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Triggers
CONFLI2.w3x
Variables
Initialization
Melee Initialization
maximum footmen camp
maximum footmen camp Copy
remove corpse
remove corpse Copy
remove corpse Copy Copy
credits
leaving player
leaving player Copy
leaving player Copy Copy
leaving player Copy Copy Copy
early warning
Red
g and l red
gold increment red
manor
lumber increment red
footmen red
archer red Copy
units owned
victory Copy Copy
units owned Copy 2
army off
army off Copy
training
autovillager
turn on auto
turn on auto Copy
Red
footmen red Copy
manor Copy
archer red Copy Copy
victory Copy
g and l red Copy
gold increment red Copy
lumber increment red Copy
units owned Copy
units owned Copy 2 Copy
army off Copy 2
army off Copy Copy
training Copy
autovillager Copy
turn on auto Copy 2
turn on auto Copy Copy
Red
footmen red Copy Copy
manor Copy 2
archer red Copy Copy Copy
g and l red Copy Copy
gold increment red Copy Copy
lumber increment red Copy Copy
units owned Copy Copy
units owned Copy 2 Copy Copy
army off Copy 2 Copy
army off Copy Copy Copy
training Copy Copy
autovillager Copy Copy
turn on auto Copy 2 Copy
turn on auto Copy Copy Copy
Red
footmen red Copy Copy Copy
archer red Copy Copy Copy Copy
g and l red Copy Copy Copy
gold increment red Copy Copy Copy
lumber increment red Copy Copy Copy
units owned Copy Copy Copy
units owned Copy 2 Copy Copy Copy
army off Copy 2 Copy Copy
army off Copy Copy Copy Copy
training Copy Copy Copy
autovillager Copy Copy Copy
turn on auto Copy 2 Copy Copy
turn on auto Copy Copy Copy Copy
manor Copy 3
skills
revive
revive Copy
rally
evict
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: |c00FFFF00Press F9 for details and tutorials|r
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Player - Set Player 1 (Red) . Current gold to 1000
Player - Set Player 1 (Red) . Current lumber to 750
Player - Set Player 2 (Blue) . Current gold to 1000
Player - Set Player 2 (Blue) . Current lumber to 750
Player - Set Player 3 (Teal) . Current gold to 1000
Player - Set Player 3 (Teal) . Current lumber to 750
Player - Set Player 4 (Purple) . Current gold to 1000
Player - Set Player 4 (Purple) . Current lumber to 750
maximum footmen camp
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Limit training of Explosives to 10 for Player 1 (Red)
Player - Limit training of Explosives to 10 for Player 2 (Blue)
Player - Limit training of Trebuchet (assault) to 1 for Player 1 (Red)
Player - Limit training of Trebuchet (assault) to 1 for Player 2 (Blue)
Player - Limit training of Stone Wall to 30 for Player 1 (Red)
Player - Limit training of Stone Wall to 30 for Player 2 (Blue)
Player - Limit training of Guard Tower to 8 for Player 1 (Red)
Player - Limit training of Guard Tower to 8 for Player 2 (Blue)
Player - Limit training of Catapult to 2 for Player 1 (Red)
Player - Limit training of Catapult to 2 for Player 2 (Blue)
Player - Limit training of Ballista to 3 for Player 1 (Red)
Player - Limit training of Ballista to 3 for Player 2 (Blue)
Player - Limit training of Trebuchet to 3 for Player 1 (Red)
Player - Limit training of Trebuchet to 3 for Player 2 (Blue)
Player - Limit training of Cannon Tower to 8 for Player 1 (Red)
Player - Limit training of Cannon Tower to 8 for Player 2 (Blue)
Player - Limit training of Guard Tower to 15 for Player 1 (Red)
Player - Limit training of Guard Tower to 15 for Player 2 (Blue)
Player - Limit training of Scout Tower to 5 for Player 1 (Red)
Player - Limit training of Scout Tower to 5 for Player 2 (Blue)
Player - Limit training of Barricade to 38 for Player 1 (Red)
Player - Limit training of Barricade to 38 for Player 2 (Blue)
Player - Limit training of Altar of Kings to 1 for Player 1 (Red)
Player - Limit training of Altar of Kings to 1 for Player 2 (Blue)
Player - Limit training of Farm to 8 for Player 1 (Red)
Player - Limit training of Farm to 8 for Player 2 (Blue)
Player - Limit training of Forward Camp to 2 for Player 1 (Red)
Player - Limit training of Forward Camp to 2 for Player 2 (Blue)
Player - Limit training of Lumber Mill to 6 for Player 1 (Red)
Player - Limit training of Lumber Mill to 6 for Player 2 (Blue)
Player - Limit training of Market to 6 for Player 1 (Red)
Player - Limit training of Market to 6 for Player 2 (Blue)
Player - Limit training of Hall of the Warriors to 4 for Player 1 (Red)
Player - Limit training of Hall of the Warriors to 4 for Player 2 (Blue)
Player - Limit training of Cottage to 4 for Player 1 (Red)
Player - Limit training of Cottage to 4 for Player 2 (Blue)
Player - Limit training of Footmen's Camp to 5 for Player 1 (Red)
Player - Limit training of Footmen's Camp to 5 for Player 2 (Blue)
Player - Limit training of Riflemen's Camp to 4 for Player 1 (Red)
Player - Limit training of Riflemen's Camp to 4 for Player 2 (Blue)
maximum footmen camp Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Limit training of Explosives to 10 for Player 3 (Teal)
Player - Limit training of Explosives to 10 for Player 4 (Purple)
Player - Limit training of Trebuchet (assault) to 1 for Player 3 (Teal)
Player - Limit training of Trebuchet (assault) to 1 for Player 4 (Purple)
Player - Limit training of Stone Wall to 30 for Player 3 (Teal)
Player - Limit training of Stone Wall to 30 for Player 4 (Purple)
Player - Limit training of Guard Tower to 8 for Player 3 (Teal)
Player - Limit training of Guard Tower to 8 for Player 4 (Purple)
Player - Limit training of Catapult to 2 for Player 3 (Teal)
Player - Limit training of Catapult to 2 for Player 4 (Purple)
Player - Limit training of Ballista to 3 for Player 3 (Teal)
Player - Limit training of Ballista to 3 for Player 4 (Purple)
Player - Limit training of Trebuchet to 3 for Player 3 (Teal)
Player - Limit training of Trebuchet to 3 for Player 4 (Purple)
Player - Limit training of Cannon Tower to 8 for Player 3 (Teal)
Player - Limit training of Cannon Tower to 8 for Player 4 (Purple)
Player - Limit training of Guard Tower to 15 for Player 3 (Teal)
Player - Limit training of Guard Tower to 15 for Player 4 (Purple)
Player - Limit training of Scout Tower to 5 for Player 3 (Teal)
Player - Limit training of Scout Tower to 5 for Player 4 (Purple)
Player - Limit training of Barricade to 38 for Player 3 (Teal)
Player - Limit training of Barricade to 38 for Player 4 (Purple)
Player - Limit training of Altar of Kings to 1 for Player 3 (Teal)
Player - Limit training of Altar of Kings to 1 for Player 4 (Purple)
Player - Limit training of Farm to 8 for Player 3 (Teal)
Player - Limit training of Farm to 8 for Player 4 (Purple)
Player - Limit training of Forward Camp to 2 for Player 3 (Teal)
Player - Limit training of Forward Camp to 2 for Player 4 (Purple)
Player - Limit training of Lumber Mill to 6 for Player 3 (Teal)
Player - Limit training of Lumber Mill to 6 for Player 4 (Purple)
Player - Limit training of Market to 6 for Player 3 (Teal)
Player - Limit training of Market to 6 for Player 4 (Purple)
Player - Limit training of Hall of the Warriors to 4 for Player 3 (Teal)
Player - Limit training of Hall of the Warriors to 4 for Player 4 (Purple)
Player - Limit training of Cottage to 4 for Player 3 (Teal)
Player - Limit training of Cottage to 4 for Player 4 (Purple)
Player - Limit training of Footmen's Camp to 5 for Player 3 (Teal)
Player - Limit training of Footmen's Camp to 5 for Player 4 (Purple)
Player - Limit training of Riflemen's Camp to 4 for Player 3 (Teal)
Player - Limit training of Riflemen's Camp to 4 for Player 4 (Purple)
remove corpse
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Juggernaut
Actions
Wait 5.00 seconds
Unit - Remove (Dying unit) from the game
remove corpse Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Guard Tower
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Unit - Remove (Dying unit) from the game
Wait 1.00 seconds
Special Effect - Destroy (Last created special effect)
remove corpse Copy Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Scout (ranged)
Actions
Wait 5.00 game-time seconds
Unit - Remove (Dying unit) from the game
credits
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Quest - Create a Optional quest titled Game Codes with the description Codes: Zoom -zoomout - use the far view camera -default - restore normal view Army Production -armyoff - stops production of footmen and riflemen -armyon - resumes production of footmen and riflemen Villager Training -autovillager -activates auto-training of villagers -autovillageroff - deactivates auto-training of villagers , using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
Quest - Create a Required quest titled Credits with the description Thank you to all of the people who created these art model files:Pikeman's model files created by General FrankElite Guard, White Knight and Ballista's model files created by HappyTaurenVanguard's model file by ElenaiScout's model file by KetTrebuchet's model file by olofmolemanFortified Wall's model file by MishaGuard Tower add-on's model file by RondoSiege Engine's model file by jigraelHussar's model file by CavmanThank you to the people who created these icons:Vanguard's icon by antiheroWhite Knight's icon by MuoteckCommandant's icon by Happy TaurenElite Guard's icon by Mc !Thank you to the people who helped me test this map:RED BARONirock9645696slakereal138 , using icon path ReplaceableTextures\CommandButtons\BTNPenguin.blp
Quest - Create a Required quest titled Tutorials with the description Procedures:Step 1: Build Cottage/s (provides villagers which provides gold and lumber)Tip: Build many cottages to earn gold fasterStep 2: Build Footmen's Camp/s (each camp provides 1 footman every minute)Tip: Build many camps to train more footmenStep 3: Build Riflemen's Camp/s (each camp provides 1 rifleman every minute)Tip: Build many camps to create more riflemenStep 4: Build Additional StructuresThe rest is up to you.... , using icon path ReplaceableTextures\CommandButtons\BTNPeon.blp
Quest - Create a Optional quest titled Map Info with the description This game is somewhat like footmen wars, but I added speacialized units that cannot be spawned like the footmen and riflemen. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
leaving player
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Player - For Player 2 (Blue) , turn Full shared units On toward Player 1 (Red)
Player - For Player 1 (Red) , turn Full shared units On toward Player 2 (Blue)
Game - Display to (All players) the text: ((Name of (Triggering player)) + left the game)
leaving player Copy
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Player - For Player 1 (Red) , turn Full shared units On toward Player 2 (Blue)
Player - For Player 2 (Blue) , turn Full shared units On toward Player 1 (Red)
Game - Display to (All players) the text: ((Name of (Triggering player)) + left the game)
leaving player Copy Copy
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Player - For Player 4 (Purple) , turn Full shared units On toward Player 5 (Yellow)
Player - For Player 5 (Yellow) , turn Full shared units On toward Player 4 (Purple)
Game - Display to (All players) the text: ((Name of (Triggering player)) + left the game)
leaving player Copy Copy Copy
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Player - For Player 4 (Purple) , turn Full shared units On toward Player 3 (Teal)
Player - For Player 3 (Teal) , turn Full shared units On toward Player 4 (Purple)
Game - Display to (All players) the text: ((Name of (Triggering player)) + left the game)
early warning
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Catapult
Actions
Game - Display to (All players) the text: Catapult Warning!!!
g and l red
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 1 (Red))) to Player 1 (Red) . Current gold
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 1 (Red))) to Player 1 (Red) . Current lumber
gold increment red
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 1 (Red))) to Player 1 (Red) . Current gold
manor
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (50 x (Number of living Manor units owned by Player 1 (Red))) to Player 1 (Red) . Current gold
Player - Add (50 x (Number of living Manor units owned by Player 1 (Red))) to Player 1 (Red) . Current lumber
lumber increment red
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 1 (Red))) to Player 1 (Red) . Current lumber
footmen red
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 1 (Red) of type Footmen's Camp) to train a Footman
archer red Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 1 (Red) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 1 (Red) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 1 (Red) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 1 (Red) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 1 (Red) of type Riflemen's Camp) to train a Rifleman
units owned
Events
Player - Player 1 (Red) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: -default to reset camera
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0.00 seconds
victory Copy Copy
Events
Unit - Castle 0007 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
units owned Copy 2
Events
Player - Player 1 (Red) types a chat message containing -default (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: -zoomout to zoomout
Camera - Reset camera for Player 1 (Red) to standard game-view over 0.00 seconds
army off
Events
Player - Player 1 (Red) types a chat message containing -armyoff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: -armyon to resume footman and rifleman production
Trigger - Turn off footmen_red <gen>
Trigger - Turn off archer_red_Copy <gen>
army off Copy
Events
Player - Player 1 (Red) types a chat message containing -armyon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: -armyon to halt footman and rifleman production
Trigger - Turn on archer_red_Copy <gen>
Trigger - Turn on footmen_red <gen>
training
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Villager (Male 2)
Actions
Unit - Move (Trained unit) instantly to (Random point in Region_002 <gen>)
autovillager
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 1 (Red) of type Cottage) to train a Villager (Male 2)
turn on auto
Events
Player - Player 1 (Red) types a chat message containing -autovillager (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: Type -autovillageroff to deactivate auto training of villagers
Trigger - Turn on autovillager <gen>
turn on auto Copy
Events
Player - Player 1 (Red) types a chat message containing -autovillageroff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: Type -autovillager to activate auto training of villagers
Trigger - Turn off autovillager <gen>
footmen red Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 2 (Blue) of type Footmen's Camp) to train a Footman
manor Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (50 x (Number of living Manor units owned by Player 2 (Blue))) to Player 2 (Blue) . Current gold
Player - Add (50 x (Number of living Manor units owned by Player 2 (Blue))) to Player 2 (Blue) . Current lumber
archer red Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 2 (Blue) of type Riflemen's Camp) to train a Rifleman
victory Copy
Events
Unit - Castle 0001 <gen> Dies
Conditions
Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
g and l red Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 2 (Blue))) to Player 2 (Blue) . Current gold
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 2 (Blue))) to Player 2 (Blue) . Current lumber
gold increment red Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 2 (Blue))) to Player 2 (Blue) . Current gold
lumber increment red Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 2 (Blue))) to Player 2 (Blue) . Current lumber
units owned Copy
Events
Player - Player 2 (Blue) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: -default to reset camera
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 0.00 seconds
units owned Copy 2 Copy
Events
Player - Player 2 (Blue) types a chat message containing -default (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: -zoomout to zoomout
Camera - Reset camera for Player 2 (Blue) to standard game-view over 5.00 seconds
army off Copy 2
Events
Player - Player 2 (Blue) types a chat message containing -armyoff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: -armyon to resume footman and rifleman production
Trigger - Turn off archer_red_Copy_Copy <gen>
Trigger - Turn off footmen_red_Copy <gen>
army off Copy Copy
Events
Player - Player 2 (Blue) types a chat message containing -armyon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: -armyoff to halt footman and rifleman production
Trigger - Turn on archer_red_Copy_Copy <gen>
Trigger - Turn on footmen_red_Copy <gen>
training Copy
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Villager (Male 2)
Actions
Unit - Move (Trained unit) instantly to (Random point in Region_002 <gen>)
autovillager Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 2 (Blue) of type Cottage) to train a Villager (Male 2)
turn on auto Copy 2
Events
Player - Player 2 (Blue) types a chat message containing -autovillager (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: Type -autovillageroff to deactivate auto training of villagers
Trigger - Turn on autovillager_Copy <gen>
turn on auto Copy Copy
Events
Player - Player 2 (Blue) types a chat message containing -autovillageroff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: Type -autovillager to activate auto training of villagers
Trigger - Turn off autovillager_Copy <gen>
footmen red Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 3 (Teal) of type Footmen's Camp) to train a Footman
manor Copy 2
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (50 x (Number of living Manor units owned by Player 3 (Teal))) to Player 3 (Teal) . Current gold
Player - Add (50 x (Number of living Manor units owned by Player 3 (Teal))) to Player 3 (Teal) . Current lumber
archer red Copy Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 3 (Teal) of type Riflemen's Camp) to train a Rifleman
g and l red Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 3 (Teal))) to Player 3 (Teal) . Current gold
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 3 (Teal))) to Player 3 (Teal) . Current lumber
gold increment red Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 3 (Teal))) to Player 3 (Teal) . Current gold
lumber increment red Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 3 (Teal))) to Player 3 (Teal) . Current lumber
units owned Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: -default to reset camera
Camera - . Apply . gg_cam_Camera_001_Copy for Player 3 (Teal) over 0.00 seconds
units owned Copy 2 Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing -default (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: -zoomout to zoomout
Camera - Reset camera for Player 3 (Teal) to standard game-view over 5.00 seconds
army off Copy 2 Copy
Events
Player - Player 3 (Teal) types a chat message containing -armyoff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: -armyon to resume footman and rifleman production
Trigger - Turn off archer_red_Copy_Copy_Copy <gen>
Trigger - Turn off footmen_red_Copy_Copy <gen>
army off Copy Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing -armyon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: -armyoff to halt footman and rifleman production
Trigger - Turn on archer_red_Copy_Copy_Copy <gen>
Trigger - Turn on footmen_red_Copy_Copy <gen>
training Copy Copy
Events
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Villager (Male 2)
Actions
Unit - Move (Trained unit) instantly to (Random point in Region_002_Copy <gen>)
autovillager Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 3 (Teal) of type Cottage) to train a Villager (Male 2)
turn on auto Copy 2 Copy
Events
Player - Player 3 (Teal) types a chat message containing -autovillager (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: Type -autovillageroff to deactivate auto training of villagers
Trigger - Turn on autovillager_Copy_Copy <gen>
turn on auto Copy Copy Copy
Events
Player - Player 3 (Teal) types a chat message containing -autovillageroff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: Type -autovillager to activate auto training of villagers
Trigger - Turn off autovillager_Copy_Copy <gen>
footmen red Copy Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
Unit Group - Order (Units owned by Player 4 (Purple) of type Footmen's Camp) to train a Footman
archer red Copy Copy Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
Unit Group - Order (Units owned by Player 4 (Purple) of type Riflemen's Camp) to train a Rifleman
g and l red Copy Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 4 (Purple))) to Player 4 (Purple) . Current gold
Player - Add (1 x (Number of living Villager (Male 2) units owned by Player 4 (Purple))) to Player 4 (Purple) . Current lumber
gold increment red Copy Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 4 (Purple))) to Player 4 (Purple) . Current gold
lumber increment red Copy Copy Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (30 x (Number of living Market units owned by Player 4 (Purple))) to Player 4 (Purple) . Current lumber
units owned Copy Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -zoomout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: -default to reset camera
Camera - . Apply . gg_cam_Camera_001_Copy for Player 4 (Purple) over 0.00 seconds
units owned Copy 2 Copy Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -default (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: -zoomout to zoomout
Camera - Reset camera for Player 4 (Purple) to standard game-view over 5.00 seconds
army off Copy 2 Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -armyoff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: -armyon to resume footman and rifleman production
Trigger - Turn off archer_red_Copy_Copy_Copy_Copy <gen>
Trigger - Turn off footmen_red_Copy_Copy_Copy <gen>
army off Copy Copy Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -armyon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: -armyoff to halt footman and rifleman production
Trigger - Turn on archer_red_Copy_Copy_Copy_Copy <gen>
Trigger - Turn on footmen_red_Copy_Copy_Copy <gen>
training Copy Copy Copy
Events
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Villager (Male 2)
Actions
Unit - Move (Trained unit) instantly to (Random point in Region_002_Copy <gen>)
autovillager Copy Copy Copy
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 4 (Purple) of type Cottage) to train a Villager (Male 2)
turn on auto Copy 2 Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -autovillager (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: Type -autovillageroff to deactivate auto training of villagers
Trigger - Turn on autovillager_Copy_Copy_Copy <gen>
turn on auto Copy Copy Copy Copy
Events
Player - Player 4 (Purple) types a chat message containing -autovillageroff (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: Type -autovillager to activate auto training of villagers
Trigger - Turn off autovillager_Copy_Copy_Copy <gen>
manor Copy 3
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add (50 x (Number of living Manor units owned by Player 4 (Purple))) to Player 4 (Purple) . Current gold
Player - Add (50 x (Number of living Manor units owned by Player 4 (Purple))) to Player 4 (Purple) . Current lumber
revive
Events
Unit - Firelord 0051 <gen> Dies
Conditions
Actions
Wait 30.00 seconds
Hero - Instantly revive Firelord 0051 <gen> at (Center of Region_004 <gen>) , Hide revival graphics
revive Copy
Events
Unit - Pit Lord 0050 <gen> Dies
Conditions
Actions
Wait 30.00 seconds
Hero - Instantly revive Pit Lord 0050 <gen> at (Center of Region_007 <gen>) , Hide revival graphics
rally
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Rally
Actions
Unit Group - Order (Units in (Region centered at (Position of (Casting unit)) with size (600.00, 600.00)) owned by (Owner of (Casting unit))) to Follow . (Casting unit)
evict
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Evict (Neutral Hostile)
Actions
Player - Add 10 to (Owner of (Casting unit)) . Current gold
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