing))
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