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Cinematic - Send transmission to (All players) from a Neutral Passive . Villager (Female) named Rose at (Center of Region_608 <gen>) : Play No sound and display Jack lets just sit here and wait for a boat, you stay in the freezing water, ill sit on this plank. . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All players) from a Neutral Passive . Villager (Male) named Jack at (Center of Region_608 <gen>) : Play No sound and display **Thinks to himself** (You could just move over bitch) Yeah lets wait for a boat. . Modify duration: Add 0 seconds and Wait
Wait 2.00 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Villager 0150 <gen> using Abilities\\Spells\\Undead\\FrostNova\\FrostNovaTarget.mdl
Unit - true (Unexpected type: 'pauseunpauseoption') Villager 0150 <gen>
Camera - Pan camera for Player 1 (Red) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of Region_608 <gen>) over 0.01 seconds
Trigger - Turn off (This trigger)
pan for blowup
Events
Unit - A unit enters Region_609 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of Region_608 <gen>) over 0.01 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of Region_608 <gen>) over 0.01 seconds
Trigger - Turn off (This trigger)
stop units
Events
Unit - A unit enters start_end_movie <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
For each (Integer A) from 1 to 11 , do (true (Unexpected type: 'pauseunpauseoption') all units)
Wait 10.00 seconds
For each (Integer A) from 1 to 11 , do (false (Unexpected type: 'pauseunpauseoption') all units)
Trigger - Turn off (This trigger)
blow them up
Events
Unit - A unit enters Region_609 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Special Effect - Create a special effect at (Center of Region_608 <gen>) using Abilities\\Spells\\Orc\\SpikeBarrier\\SpikeBarrier.mdl
Unit - Explode Villager 0150 <gen> .
Unit - Explode Villager 0149 <gen> .
Trigger - Turn off (This trigger)
door1
Events
Unit - A unit enters door1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
If ((Unit-type of (Triggering unit)) Equal to Demon Hunter) then do (UNKNOWN PRESET: bj_GATEOPERATION_OPEN Iron Gate 0103 <gen>) else do (Do nothing)
Sound - Play BattleNetDoorsStereo2 <gen>
Trigger - Turn off (This trigger)
door2
Events
Unit - A unit enters door2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
If ((Unit-type of (Triggering unit)) Equal to Demon Hunter) then do (UNKNOWN PRESET: bj_GATEOPERATION_OPEN Iron Gate 0102 <gen>) else do (Do nothing)
Sound - Play BattleNetDoorsStereo2 <gen>
Trigger - Turn off (This trigger)
door3
Events
Unit - A unit enters door3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
If ((Unit-type of (Triggering unit)) Equal to Demon Hunter) then do (UNKNOWN PRESET: bj_GATEOPERATION_OPEN Iron Gate 0105 <gen>) else do (Do nothing)
Sound - Play BattleNetDoorsStereo2 <gen>
Trigger - Turn off (This trigger)
door4
Events
Unit - A unit enters door4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
If ((Unit-type of (Triggering unit)) Equal to Demon Hunter) then do (UNKNOWN PRESET: bj_GATEOPERATION_OPEN Iron Gate 0104 <gen>) else do (Do nothing)
Sound - Play BattleNetDoorsStereo2 <gen>
Trigger - Turn off (This trigger)
level 7 view
Events
Unit - A unit enters checkpoint_6 <gen>
Conditions
Actions
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across lvl7_view <gen>)
Player Leave
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Not equal to Is playing) then do (Remove Hero[(Integer A)] from the game) else do (Do nothing))
Initialization
Events
Map initialization
Conditions
Actions
Set Variable Set Continues =
Set Variable Set Checkpoint =
For each (Integer A) from 1 to 11 , do (Set VariableSet Hero[(Integer A)] = (Random unit from (Units owned by (Player((Integer A))).)))
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Remove Hero[(Integer A)] from the game) else do (Do nothing))
Set Variable Set isCheckpoint =
Sound - Set music volume to 100 %
Trigger - Run Add_Heroes <gen> (ignoring conditions)
Leaderboard
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Add Neutral Passive to (Last created leaderboard) with label |cFFFF0303Escape The |r|cFF959697Titanic|r and value 1
Leaderboard - Change the display style for Neutral Passive in (Last created leaderboard) to true (Unexpected type: 'showhideoption') the label, true (Unexpected type: 'showhideoption') the value, and false (Unexpected type: 'showhideoption') the icon
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Leaderboard - Show (Last created leaderboard)
All Heroes Die
Events
Time - Every 0.50 seconds of game time
Conditions
isCheckpoint Equal to False
Actions
If ((All units of Heroes are dead) Equal to True) then do (Run Check_Continues <gen> (checking conditions)) else do (Do nothing)
If ((All units of Heroes are dead) Equal to True) then do else do (Do nothing)
Check Continues
Events
Conditions
Actions
If (Continues Greater than 0) then do (Run Continue_Revival <gen> (checking conditions)) else do (Run game_over <gen> (ignoring conditions))
Continue Revival
Events
Conditions
Actions
Wait 1.00 seconds
Set Variable Set Continues = (Continues - 1)
Leaderboard - Hide (Last created leaderboard)
Leaderboard - Change the title of (Last created leaderboard) to (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Show (Last created leaderboard)
Game - Display to (All players) the text: ((You have + (|cFFFF0000 + (String(Continues)))) + |r |cFF00FFFFContinues|r Left Now.)
Unit Group - Order (Units of type Demon Hunter) to Stop
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Trigger - Run pan_1_Copy <gen> (ignoring conditions)
pan 1 Copy
Events
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for Player 1 (Red) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of Checkpoint) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of Checkpoint) over 0.50 seconds
Add Heroes
Events
Conditions
Actions
Unit Group - Add Hero[1] to Heroes
Unit Group - Add Hero[2] to Heroes
Unit Group - Add Hero[3] to Heroes
Unit Group - Add Hero[4] to Heroes
Unit Group - Add Hero[5] to Heroes
Unit Group - Add Hero[6] to Heroes
Unit Group - Add Hero[7] to Heroes
Unit Group - Add Hero[8] to Heroes
Unit Group - Add Hero[9] to Heroes
Unit Group - Add Hero[10] to Heroes
Unit Group - Add Hero[11] to Heroes
Plus Continue 1
Events
Unit - A unit enters continue1 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Continues = (Continues + 1)
Leaderboard - Hide (Last created leaderboard)
Leaderboard - Change the title of (Last created leaderboard) to (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Show (Last created leaderboard)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |c000042FF has earned your team a continue!|r)
Plus Continue 1 Copy
Events
Unit - A unit enters continue2 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Continues = (Continues + 1)
Leaderboard - Hide (Last created leaderboard)
Leaderboard - Change the title of (Last created leaderboard) to (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Show (Last created leaderboard)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |c000042FF has earned your team a continue!|r)
Plus Continue 1 Copy Copy
Events
Unit - A unit enters continue3 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Continues = (Continues + 1)
Leaderboard - Hide (Last created leaderboard)
Leaderboard - Change the title of (Last created leaderboard) to (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Show (Last created leaderboard)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |c000042FF has earned your team a continue!|r)
Plus Continue 1 Copy Copy 2
Events
Unit - A unit enters continue4 <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Continues = (Continues + 1)
Leaderboard - Hide (Last created leaderboard)
Leaderboard - Change the title of (Last created leaderboard) to (|cFF20C000Continues|r : + (|cFF959697 + (String(Continues))))
Leaderboard - Show (Last created leaderboard)
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |c000042FF has earned your team a continue!|r)
check1
Events
Unit - A unit enters checkpoint_1 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Unit Group - Pick every unit in (Units in lvl1_monster_remove <gen>) and do (Remove (Picked unit) from the game)
check2
Events
Unit - A unit enters checkpoint_2 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Unit Group - Pick every unit in (Units in lvl2_monster_removal <gen>) and do (Remove (Picked unit) from the game)
check3
Events
Unit - A unit enters checkpoint_3 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
check4
Events
Unit - A unit enters checkpoint_4 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 3.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Unit Group - Pick every unit in (Units in lvl3_monster_removal <gen>) and do (Remove (Picked unit) from the game)
check5
Events
Unit - A unit enters checkpoint_5 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 3.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Wait 5.00 seconds
Unit Group - Pick every unit in (Units in lvl4_n_5_monster_removal <gen>) and do (Remove (Picked unit) from the game)
check6
Events
Unit - A unit enters checkpoint_6 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 3.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Unit Group - Pick every unit in (Units in lvl6_monster_removal <gen>) and do (Remove (Picked unit) from the game)
check7
Events
Unit - A unit enters checkpoint_7 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Turn off (This trigger)
Set Variable Set Checkpoint =
Set Variable Set isCheckpoint =
For each (Integer A) from 1 to 11 , do (Order Hero[(Integer A)] to Stop.)
Wait 1.00 seconds
For each (Integer A) from 1 to 11 , do (Kill Hero[(Integer A)])
Wait 3.00 seconds
For each (Integer A) from 1 to 11 , do (Instantly revive Hero[(Integer A)] at (Random point in Checkpoint), false (Unexpected type: 'showhideoption') revival graphics)
Set Variable Set isCheckpoint =
Unit Group - Pick every unit in (Units in lvl7_monster_removal <gen>) and do (Remove (Picked unit) from the game)
Victory
Events
Unit - A unit enters victory <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 12 (Brown)
Actions
Unit - true (Unexpected type: 'pauseunpauseoption') all units
Animation - Play (Entering unit) 's Victory animation
Game - Display to (All players) the text: |cFF959697You win! You escaped the titanic!|r
Wait 3.00 seconds
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Skip dialogs, Show scores))
lets patrol
Events
Map initialization
Conditions
Actions
Unit - Order Mortar Team 0026 <gen> to Attack Ground . (Center of Region_522 <gen>)
Unit - Order Mortar Team 0021 <gen> to Attack Ground . (Center of Region_521 <gen>)
Unit - Order Mortar Team 0027 <gen> to Attack Ground . (Center of Region_523 <gen>)
Unit - Order Mortar Team 0024 <gen> to Attack Ground . (Center of Region_520 <gen>)
Unit - Order Mortar Team 0028 <gen> to Attack Ground . (Center of Region_519 <gen>)
Unit - Order Mortar Team 0025 <gen> to Attack Ground . (Center of Region_518 <gen>)
Unit - Order Shadow Wolf 0029 <gen> to Patrol To . (Center of Region_525 <gen>)
Unit - Order Shadow Wolf 0030 <gen> to Patrol To . (Center of Region_526 <gen>)
Unit - Order Shadow Wolf 0031 <gen> to Patrol To . (Center of Region_527 <gen>)
Unit - Order Shadow Wolf 0033 <gen> to Patrol To . (Center of Region_524 <gen>)
Unit - Order Mortar Team 0042 <gen> to Attack Ground . (Center of Region_531 <gen>)
Unit - Order Shadow Wolf 0032 <gen> to Patrol To . (Center of Region_528 <gen>)
Unit - Order Shadow Wolf 0035 <gen> to Patrol To . (Center of Region_529 <gen>)
Unit - Order Shadow Wolf 0034 <gen> to Patrol To . (Center of Region_530 <gen>)
Unit - Order Shadow Wolf 0036 <gen> to Patrol To . (Center of Region_532 <gen>)
Unit - Order Shadow Wolf 0037 <gen> to Patrol To . (Center of Region_533 <gen>)
Unit - Order Mortar Team 0041 <gen> to Attack Ground . (Center of bridge_1 <gen>)
Unit - Order Mortar Team 0040 <gen> to Attack Ground . (Center of bridge_2 <gen>)
Unit - Order Shadow Wolf 0038 <gen> to Patrol To . (Center of Region_534 <gen>)
Unit - Order Shadow Wolf 0039 <gen> to Patrol To . (Center of Region_535 <gen>)
Unit - Order Shadow Wolf 0043 <gen> to Patrol To . (Center of Region_537 <gen>)
Unit - Order Shadow Wolf 0044 <gen> to Patrol To . (Center of Region_536 <gen>)
Unit - Order Mortar Team 0132 <gen> to Attack Ground . (Center of Region_563 <gen>)
Unit - Order Mortar Team 0133 <gen> to Attack Ground . (Center of Region_561 <gen>)
Unit - Order Shadow Wolf 0128 <gen> to Patrol To . (Center of Region_560 <gen>)
Unit - Order Shadow Wolf 0129 <gen> to Patrol To . (Center of Region_564 <gen>)
Unit - Order Mortar Team 0134 <gen> to Attack Ground . (Center of Region_562 <gen>)
Unit - Order Mortar Team 0135 <gen> to Attack Ground . (Center of Region_566 <gen>)
Unit - Order Shadow Wolf 0130 <gen> to Patrol To . (Center of Region_565 <gen>)
Unit - Order Shadow Wolf 0131 <gen> to Patrol To . (Center of Region_567 <gen>)
Unit - Order Shadow Wolf 0145 <gen> to Patrol To . (Center of Region_578 <gen>)
Unit - Order Mortar Team 0046 <gen> to Attack Ground . (Center of Region_582 <gen>)
Unit - Order Mortar Team 0051 <gen> to Attack Ground . (Center of Region_586 <gen>)
Unit - Order Mortar Team 0055 <gen> to Attack Ground . (Center of Region_587 <gen>)
Unit - Order Mortar Team 0058 <gen> to Attack Ground . (Center of Region_591 <gen>)
Unit - Order Mortar Team 0139 <gen> to Attack Ground . (Center of Region_598 <gen>)
Unit - Order Shadow Wolf 0140 <gen> to Patrol To . (Center of Region_600 <gen>)
Unit - Order Shadow Wolf 0142 <gen> to Patrol To . (Center of Region_601 <gen>)
Unit - Order Shadow Wolf 0143 <gen> to Patrol To . (Center of Region_602 <gen>)
Unit - Order Shadow Wolf 0144 <gen> to Patrol To . (Center of Region_603 <gen>)
Unit - Order Shadow Wolf 0146 <gen> to Patrol To . (Center of Region_604 <gen>)
Unit - Order Shadow Wolf 0147 <gen> to Patrol To . (Center of Region_605 <gen>)
Unit - Order Shadow Wolf 0148 <gen> to Patrol To . (Center of Region_606 <gen>)
vineyard
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Shadow Wolf (Level 3) for Player 12 (Brown) at (Random point in spawn_monsters <gen>) facing Default building facing degrees
death for movers
Events
Unit - A unit enters monsters_dissappear <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Explode (Triggering unit) .
turn on ice monsters
Events
Unit - A unit enters door1 <gen>
Conditions
Actions
Trigger - Turn on spawn_on_ice <gen>
Trigger - Turn off (This trigger)
spawn on ice
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_569 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_571 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_570 <gen>) facing (Position of (Triggering unit))
make ice monsters move
Events
Unit - A unit enters Region_572 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_573 <gen>)
kill ice monster
Events
Unit - A unit enters kill_monster <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Explode (Triggering unit) .
turn on vinespawn
Events
Unit - A unit enters Region_677 <gen>
Conditions
Actions
Trigger - Turn on vineyard <gen>
Trigger - Turn off (This trigger)
stop spawning ice
Events
Unit - A unit enters continue2 <gen>
Conditions
Actions
Trigger - Turn off spawn_on_ice <gen>
Trigger - Turn off (This trigger)
stop the spawn
Events
Unit - A unit enters stop_spawning_monsters <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Trigger - Turn off vineyard <gen>
Unit - Create 10 Shade for Player 12 (Brown) at (Random point in Region_517 <gen>) facing (Position of (Triggering unit))
Trigger - Turn off (This trigger)
move
Events
Unit - A unit enters Region_503 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_546 <gen>)
move Copy
Events
Unit - A unit enters Region_504 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_547 <gen>)
move Copy 2
Events
Unit - A unit enters Region_505 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_548 <gen>)
move Copy 3
Events
Unit - A unit enters Region_506 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_549 <gen>)
move Copy 4
Events
Unit - A unit enters Region_507 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_550 <gen>)
move Copy 5
Events
Unit - A unit enters Region_508 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_551 <gen>)
move Copy 6
Events
Unit - A unit enters Region_509 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_552 <gen>)
move Copy 7
Events
Unit - A unit enters Region_510 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_553 <gen>)
move Copy 8
Events
Unit - A unit enters Region_511 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_554 <gen>)
move Copy 9
Events
Unit - A unit enters Region_512 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_555 <gen>)
move Copy 10
Events
Unit - A unit enters Region_513 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_556 <gen>)
move Copy 11
Events
Unit - A unit enters Region_514 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_557 <gen>)
move Copy 12
Events
Unit - A unit enters Region_515 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_558 <gen>)
move Copy 13
Events
Unit - A unit enters Region_516 <gen>
Conditions
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_559 <gen>)
patrol area 2
Events
Unit - A unit enters tele_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Order Shadow Wolf 0152 <gen> to Patrol To . (Center of Region_611 <gen>)
Unit - Order Shadow Wolf 0153 <gen> to Patrol To . (Center of Region_612 <gen>)
Unit - Order Shadow Wolf 0154 <gen> to Patrol To . (Center of Region_613 <gen>)
Unit - Order Shadow Wolf 0155 <gen> to Patrol To . (Center of Region_614 <gen>)
Unit - Order Shadow Wolf 0187 <gen> to Patrol To . (Center of Region_617 <gen>)
Unit - Order Shadow Wolf 0188 <gen> to Patrol To . (Center of Region_618 <gen>)
Unit - Order Shadow Wolf 0189 <gen> to Patrol To . (Center of Region_619 <gen>)
Unit - Order Shadow Wolf 0190 <gen> to Patrol To . (Center of Region_620 <gen>)
Unit - Order Shadow Wolf 0191 <gen> to Patrol To . (Center of Region_621 <gen>)
Unit - Order Shadow Wolf 0192 <gen> to Patrol To . (Center of Region_622 <gen>)
Unit - Order Shadow Wolf 0193 <gen> to Patrol To . (Center of Region_623 <gen>)
Unit - Order Shadow Wolf 0194 <gen> to Patrol To . (Center of Region_624 <gen>)
Unit - Order Shadow Wolf 0195 <gen> to Patrol To . (Center of Region_625 <gen>)
Unit - Order Shadow Wolf 0196 <gen> to Patrol To . (Center of Region_626 <gen>)
Unit - Order Shadow Wolf 0198 <gen> to Patrol To . (Center of Region_616 <gen>)
Unit - Order Shadow Wolf 0197 <gen> to Patrol To . (Center of Region_615 <gen>)
Unit - Order Shadow Wolf 0199 <gen> to Patrol To . (Center of Region_627 <gen>)
Unit - Order Shadow Wolf 0200 <gen> to Patrol To . (Center of Region_629 <gen>)
Unit - Order Shadow Wolf 0201 <gen> to Patrol To . (Center of Region_628 <gen>)
patrol area 3
Events
Unit - A unit enters checkpoint_6 <gen>
Conditions
Actions
Unit - Order Shadow Wolf 0202 <gen> to Patrol To . (Center of Region_630 <gen>)
Unit - Order Shadow Wolf 0203 <gen> to Patrol To . (Center of Region_631 <gen>)
Unit - Order Shadow Wolf 0204 <gen> to Patrol To . (Center of tele_21 <gen>)
Unit - Order Shadow Wolf 0231 <gen> to Patrol To . (Center of Region_632 <gen>)
Unit - Order Shadow Wolf 0232 <gen> to Patrol To . (Center of Region_633 <gen>)
Unit - Order Shadow Wolf 0233 <gen> to Patrol To . (Center of Region_634 <gen>)
Unit - Order Shadow Wolf 0234 <gen> to Patrol To . (Center of Region_635 <gen>)
Unit - Order Shadow Wolf 0235 <gen> to Patrol To . (Center of Region_636 <gen>)
Unit - Order Shadow Wolf 0236 <gen> to Patrol To . (Center of Region_637 <gen>)
Unit - Order Shadow Wolf 0237 <gen> to Patrol To . (Center of Region_638 <gen>)
Unit - Order Shadow Wolf 0238 <gen> to Patrol To . (Center of Region_639 <gen>)
Unit - Order Shadow Wolf 0239 <gen> to Patrol To . (Center of Region_640 <gen>)
Unit - Order Shadow Wolf 0240 <gen> to Patrol To . (Center of Region_641 <gen>)
Unit - Order Shadow Wolf 0241 <gen> to Patrol To . (Center of Region_642 <gen>)
Unit - Order Shadow Wolf 0242 <gen> to Patrol To . (Center of Region_643 <gen>)
Unit - Order Shadow Wolf 0243 <gen> to Patrol To . (Center of Region_644 <gen>)
Unit - Order Shadow Wolf 0244 <gen> to Patrol To . (Center of Region_645 <gen>)
turn on ice spawns
Events
Unit - A unit enters door2 <gen>
Conditions
Actions
Trigger - Turn on spawn_them <gen>
Trigger - Turn off (This trigger)
kill the spawns
Events
Unit - A unit enters kill_icespawns2 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Explode (Triggering unit) .
spawn them
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_575 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_576 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Shadow Wolf (Level 3) for Player 12 (Brown) at (Center of Region_577 <gen>) facing (Position of (Triggering unit))
move first one 1
Events
Unit - A unit enters Region_575 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_579 <gen>)
move first one 1 Copy
Events
Unit - A unit enters Region_579 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_583 <gen>)
move first one 1 Copy Copy
Events
Unit - A unit enters Region_583 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_590 <gen>)
move first one 1 Copy Copy Copy
Events
Unit - A unit enters Region_590 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_594 <gen>)
move first one 1 Copy Copy Copy Copy
Events
Unit - A unit enters Region_594 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_595 <gen>)
move second 2
Events
Unit - A unit enters Region_576 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_580 <gen>)
move second 2 Copy
Events
Unit - A unit enters Region_580 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_584 <gen>)
move second 2 Copy Copy
Events
Unit - A unit enters Region_584 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_589 <gen>)
move second 2 Copy 2
Events
Unit - A unit enters Region_589 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_593 <gen>)
move second 2 Copy 3
Events
Unit - A unit enters Region_593 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_596 <gen>)
move third 3
Events
Unit - A unit enters Region_577 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_581 <gen>)
move third 3 Copy
Events
Unit - A unit enters Region_581 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_585 <gen>)
move third 3 Copy 2
Events
Unit - A unit enters Region_585 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_588 <gen>)
move third 3 Copy 3
Events
Unit - A unit enters Region_588 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_592 <gen>)
move third 3 Copy 4
Events
Unit - A unit enters Region_592 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Center of Region_597 <gen>)
turn off ice spawns
Events
Unit - A unit enters checkpoint_2 <gen>
Conditions
Actions
Trigger - Turn off spawn_them <gen>
turn on spawn
Events
Unit - A unit enters checkpoint_7 <gen>
Conditions
Actions
Trigger - Turn on make_spawn <gen>
make spawn
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit - Create 1 . Shadow Wolf (Level 3) for Player 12 (Brown) at (Random point in Region_660 <gen>) facing Default building facing degrees
move the spawns
Events
Unit - A unit enters Region_646 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_661 <gen>)
move the spawns Copy
Events
Unit - A unit enters Region_647 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_662 <gen>)
move the spawns Copy 2
Events
Unit - A unit enters Region_648 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_663 <gen>)
move the spawns Copy 3
Events
Unit - A unit enters Region_653 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_674 <gen>)
move the spawns Copy 4
Events
Unit - A unit enters Region_654 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_673 <gen>)
move the spawns Copy 5
Events
Unit - A unit enters Region_655 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Order (Entering unit) to Move To . (Random point in Region_672 <gen>)
kill off spawns
Events
Unit - A unit enters Region_675 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Explode (Triggering unit) .
remove water spawn
Events
Unit - A unit enters Region_649 <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Demon Hunter
Actions
Unit - Remove (Triggering unit) from the game
vine
Events
Unit - A unit enters vines <gen>
Unit - A unit enters vine1 <gen>
Unit - A unit enters vine2 <gen>
Unit - A unit enters vine3 <gen>
Unit - A unit enters vine4 <gen>
Unit - A unit enters vine5 <gen>
Unit - A unit enters vine6 <gen>
Unit - A unit enters vine7 <gen>
Unit - A unit enters vine8 <gen>
Unit - A unit enters vine9 <gen>
Unit - A unit enters vine10 <gen>
Unit - A unit enters vine11 <gen>
Unit - A unit enters vine12 <gen>
Unit - A unit enters vine13 <gen>
Unit - A unit enters vine14 <gen>
Unit - A unit enters vine15 <gen>
Unit - A unit enters vine16 <gen>
Unit - A unit enters vine17 <gen>
Unit - A unit enters vine18 <gen>
Unit - A unit enters vine19 <gen>
Unit - A unit enters vine20 <gen>
Unit - A unit enters vine21 <gen>
Unit - A unit enters vine22 <gen>
Unit - A unit enters vine23 <gen>
Unit - A unit enters end_of_vine <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - true (Unexpected type: 'pauseunpauseoption') (Triggering unit)
Unit - Order (Triggering unit) to Hold Position .
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\\Spells\\NightElf\\EntanglingRoots\\EntanglingRootsTarget.mdl
Set Variable Set entanglingroots = (Last created special effect)
Wait 2 seconds
Special Effect - Destroy entanglingroots
Unit - Kill (Triggering unit)
red types in skins
Events
Player - Player 1 (Red) types a chat message containing enable skins (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Flame_On <gen>
Trigger - Turn on Tidal_Wave <gen>
Trigger - Turn on Styles <gen>
Trigger - Turn on Sludge_Man <gen>
Trigger - Turn on Charged_Up <gen>
Trigger - Turn on Hammer_Time <gen>
Trigger - Turn on Death_Mask <gen>
Trigger - Turn on panty_raid <gen>
Trigger - Turn on Clouded_vision <gen>
Trigger - Turn on Chill_Out <gen>
Trigger - Turn on Gaia_Child <gen>
Flame On
Events
Player - Player 1 (Red) types a chat message containing -Flame On (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the rightarm (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the leftarm (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0000 <gen> using Abilities\\Weapons\\RedDragonBreath\\RedDragonMissile.mdl
Trigger - Turn off (This trigger)
Tidal Wave
Events
Player - Player 2 (Blue) types a chat message containing -Tidal Wave (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0003 <gen> using Abilities\\Spells\\Human\\Blizzard\\BlizzardTarget.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0003 <gen> using Doodads\\Terrain\\CliffDoodad\\Waterfall\\Waterfall.mdl
Special Effect - Create a special effect attached to the rightarm (Unexpected type: 'attachpoint') of Demon Hunter 0003 <gen> using Abilities\\Weapons\\LichMissile\\LichMissile.mdl
Special Effect - Create a special effect attached to the leftarm (Unexpected type: 'attachpoint') of Demon Hunter 0003 <gen> using Abilities\\Weapons\\LichMissile\\LichMissile.mdl
Trigger - Turn off (This trigger)
Styles
Events
Player - Player 3 (Teal) types a chat message containing -styles (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0004 <gen> using Abilities\\Spells\\Human\\InnerFire\\InnerFireTarget.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0004 <gen> using Abilities\\Weapons\\CryptFiendMissile\\CryptFiendMissileTarget.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0004 <gen> using Abilities\\Weapons\\CryptFiendMissile\\CryptFiendMissileTarget.mdl
Trigger - Turn off (This trigger)
Sludge Man
Events
Player - Player 4 (Purple) types a chat message containing -sludge man (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0007 <gen> using Abilities\\Spells\\Undead\\Curse\\CurseTarget.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0007 <gen> using units\\creeps\\SludgeMonster\\SludgeMonster.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0007 <gen> using units\\creeps\\SludgeMonster\\SludgeMonster.mdl
Trigger - Turn off (This trigger)
Charged Up
Events
Player - Player 5 (Yellow) types a chat message containing -Charged Up (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0008 <gen> using Abilities\\Spells\\Orc\\LightningShield\\LightningShieldTarget.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0008 <gen> using Abilities\\Spells\\Orc\\Purge\\PurgeBuffTarget.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0008 <gen> using Abilities\\Spells\\Orc\\LightningBolt\\LightningBoltMissile.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0008 <gen> using Abilities\\Spells\\Orc\\LightningBolt\\LightningBoltMissile.mdl
Trigger - Turn off (This trigger)
Hammer Time
Events
Player - Player 6 (Orange) types a chat message containing -Hammer Time (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0011 <gen> using Abilities\\Spells\\Items\\AIsp\\SpeedTarget.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0011 <gen> using units\\orc\\HealingWard\\HealingWard.mdl
Trigger - Turn off (This trigger)
Death Mask
Events
Player - Player 7 (Green) types a chat message containing -Death Mask (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0012 <gen> using Abilities\\Weapons\\PoisonSting\\PoisonStingTarget.mdl
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Demon Hunter 0012 <gen> using Abilities\\Weapons\\NecromancerMissile\\NecromancerMissile.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0012 <gen> using Abilities\\Weapons\\PoisonSting\\PoisonStingTarget.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0012 <gen> using Abilities\\Weapons\\PoisonSting\\PoisonStingTarget.mdl
Trigger - Turn off (This trigger)
panty raid
Events
Player - Player 8 (Pink) types a chat message containing -panty raid (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0015 <gen> using Abilities\\Spells\\Orc\\Bloodlust\\BloodlustTarget.mdl
Special Effect - Create a special effect attached to the leftarm (Unexpected type: 'attachpoint') of Demon Hunter 0015 <gen> using units\\orc\\SentryWard\\SentryWard.mdl
Special Effect - Create a special effect attached to the rightarm (Unexpected type: 'attachpoint') of Demon Hunter 0015 <gen> using units\\orc\\SentryWard\\SentryWard.mdl
Trigger - Turn off (This trigger)
Clouded vision
Events
Player - Player 9 (Gray) types a chat message containing -clouded vision (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0016 <gen> using Abilities\\Spells\\Human\\Resurrect\\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0016 <gen> using Abilities\\Spells\\Other\\GeneralAuraTarget\\GeneralAuraTarget.mdl
Special Effect - Create a special effect attached to the rightarm (Unexpected type: 'attachpoint') of Demon Hunter 0016 <gen> using units\\creeps\\HarpyWitch\\HarpyWitch.mdl
Trigger - Turn off (This trigger)
Chill Out
Events
Player - Player 10 (Light Blue) types a chat message containing -Chill Out (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Demon Hunter 0018 <gen> using Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0018 <gen> using Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0018 <gen> using Abilities\\Weapons\\FrostWyrmMissile\\FrostWyrmMissile.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0018 <gen> using Abilities\\Spells\\Items\\AIso\\BIsvTarget.mdl
Trigger - Turn off (This trigger)
Gaia Child
Events
Player - Player 11 (Dark Green) types a chat message containing -Gaia Child (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Demon Hunter 0019 <gen> using Abilities\\Spells\\NightElf\\BattleRoar\\RoarTarget.mdl
Special Effect - Create a special effect attached to the rightleg (Unexpected type: 'attachpoint') of Demon Hunter 0019 <gen> using units\\nightelf\\Ent\\Ent.mdl
Special Effect - Create a special effect attached to the leftleg (Unexpected type: 'attachpoint') of Demon Hunter 0019 <gen> using units\\nightelf\\Ent\\Ent.mdl
Trigger - Turn off (This trigger)
dogs
Events
Unit - A unit enters Region_666 <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00FEBA0EDemon Hunter: It seems that all the dogs that were in the storage room being taken to new york have escaped their cages. They are in a enraged state and will patrol back and forth untill the ship sinks and they meet their fate.
Trigger - Turn off (This trigger)
cactus
Events
Unit - A unit enters cactus_message <gen>
Conditions
Actions
Game - Display to (All players) the text: |c00FEBA0EDemon Hunter: Looks like weve reached the cactus guys room, he stored it here because he loves cactus, this will create problems for us getting across this ice.|r
Trigger - Turn off (This trigger)
vine message
Events
Unit - A unit enters checkpoint_3 <gen>
Conditions
Actions
Game - Display to (All players) the text: |c0020C000Demon Hunter: Looks like someone really let the garden grow full of poisonous vines, its not safe to step on the vines.. so lets not step on them.|r
Trigger - Turn off (This trigger)
red
Events
Unit - A unit comes within 65.00 of Demon Hunter 0000 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0000 <gen>
red Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0000 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0000 <gen>
red Copy Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0000 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0000 <gen>
blue
Events
Unit - A unit comes within 65.00 of Demon Hunter 0003 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0003 <gen>
blue Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0003 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0003 <gen>
blue copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0003 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0003 <gen>
teal
Events
Unit - A unit comes within 65.00 of Demon Hunter 0004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0004 <gen>
teal Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0004 <gen>
teal copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0004 <gen>
purple
Events
Unit - A unit comes within 65.00 of Demon Hunter 0007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0007 <gen>
purple Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0007 <gen>
purple copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0007 <gen>
pink
Events
Unit - A unit comes within 65.00 of Demon Hunter 0008 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0008 <gen>
pink Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0008 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0008 <gen>
pink copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0008 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0008 <gen>
orange
Events
Unit - A unit comes within 65.00 of Demon Hunter 0011 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0011 <gen>
orange Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0011 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0011 <gen>
orange copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0011 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0011 <gen>
yellow
Events
Unit - A unit comes within 65.00 of Demon Hunter 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0012 <gen>
yellow Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0012 <gen>
yellow copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0012 <gen>
green
Events
Unit - A unit comes within 65.00 of Demon Hunter 0015 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0015 <gen>
green Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0015 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0015 <gen>
green copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0015 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0015 <gen>
light blue
Events
Unit - A unit comes within 65.00 of Demon Hunter 0016 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0016 <gen>
light blue Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0016 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0016 <gen>
light blue copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0016 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0016 <gen>
dark green
Events
Unit - A unit comes within 65.00 of Demon Hunter 0018 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0018 <gen>
dark green Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0018 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0018 <gen>
dark green copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0018 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0018 <gen>
gray
Events
Unit - A unit comes within 65.00 of Demon Hunter 0019 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shadow Wolf (Level 3)
Actions
Unit - Kill Demon Hunter 0019 <gen>
gray Copy
Events
Unit - A unit comes within 65.00 of Demon Hunter 0019 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Shade
Actions
Unit - Kill Demon Hunter 0019 <gen>
gray copy 2
Events
Unit - A unit comes within 65.00 of Demon Hunter 0019 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Kill Demon Hunter 0019 <gen>
pan 1
Events
Unit - A unit enters checkpoint_1 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_1 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_1 <gen>) over 0.50 seconds
pan 2
Events
Unit - A unit enters checkpoint_2 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_2 <gen>) over 0.50 seconds
Trigger - Turn off pan_2 <gen>
pan 3
Events
Unit - A unit enters checkpoint_3 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_3 <gen>) over 0.50 seconds
Trigger - Turn off (This trigger)
pan 4
Events
Unit - A unit enters checkpoint_4 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_4 <gen>) over 0.50 seconds
Trigger - Turn off (This trigger)
pan 5
Events
Unit - A unit enters checkpoint_5 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_5 <gen>) over 0.50 seconds
Trigger - Turn off (This trigger)
pan 6
Events
Unit - A unit enters checkpoint_6 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_6 <gen>) over 0.50 seconds
Trigger - Turn off (This trigger)
pan 7
Events
Unit - A unit enters checkpoint_7 <gen>
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 7 (Green) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of checkpoint_7 <gen>) over 0.50 seconds
Trigger - Turn off (This trigger)
teleport 1 to 2
Events
Unit - A unit enters teleport_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of teleport_2 <gen>)
Unit - Order (Triggering unit) to Stop .
teleport 3 to 4
Events
Unit - A unit enters tele_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_4 <gen>)
Unit - Order (Triggering unit) to Stop .
tele 5 to 6
Events
Unit - A unit enters tele_5 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_6 <gen>)
tele 7 to 8
Events
Unit - A unit enters tele_7 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_8 <gen>)
tele 9 to 10
Events
Unit - A unit enters tele_9 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_10 <gen>)
tele 11 to 12
Events
Unit - A unit enters tele_11 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_12 <gen>)
tele 13 to 14
Events
Unit - A unit enters tele_13 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_14 <gen>)
tele 15 to 16
Events
Unit - A unit enters tele_15 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_16 <gen>)
tele 17 to 18
Events
Unit - A unit enters tele_17 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_18 <gen>)
tele 19 to 20
Events
Unit - A unit enters tele_19 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_20 <gen>)
tele 21 to 22
Events
Unit - A unit enters tele_21 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_22 <gen>)
tele 22 to 21
Events
Unit - A unit enters tele_a <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Unit - Move (Triggering unit) instantly to (Center of tele_b <gen>)
pan 1 to 2
Events
Unit - A unit enters teleport_1 <gen>
Conditions
Actions
Camera - Pan camera as necessary for (Owner of (Triggering unit)) to (Center of teleport_2 <gen>) over 0.5 seconds
pan 5 to 6
Events
Unit - A unit enters tele_5 <gen>
Conditions
Actions
Camera - Pan camera as necessary for (Owner of (Triggering unit)) to (Center of tele_6 <gen>) over 0.5 seconds
pan 19 to 20
Events
Unit - A unit enters tele_19 <gen>
Conditions
Actions
Camera - Pan camera as necessary for (Owner of (Triggering unit)) to (Center of tele_20 <gen>) over 0.5 seconds
remove
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Demon Hunter 0000 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Demon Hunter 0003 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Demon Hunter 0004 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Demon Hunter 0007 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Demon Hunter 0008 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Demon Hunter 0011 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove Demon Hunter 0012 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Demon Hunter 0015 <gen> from the game) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Remove Demon Hunter 0016 <gen> from the game) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Remove Demon Hunter 0018 <gen> from the game) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is unused) then do (Remove Demon Hunter 0019 <gen> from the game) else do (Do nothing)
Player 2
Events
Time - Every 2 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Unit - Kill Demon Hunter 0003 <gen>
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 2 (Blue)) + has left the game!)
Trigger - Turn off (This trigger)
kick blue 1
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player_2 <gen>
Unit - Kill Demon Hunter 0003 <gen>
Wait 0.50 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
Game - Defeat Player 2 (Blue) with the message: You were kicked from the game.
Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 2 (Blue)) + has been kicked out of the game!)
Trigger - Turn off (This trigger)
turn on ice blue
Events
Unit - Demon Hunter 0003 <gen> Is issued an order targeting a point
Conditions
(Demon Hunter 0003 <gen> has an item of type Boots of Speed) Equal to True
Actions
Unit - Make Demon Hunter 0003 <gen> face (Target point of issued order) over 0 seconds
blue slide 3
Events
Unit - A unit leaves slide_1 <gen>
Unit - A unit leaves slide_3 <gen>
Unit - A unit leaves slide_4 <gen>
Unit - A unit leaves slide_5 <gen>
Unit - A unit leaves slide_6 <gen>
Unit - A unit leaves slide_7 <gen>
Unit - A unit leaves slide_8 <gen>
Unit - A unit leaves slide_9 <gen>
Unit - A unit leaves slide_10 <gen>
Unit - A unit leaves slide_11 <gen>
Unit - A unit leaves slide_12 <gen>
Unit - A unit leaves slide_13 <gen>
Unit - A unit leaves slide_14 <gen>
Unit - A unit leaves slide_15 <gen>
Unit - A unit leaves slide_16 <gen>
Unit - A unit leaves slide_17 <gen>
Unit - A unit leaves slide_18 <gen>
Unit - A unit leaves slide_19 <gen>
Unit - A unit leaves slide_20 <gen>
Unit - A unit leaves slide_21 <gen>
Unit - A unit leaves slide_22 <gen>
Unit - A unit leaves slide_23 <gen>
Unit - A unit leaves slide_24 <gen>
Unit - A unit leaves slide_25 <gen>
Unit - A unit leaves slide_26 <gen>
Unit - A unit leaves slide_27 <gen>
Unit - A unit leaves green_slide_1 <gen>
Unit - A unit leaves green_slide_2 <gen>
Unit - A unit leaves green_slide_3 <gen>
Unit - A unit leaves green_slide_4 <gen>
Unit - A unit leaves green_slide_5 <gen>
Unit - A unit leaves green_slide_6 <gen>
Unit - A unit leaves green_slide_7 <gen>
Unit - A unit leaves green_slide_8 <gen>
Unit - A unit leaves green_slide_9 <gen>
Unit - A unit leaves green_slide_10 <gen>
Unit - A unit enters full_slide <gen>
Conditions
(Triggering unit) Equal to Demon Hunter 0003 <gen>
Actions
Trigger - Turn on blue_slide_trigger <gen>
blue slide trigger
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Demon Hunter 0003 <gen> instantly to ((Position of Demon Hunter 0003 <gen>) offset by 9.00 towards (Facing of Demon Hunter 0003 <gen>) degrees.)
blue slide 2
Events
Unit - A unit leaves backslide_1 <gen>
Unit - A unit leaves backslide_3 <gen>
Unit - A unit leaves backslide_3 <gen>
Unit - A unit leaves backslide_4 <gen>
Unit - A unit leaves backslide_5 <gen>
Unit - A unit leaves backslide_6 <gen>
Unit - A unit leaves backslide_7 <gen>
Unit - A unit leaves backslide_8 <gen>
Unit - A unit leaves backslide_9 <gen>
Unit - A unit leaves backslide_10 <gen>
Unit - A unit leaves backslide_11 <gen>
Unit - A unit leaves backslide_12 <gen>
Unit - A unit leaves backslide_13 <gen>
Unit - A unit leaves backslide_14 <gen>
Unit - A unit leaves backslide_15 <gen>
Unit - A unit leaves backslide_16 <gen>
Unit - A unit leaves backslide_17 <gen>
Unit - A unit leaves backslide_18 <gen>
Unit - A unit leaves backslide_19 <gen>
Unit - A unit leaves backslide_20 <gen>
Unit - A unit leaves backslide_21 <gen>
Unit - A unit leaves backslide_22 <gen>
Unit - A unit leaves backslide_23 <gen>
Unit - A unit leaves backslide_24 <gen>
Unit - A unit leaves backslide_25 <gen>
Unit - A unit leaves backslide_26 <gen>
Unit - A unit leaves backslide_27 <gen>
Unit - A unit enters green_slide_1 <gen>
Unit - A unit enters green_slide_2 <gen>
Unit - A unit enters green_slide_3 <gen>
Unit - A unit enters green_slide_4 <gen>
Unit - A unit enters green_slide_5 <gen>
Unit - A unit enters green_slide_6 <gen>
Unit - A unit enters green_slide_7 <gen>
Unit - A unit enters green_slide_8 <gen>
Unit - A unit enters green_slide_9 <gen>
Unit - A unit enters green_slide_10 <gen>
Unit - A unit leaves full_slide <gen>
Conditions
(Triggering unit) Equal to Demon Hunter 0003 <gen>
Actions
Trigger - Turn off blue_slide_trigger <gen>
die on ice blue
Events
Unit - Demon Hunter 0003 <gen> Dies
Conditions
Actions
Unit - Order Demon Hunter 0003 <gen> to Stop .
If ((Dying unit) Equal to Demon Hunter 0003 <gen>) then do (Turn off blue_slide_trigger <gen>) else do (Do nothing)
unused players
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Country Folk 0012 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Country Folk 0013 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Country Folk 0014 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Country Folk 0015 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Country Folk 0016 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Country Folk 0017 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove Country Folk 0018 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Country Folk 0019 <gen> from the game) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Remove Country Folk 0020 <gen> from the game) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Remove Country Folk 0021 <gen> from the game) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is unused) then do (Remove Country Folk 0022 <gen> from the game) else do (Do nothing)
player 1 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Unit - Kill Country Folk 0012 <gen>
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Game - Display to (All players) for 20.00 seconds the text: ((Name of Player 1 (Red)) + has left the game !)
Trigger - Turn off (This trigger)
turn off triggers
Events
Map initialization
Conditions
Actions
Trigger - Turn off game_over <gen>
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
Trigger - Turn off blue_slide <gen>
Trigger - Turn off blue_skate <gen>
Trigger - Turn off teal_slide <gen>
Trigger - Turn off teal_skate <gen>
Trigger - Turn off purple_slide <gen>
Trigger - Turn off purple_skate <gen>
Trigger - Turn off yellow_slide <gen>
Trigger - Turn off yellow_skate <gen>
Trigger - Turn off orange_slide <gen>
Trigger - Turn off orange_skate <gen>
Trigger - Turn off green_slide <gen>
Trigger - Turn off green_skate <gen>
Trigger - Turn off pink_slide <gen>
Trigger - Turn off pink_skate <gen>
Trigger - Turn off gray_slide <gen>
Trigger - Turn off gray_skate <gen>
Trigger - Turn off light_blue_slide <gen>
Trigger - Turn off light_blue_skate <gen>
Trigger - Turn off dark_green_slide <gen>
Trigger - Turn off dark_green_skate <gen>
Trigger - Turn off fart_off_1 <gen>
get a redo
Events
Time - Elapsed game time is 0.05 seconds
Conditions
Actions
Trigger - Run get_redo <gen> (checking conditions)
visibility
Events
Map initialization
Conditions
Actions
Visibility - Enable fog of war
Visibility - Enable black mask
Help and quests
Events
Map initialization
Conditions
Actions
Quest - Display to (All players) the Quest Update message: Press F9 to get help and hints about this map.
Quest - Create a Optional quest titled Units with the description Country Folk: The main unit who is trying to get to the city. Can learn Drugs, AED, Pepper Spray, and Police Escort.Villager (Male): A vilager who is slow moving and easy to dodgeEvil Plant: Spits out poison and devours anything on the grass.Child: a small villager who is fast though easy to dodgeCity Trash: trash that was dumped here by the city. It does not move and tends to be easier to avoid.Ice: It can either stay still or slide. Ice is rather large and harder to dodge. Although ice can be melted with flame armour.Wolf: wolves are fast and large animals that are very hard to dodge. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Create a Optional quest titled Flame Armour with the description Can be worn to melt ice at your touch. Useful for ice blocking paths. , using icon path ReplaceableTextures\CommandButtons\BTNUnholyAura.blp
Quest - Create a Optional quest titled Ice Skates with the description On a certain level there will be skates. Skates will allow you to have more control on the ice when equipted. You will be able to turn. , using icon path ReplaceableTextures\CommandButtons\BTNBootsOfSpeed.blp
start text
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text:
kick red
Events
Player - Player 1 (Red) types a chat message containing -kick=red (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off player_1_leaves <gen>
Unit - Kill Country Folk 0012 <gen>
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Game - Defeat Player 1 (Red) with the message: You were kicked from the game.
Game - Display to (All players) for 10.00 seconds the text: ((Name of Player 1 (Red)) + has been kicked out of the game!)
Trigger - Turn off (This trigger)
redo activated
Events
Player - Player 1 (Red) types a chat message containing -redo (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Pan camera for Player 1 (Red) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Hero - Instantly revive Country Folk 0012 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0013 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0014 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0015 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0016 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0017 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0018 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0019 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0020 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0021 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0022 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Unit - Move Country Folk 0012 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0013 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0014 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0015 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0016 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0017 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0018 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0019 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0020 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0021 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0022 <gen> instantly to (Random point in RESPAWN <gen>)
Leaderboard - Destroy (Last created leaderboard)
Leaderboard - Create a leaderboard for (All players) titled You have no redo.
Leaderboard - Show (Last created leaderboard)
Trigger - Turn on game_over <gen>
Trigger - Turn off (This trigger)
get redo
Events
Conditions
Actions
Trigger - Turn off game_over <gen>
Leaderboard - Destroy (Last created leaderboard)
Leaderboard - Create a leaderboard for (All players) titled You have a redo.
Leaderboard - Show (Last created leaderboard)
respawn
Events
Time - Every 2 seconds of game time
Conditions
(Country Folk 0012 <gen> is dead) Equal to True
(Country Folk 0013 <gen> is dead) Equal to True
(Country Folk 0014 <gen> is dead) Equal to True
(Country Folk 0015 <gen> is dead) Equal to True
(Country Folk 0016 <gen> is dead) Equal to True
(Country Folk 0017 <gen> is dead) Equal to True
(Country Folk 0018 <gen> is dead) Equal to True
(Country Folk 0019 <gen> is dead) Equal to True
(Country Folk 0020 <gen> is dead) Equal to True
(Country Folk 0021 <gen> is dead) Equal to True
(Country Folk 0022 <gen> is dead) Equal to True
Actions
grass kill
Events
Unit - A unit enters Region_000 <gen>
Unit - A unit enters Region_001 <gen>
Unit - A unit enters Region_002 <gen>
Unit - A unit enters Region_003 <gen>
Unit - A unit enters Region_004 <gen>
Unit - A unit enters Region_005 <gen>
Unit - A unit enters Region_006 <gen>
Unit - A unit enters Region_007 <gen>
Unit - A unit enters Region_008 <gen>
Unit - A unit enters Region_009 <gen>
Unit - A unit enters Region_010 <gen>
Unit - A unit enters Region_011 <gen>
Unit - A unit enters Region_012 <gen>
Unit - A unit enters Region_013 <gen>
Unit - A unit enters Region_014 <gen>
Unit - A unit enters Region_015 <gen>
Unit - A unit enters Region_016 <gen>
Unit - A unit enters Region_017 <gen>
Unit - A unit enters Region_018 <gen>
Unit - A unit enters Region_019 <gen>
Unit - A unit enters Region_020 <gen>
Unit - A unit enters Region_021 <gen>
Unit - A unit enters Region_022 <gen>
Unit - A unit enters Region_023 <gen>
Unit - A unit enters Region_024 <gen>
Unit - A unit enters Region_025 <gen>
Unit - A unit enters Region_026 <gen>
Unit - A unit enters Region_027 <gen>
Unit - A unit enters Region_028 <gen>
Unit - A unit enters Region_029 <gen>
Unit - A unit enters Region_030 <gen>
Unit - A unit enters Region_031 <gen>
Unit - A unit enters Region_032 <gen>
Unit - A unit enters Region_033 <gen>
Unit - A unit enters Region_084 <gen>
Unit - A unit enters Region_086 <gen>
Unit - A unit enters Region_087 <gen>
Unit - A unit enters Region_088 <gen>
Unit - A unit enters Region_089 <gen>
Unit - A unit enters Region_090 <gen>
Unit - A unit enters Region_091 <gen>
Unit - A unit enters Region_092 <gen>
Unit - A unit enters Region_093 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
Actions
If ((Triggering unit) Equal to Country Folk 0012 <gen>) then do (Turn off red_slide <gen>) else do (Do nothing)
Unit - Pause (Triggering unit)
Unit - Order (Triggering unit) to Hold Position .
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\NightElf\EntanglingRoots\EntanglingRootsTarget.mdl
Set Variable Set entanglingroots = (Last created special effect)
Wait 2 seconds
Special Effect - Destroy entanglingroots
Unit - Kill (Triggering unit)
red villager kill
Events
Unit - A unit comes within 65.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Villager (Male)
Actions
Unit - Kill Country Folk 0012 <gen>
red small villager kill
Events
Unit - A unit comes within 50.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Child
Actions
Unit - Kill Country Folk 0012 <gen>
red ice kill
Events
Unit - A unit comes within 100.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ice
Actions
Unit - Make Country Folk 0012 <gen> face (Random angle) over 0 seconds
Unit - Pause Country Folk 0012 <gen>
Wait 2 seconds
Unit - Unpause Country Folk 0012 <gen>
red city trash kill
Events
Unit - A unit comes within 80.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to City Trash (2)
Actions
Unit - Kill Country Folk 0012 <gen>
red dog kill
Events
Unit - A unit comes within 100.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Wolf
Actions
Unit - Kill Country Folk 0012 <gen>
red start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves s3 <gen>
Unit - A unit leaves s4 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Unit - A unit leaves i13 <gen>
Unit - A unit leaves i14 <gen>
Unit - A unit leaves i15 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
red stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit leaves n3 <gen>
Unit - A unit leaves n4 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Unit - A unit enters i13 <gen>
Unit - A unit enters i14 <gen>
Unit - A unit enters i15 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
red slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
red skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
blue start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on blue_slide <gen>
Trigger - Turn on blue_skate <gen>
blue stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off blue_slide <gen>
Trigger - Turn off blue_skate <gen>
blue slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0013 <gen> instantly to ((Position of Country Folk 0013 <gen>) offset by 9.00 towards (Facing of Country Folk 0013 <gen>) degrees.)
blue skate
Events
Unit - Country Folk 0013 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0013 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0013 <gen> face (Target point of issued order) over 0 seconds
teal start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
teal stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
teal slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
teal skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
purple start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
purple stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
purple slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
purple skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
yellow start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
yellow stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
yellow slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
yellow skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
orange start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
orange stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
orange slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
orange skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
green start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
green stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
green slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
green skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
pink start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
pink stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
pink slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
pink skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
gray start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
gray stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
gray slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
gray skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
light blue start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
light blue stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
light blue slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
light blue skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
dark green start sliding
Events
Unit - A unit leaves s1 <gen>
Unit - A unit leaves s2 <gen>
Unit - A unit leaves i1 <gen>
Unit - A unit leaves i2 <gen>
Unit - A unit leaves i3 <gen>
Unit - A unit leaves i4 <gen>
Unit - A unit leaves i5 <gen>
Unit - A unit leaves i6 <gen>
Unit - A unit leaves i7 <gen>
Unit - A unit leaves i8 <gen>
Unit - A unit leaves i9 <gen>
Unit - A unit leaves i10 <gen>
Unit - A unit leaves i11 <gen>
Unit - A unit leaves i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn on red_slide <gen>
Trigger - Turn on red_skate <gen>
dark green stop sliding
Events
Unit - A unit leaves n1 <gen>
Unit - A unit leaves n2 <gen>
Unit - A unit enters i1 <gen>
Unit - A unit enters i2 <gen>
Unit - A unit enters i3 <gen>
Unit - A unit enters i4 <gen>
Unit - A unit enters i5 <gen>
Unit - A unit enters i6 <gen>
Unit - A unit enters i7 <gen>
Unit - A unit enters i8 <gen>
Unit - A unit enters i9 <gen>
Unit - A unit enters i10 <gen>
Unit - A unit enters i11 <gen>
Unit - A unit enters i12 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Trigger - Turn off red_slide <gen>
Trigger - Turn off red_skate <gen>
dark green slide
Events
Time - Every 0.02 seconds of game time
Conditions
Actions
Unit - Move Country Folk 0012 <gen> instantly to ((Position of Country Folk 0012 <gen>) offset by 9.00 towards (Facing of Country Folk 0012 <gen>) degrees.)
dark green skate
Events
Unit - Country Folk 0012 <gen> Is issued an order targeting a point
Conditions
(Country Folk 0012 <gen> has an item of type Ice Skates) Equal to True
Actions
Unit - Make Country Folk 0012 <gen> face (Target point of issued order) over 0 seconds
die on ice Copy
Events
Unit - Country Folk 0012 <gen> Dies
Conditions
Actions
Unit - Order Country Folk 0012 <gen> to Stop .
If ((Dying unit) Equal to Country Folk 0012 <gen>) then do (Turn off red_slide <gen>) else do (Do nothing)
flame armour 1 stay
Events
Time - Every 10.00 seconds of game time
Conditions
(gg_item_I001_0023 is in (Entire map)) Equal to True
Actions
Item - Move gg_item_I001_0023 to (Center of i8 <gen>)
red Flame Armour
Events
Unit - A unit comes within 200.00 of Country Folk 0012 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Ice
(Country Folk 0012 <gen> has an item of type Flame Armour) Equal to True
Actions
Unit - Explode (Triggering unit) .
time exp
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If ((Country Folk 0012 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0012 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0013 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0013 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0014 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0014 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0015 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0015 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0016 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0016 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0017 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0017 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0018 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0018 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0019 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0019 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0020 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0020 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0021 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0021 <gen>, Show level-up graphics) else do (Do nothing)
If ((Country Folk 0022 <gen> is alive) Equal to True) then do (Add 1 experience to Country Folk 0022 <gen>, Show level-up graphics) else do (Do nothing)
red 500
Events
Unit - A unit comes within 500.00 of Country Folk 0012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
((Triggering unit) is A structure) Equal to False
Actions
Hero - Add 1 experience to Country Folk 0012 <gen> , Show level-up graphics
red 400
Events
Unit - A unit comes within 400.00 of Country Folk 0012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
((Triggering unit) is A structure) Equal to False
Actions
Hero - Add 2 experience to Country Folk 0012 <gen> , Show level-up graphics
red 300
Events
Unit - A unit comes within 300.00 of Country Folk 0012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
((Triggering unit) is A structure) Equal to False
Actions
Hero - Add 3 experience to Country Folk 0012 <gen> , Show level-up graphics
red 200
Events
Unit - A unit comes within 200.00 of Country Folk 0012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
((Triggering unit) is A structure) Equal to False
Actions
Hero - Add 4 experience to Country Folk 0012 <gen> , Show level-up graphics
red 100
Events
Unit - A unit comes within 100.00 of Country Folk 0012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
((Triggering unit) is A structure) Equal to False
Actions
Hero - Add 5 experience to Country Folk 0012 <gen> , Show level-up graphics
level 1
Events
Map initialization
Conditions
Actions
Trigger - Run l1_villager_patrol_1 <gen> (checking conditions)
Trigger - Run l1_weed_seige_1 <gen> (checking conditions)
Region - Center RESPAWN <gen> on (Center of c1 <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Unit - Move Country Folk 0012 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0013 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0014 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0015 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0016 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0017 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0018 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0019 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0020 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0021 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0022 <gen> instantly to (Random point in RESPAWN <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across v1 <gen>)
Trigger - Turn off (This trigger)
level 2
Events
Unit - A unit enters c2 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Run l2_villager_patrol_2 <gen> (checking conditions)
Trigger - Run l2_weed_seige_2 <gen> (checking conditions)
Unit - Order (Triggering unit) to Stop .
Region - Center RESPAWN <gen> on (Center of c2 <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Hero - Instantly revive Country Folk 0012 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0013 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0014 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0015 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0016 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0017 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0018 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0019 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0020 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0021 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0022 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Unit - Move Country Folk 0012 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0013 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0014 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0015 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0016 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0017 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0018 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0019 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0020 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0021 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0022 <gen> instantly to (Random point in RESPAWN <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across l2 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across v2 <gen>)
Unit Group - Pick every unit in (Units in l1 <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
level 3
Events
Unit - A unit enters c3 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Run l3_villager_patrol_3 <gen> (checking conditions)
Unit - Order (Triggering unit) to Stop .
Region - Center RESPAWN <gen> on (Center of c3 <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Hero - Instantly revive Country Folk 0012 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0013 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0014 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0015 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0016 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0017 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0018 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0019 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0020 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0021 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0022 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Unit - Move Country Folk 0012 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0013 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0014 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0015 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0016 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0017 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0018 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0019 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0020 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0021 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0022 <gen> instantly to (Random point in RESPAWN <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across l3 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across v3 <gen>)
Unit Group - Pick every unit in (Units in l2 <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
level 4
Events
Unit - A unit enters c4 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Trigger - Run l4_villager_patrol_4 <gen> (checking conditions)
Unit - Order (Triggering unit) to Stop .
Region - Center RESPAWN <gen> on (Center of c4 <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of RESPAWN <gen>) over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of RESPAWN <gen>) over 1.00 seconds
Hero - Instantly revive Country Folk 0012 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0013 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0014 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0015 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0016 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0017 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0018 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0019 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0020 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0021 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Hero - Instantly revive Country Folk 0022 <gen> at (Random point in RESPAWN <gen>) , Show revival graphics
Unit - Move Country Folk 0012 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0013 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0014 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0015 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0016 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0017 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0018 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0019 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0020 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0021 <gen> instantly to (Random point in RESPAWN <gen>)
Unit - Move Country Folk 0022 <gen> instantly to (Random point in RESPAWN <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across l4 <gen>)
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across v4 <gen>)
Unit Group - Pick every unit in (Units in l3 <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off (This trigger)
l1 b1 switch
Events
Unit - A unit enters b1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
Actions
Destructible - Kill Foot Switch 0027 <gen>
Destructible - Open Gate 0024 <gen>
Trigger - Turn off (This trigger)
l1 b2 switch
Events
Unit - A unit enters b2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
Actions
Destructible - Kill Foot Switch 0026 <gen>
Destructible - Open Gate 0025 <gen>
Trigger - Turn off (This trigger)
l1 villager patrol 1
Events
Conditions
Actions
Unit - Order Villager 0024 <gen> to Patrol To . (Center of p5 <gen>)
Unit - Order Villager 0025 <gen> to Patrol To . (Center of p4 <gen>)
Unit - Order Villager 0026 <gen> to Patrol To . (Center of p6 <gen>)
Unit - Order Villager 0029 <gen> to Patrol To . (Center of p3 <gen>)
Unit - Order Villager 0032 <gen> to Patrol To . (Center of p7 <gen>)
Unit - Order Villager 0028 <gen> to Patrol To . (Center of p2 <gen>)
Unit - Order Villager 0027 <gen> to Patrol To . (Center of p1 <gen>)
l1 weed seige 1
Events
Conditions
Actions
Unit - Order Evil Plant 0033 <gen> to Attack Ground . (Center of w1 <gen>)
l2 villager patrol 2
Events
Conditions
Actions
Unit - Order Villager 0034 <gen> to Patrol To . (Center of p12 <gen>)
Unit - Order Villager 0035 <gen> to Patrol To . (Center of p11 <gen>)
Unit - Order Villager 0037 <gen> to Patrol To . (Center of p10 <gen>)
Unit - Order Villager 0039 <gen> to Patrol To . (Center of p9 <gen>)
Unit - Order Villager 0038 <gen> to Patrol To . (Center of p8 <gen>)
Unit - Order Villager 0040 <gen> to Patrol To . (Center of p13 <gen>)
Unit - Order Villager 0045 <gen> to Patrol To . (Center of p14 <gen>)
Unit - Order Child 0047 <gen> to Patrol To . (Center of p15 <gen>)
Unit - Order Child 0046 <gen> to Patrol To . (Center of p16 <gen>)
l2 weed seige 2
Events
Conditions
Actions
Unit - Order Evil Plant 0041 <gen> to Attack Ground . (Center of w3 <gen>)
Unit - Order Evil Plant 0042 <gen> to Attack Ground . (Center of w2 <gen>)
l3 villager patrol 3
Events
Conditions
Actions
Unit - Order Wolf 0064 <gen> to Patrol To . (Center of p17 <gen>)
Unit - Order Wolf 0065 <gen> to Patrol To . (Center of p18 <gen>)
Unit - Order Wolf 0062 <gen> to Patrol To . (Center of i11 <gen>)
l4 destroy city trash 1
Events
Unit - A unit enters a1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
Actions
Unit - Kill City Trash 0079 <gen>
Unit - Kill City Trash 0078 <gen>
Unit - Kill City Trash 0010 <gen>
Unit - Kill City Trash 0076 <gen>
Unit - Kill City Trash 0077 <gen>
Unit - Kill City Trash 0080 <gen>
Unit - Kill City Trash 0081 <gen>
Trigger - Turn off (This trigger)
l4 villager patrol 4
Events
Conditions
Actions
Unit - Order Villager 0082 <gen> to Patrol To . (Center of p19 <gen>)
Unit - Order Villager 0083 <gen> to Patrol To . (Center of p20 <gen>)
Unit - Order Villager 0084 <gen> to Patrol To . (Center of p21 <gen>)
Unit - Order Villager 0085 <gen> to Patrol To . (Center of p22 <gen>)
Unit - Order Villager 0086 <gen> to Patrol To . (Center of p23 <gen>)
Unit - Order Villager 0087 <gen> to Patrol To . (Center of p24 <gen>)
Unit - Order Wolf 0089 <gen> to Patrol To . (Center of p25 <gen>)
Unit - Order Wolf 0088 <gen> to Patrol To . (Center of p26 <gen>)
Unit - Order Wolf 0113 <gen> to Patrol To . (Center of p34 <gen>)
Unit - Order Ice 0106 <gen> to Patrol To . (Center of p30 <gen>)
Unit - Order Ice 0110 <gen> to Patrol To . (Center of p32 <gen>)
Unit - Order Ice 0107 <gen> to Patrol To . (Center of p29 <gen>)
Unit - Order Ice 0112 <gen> to Patrol To . (Center of p31 <gen>)
Unit - Order Ice 0108 <gen> to Patrol To . (Center of p28 <gen>)
Unit - Order Ice 0111 <gen> to Patrol To . (Center of p33 <gen>)
Unit - Order Ice 0109 <gen> to Patrol To . (Center of p27 <gen>)
stay sheep
Events
Unit - A unit leaves sheep_cheat <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Sheep
Actions
Unit - Order (Triggering unit) to Move To . (Random point in sheep_cheat <gen>)
fart on 1
Events
Player - Player 1 (Red) types a chat message containing -Fart On (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Country Folk 0012 <gen> using Abilities\Spells\Undead\PlagueCloud\PlagueCloudCaster.mdl
Set Variable Set fart_on = (Last created special effect)
Trigger - Turn on fart_off_1 <gen>
Trigger - Turn off (This trigger)
fart off 1
Events
Player - Player 1 (Red) types a chat message containing -Fart Off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Special Effect - Destroy fart_on
Trigger - Turn on fart_on_1 <gen>
Trigger - Turn off (This trigger)
redo
Events
Player - Player 1 (Red) types a chat message containing i want a redo (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
Hero - Instantly revive Country Folk 0012 <gen> at (Center of RESPAWN <gen>) , Show revival graphics
testing only cheat 1000 exp
Events
Player - Player 1 (Red) types a chat message containing -level me captain-bradosia-cm cheat (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Hero - Add 1000 experience to Country Folk 0012 <gen> , Show level-up graphics
game over
Events
Time - Every 6.00 seconds of game time
Conditions
(Country Folk 0012 <gen> is dead) Equal to True
(Country Folk 0013 <gen> is dead) Equal to True
(Country Folk 0014 <gen> is dead) Equal to True
(Country Folk 0015 <gen> is dead) Equal to True
(Country Folk 0016 <gen> is dead) Equal to True
(Country Folk 0017 <gen> is dead) Equal to True
(Country Folk 0018 <gen> is dead) Equal to True
(Country Folk 0019 <gen> is dead) Equal to True
(Country Folk 0020 <gen> is dead) Equal to True
(Country Folk 0021 <gen> is dead) Equal to True
(Country Folk 0022 <gen> is dead) Equal to True
Actions
Game - Display to (All players) the text: You have no redo left !!!
Cinematic - Fade out over 5.00 seconds using texture White Mask and color ( 100.00 %, 0.00 %, 20.00 %) with 30.00 % transparency
Wait 5.00 seconds
Player Group - Pick every player in (All players) and do (Defeat (Picked player) with the message: You never made it to the big city...)
Trigger - Turn off (This trigger)
vic demo
Events
Unit - A unit enters c5 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Country Folk
Actions
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
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