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Triggers
Dalaran Arena v4.44.w3x
Variables
setup players
Setup Players
first spawn
footmen spawn
Initialization
Melee Initialization
Check if Players Leave
Info display
starting gold
gold
Bounty
bounty on
Hero Selection
Paladin
Ghost
Elemental Shaman
Boomkin
Balance Druid
Tauren Bloodhorn
Tauren Chieftain
Warlock
Death Knight
Priestess of the Moon
Demon Hunter
Restorantion Druid
Archmage
Mountain King
Dreadlord
Blademaster
Beastmaster
Restorantion Shaman
Alchemist
Fire Lord
Feral Druid
Warrior
Pit Lord
Crypt Lord
Holy Knight
Ghostly Archmage
Warden
Stormcaller
Ranger
Deathbringer
Spirit Walker
Diabolist
Far Seer
Sorceress
Naga Sea Witch
Dark Ranger
Fel Blademaster
Ice Troll
Lord of Death
Warchief
Hunter
Frost DK
Wolf Raider
Random Selection
Hero Is Sold
Random Pick
Random
player lose
Building Destroyed
begin game
Center on Hero Taverns
Play Music
SPAWN units from town hall
Spawn Footmen
Spawn Riflemen
Spawn Militia
Spawn Mortar Team
Spawn Priest
Spawn Swordsmans
Spawn Knights
Spawn Archers
Spawn Huntress
Spawn Druids of the Talon
Spawn Dryads
Spawn Rangers
Spawn Grunts
Spawn Raiders
Spawn Orc Warlocks
Spawn Fel Orc Warlocks
Spawn Fel Orc Raiders
Spawn Ghouls
Spawn Crypt Friends
Spawn Temple of the Damnet
Spawn Abomination
Spawn Murgul Reaver
Spawn Naga Sirens
Spawn Snap Dragons
Spawn Naga Myrmidons
Spawn Blood Elf Archers
Spawn Blood Elf Lieutenant
Spawn Priests
Spawn Sorceress
Spawn Spell Breakers
Spawn Troll Headhunters
Spawn Troll Trapers
Spawn Troll Wittches
Spawn Troll Berserkers
Spawn Satyrs
Spawn Satyr Shadowdancer
Spawn Corrupted Treants
Spawn Poison Treants
Spawn Fel Beasts
Spawn Fel Stalkers
Spawn Succubus
Spawn Felguards
Spawn Doom Guards
Win Condition
Winners Declared
Gold per second
Give Gold per second
vision
vision
tavern vision
vision 1
vision 2
vision 3
vision 4
MOVE
Unit Move
Unit Move 2
Unit Move 3
CountDown Timer
CountDown Timer
Gold Share
Gold share 1
Gold share 2
Gold share 3
Gold share 4
Upgrade units
AutoUpgrade Neutral
destroy gate
destroy
night
night
death regions
attack
boss death region
item for creep
item
Lumber per Second
Give Lumber per second
Name
Type
is_array
initial_value
Hero
unitcode
Yes
LeaverGroup
force
No
TeamPlayers
integer
No
0
Time
timer
No
TimerWindow
timerdialog
No
Setup Players
Events
Map initialization
Conditions
Actions
-------- Remove anyone not playing. This must be done first. --------
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Not equal to Is playing
Then - Actions
Player Group - Remove (Picked player) from (All players) .
Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
footmen spawn
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Barracks -> Footman --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Barracks))) Equal to True) then do (Create 10.Footman for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Check if Players Leave
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Not equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Kill (Picked unit))
Game - Display to (All players) the text: ((Name of (Picked player)) + has left the game.)
Player Group - Remove (Picked player) from (All players) .
Else - Actions
Do nothing
Info display
Events
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff7777aaUnits of creep shop can make improvements.|r
Wait 25.00 game-time seconds
Game - Display to (All players) for 20.00 seconds the text: |cff7777aaFrom the fountain of mana you can buy potions and scrolls.|r
gold
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 1900
bounty on
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Paladin
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Paladin
Actions
Unit - Create 1 . Paladin for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Ghost
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ghost
Actions
Unit - Create 1 . Ghost for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Elemental Shaman
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Elemental Shaman
Actions
Unit - Create 1 . Elemental Shaman for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Boomkin
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Boomkin
Actions
Unit - Create 1 . Boomkin (Balance druid) for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Balance Druid
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Balance Druid
Actions
Unit - Create 1 . Balance Druid for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Tauren Bloodhorn
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Tauren Bloodhorn
Actions
Unit - Create 1 . Tauren Bloodhorn for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Tauren Chieftain
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Tauren Chieftain
Actions
Unit - Create 1 . Tauren Chieftain for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Warlock
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Warlock
Actions
Unit - Create 1 . Warlock for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Death Knight
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Death Knight
Actions
Unit - Create 1 . Death Knight for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Priestess of the Moon
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Priestess of the Moon
Actions
Unit - Create 1 . Priestess of the Moon for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Demon Hunter
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Demon Hunter
Actions
Unit - Create 1 . Demon Hunter for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Restorantion Druid
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Restorantion Druid
Actions
Unit - Create 1 . Restorantion Druid for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Archmage
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Archmage
Actions
Unit - Create 1 . Archmage for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Mountain King
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Mountain King
Actions
Unit - Create 1 . Mountain King for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Dreadlord
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Dreadlord
Actions
Unit - Create 1 . Dreadlord for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Blademaster
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blademaster
Actions
Unit - Create 1 . Blademaster for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Potion of Strength and give it to (Last created unit)
Beastmaster
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Beastmaster
Actions
Unit - Create 1 . Beastmaster for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Restorantion Shaman
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Restorantion Shaman
Actions
Unit - Create 1 . Restorantion Shaman for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Alchemist
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Alchemist
Actions
Unit - Create 1 . Alchemist for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Fire Lord
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Fire Lord
Actions
Unit - Create 1 . Firelord for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Feral Druid
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Feral Druid
Actions
Unit - Create 1 . Feral Druid for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Warrior
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Warrior
Actions
Unit - Create 1 . Warrior for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Pit Lord
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pit Lord
Actions
Unit - Create 1 . Pit Lord for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Crypt Lord
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Crypt Lord
Actions
Unit - Create 1 . Crypt Lord for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Holy Knight
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Holy Knight
Actions
Unit - Create 1 . Holy Knight for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Ghostly Archmage
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ghostly Archmage
Actions
Unit - Create 1 . Ghostly Archmage for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Warden
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Warden
Actions
Unit - Create 1 . Warden for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Stormcaller
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Stormcaller
Actions
Unit - Create 1 . Stormcaller for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Ranger
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ranger
Actions
Unit - Create 1 . Ranger for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Deathbringer
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Deathbringer
Actions
Unit - Create 1 . Deathbringer for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Spirit Walker
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Spirit Walker
Actions
Unit - Create 1 . Spirit Walker for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Diabolist
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Diabolist
Actions
Unit - Create 1 . Diabolist for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Far Seer
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Far Seer
Actions
Unit - Create 1 . Far Seer for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Sorceress
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress
Actions
Unit - Create 1 . Sorceress for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Naga Sea Witch
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Naga Sea Witch
Actions
Unit - Create 1 . Sea Witch for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Dark Ranger
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Dark Ranger
Actions
Unit - Create 1 . Dark Ranger for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Fel Blademaster
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Fel Blademaster
Actions
Unit - Create 1 . Fel Blademaster for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Potion of Strength and give it to (Last created unit)
Ice Troll
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Ice Troll
Actions
Unit - Create 1 . Ice Troll for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Lord of Death
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Lord of Death
Actions
Unit - Create 1 . Lord of Death for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Warchief
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Warchief
Actions
Unit - Create 1 . Warchief for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Hunter
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hunter
Actions
Unit - Create 1 . Hunter for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Frost DK
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Frost Death Knight
Actions
Unit - Create 1 . Frost Death Knight for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Rod of Necromancy and give it to (Last created unit)
Wolf Raider
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Raider
Actions
Unit - Create 1 . Wolf Raider for (Owner of (Triggering unit)) at ((Triggering player) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Thunderlizard Diamond and give it to (Last created unit)
Hero Is Sold
Events
Unit - A unit Sells a unit
Conditions
((Sold unit) is A Hero) Equal to True
Actions
Hero - Create Scroll of Town Portal and give it to (Sold unit)
Unit - Move (Sold unit) instantly to ((Owner of (Sold unit)) start location)
Random Pick
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Random
Actions
Unit - Create 1 . Hero[(Random integer number between 1 and 52)] for (Owner of (Triggering unit)) at ((Owner of (Triggering unit)) start location) facing Default building facing degrees
Camera - Pan camera for (Owner of (Triggering unit)) to ((Triggering player) start location) over 1.00 seconds
Hero - Create Scroll of Town Portal and give it to (Last created unit)
Hero - Create Potion of Strength (1) and give it to (Last created unit)
Hero - Create Wand of Neutralization and give it to (Last created unit)
Hero - Create Greater Replenishment Potion and give it to (Last created unit)
Random
Events
Map initialization
Conditions
Actions
Set Variable Set Hero[1] = "Hpal"
Set Variable Set Hero[2] = "E009"
Set Variable Set Hero[3] = "O007"
Set Variable Set Hero[4] = "E008"
Set Variable Set Hero[5] = "E000"
Set Variable Set Hero[6] = "O000"
Set Variable Set Hero[7] = "O006"
Set Variable Set Hero[8] = "O004"
Set Variable Set Hero[9] = "N00J"
Set Variable Set Hero[10] = "Udea"
Set Variable Set Hero[11] = "Emoo"
Set Variable Set Hero[12] = "Edem"
Set Variable Set Hero[13] = "Ekee"
Set Variable Set Hero[14] = "Hamg"
Set Variable Set Hero[15] = "Hmkg"
Set Variable Set Hero[16] = "Udre"
Set Variable Set Hero[17] = "Nbst"
Set Variable Set Hero[18] = "Oshd"
Set Variable Set Hero[19] = "Nalc"
Set Variable Set Hero[20] = "Nfir"
Set Variable Set Hero[21] = "E00F"
Set Variable Set Hero[22] = "Ogrh"
Set Variable Set Hero[23] = "Nplh"
Set Variable Set Hero[24] = "Ucrl"
Set Variable Set Hero[25] = "Obla"
Set Variable Set Hero[26] = "Hlgr"
Set Variable Set Hero[27] = "Hgam"
Set Variable Set Hero[28] = "Ewar"
Set Variable Set Hero[29] = "Othr"
Set Variable Set Hero[30] = "Hvwd"
Set Variable Set Hero[31] = "Opgh"
Set Variable Set Hero[32] = "O00P"
Set Variable Set Hero[33] = "N012"
Set Variable Set Hero[34] = "Ofar"
Set Variable Set Hero[35] = "Hjai"
Set Variable Set Hero[36] = "O00Q"
Set Variable Set Hero[37] = "Harf"
Set Variable Set Hero[38] = "Huth"
Set Variable Set Hero[39] = "Ogld"
Set Variable Set Hero[40] = "H00F"
Set Variable Set Hero[41] = "H00G"
Set Variable Set Hero[42] = "Ntin"
Set Variable Set Hero[43] = "Nbrn"
Set Variable Set Hero[44] = "Nngs"
Set Variable Set Hero[45] = "O00S"
Set Variable Set Hero[46] = "H00H"
Set Variable Set Hero[47] = "H00P"
Set Variable Set Hero[48] = "H01Q"
Set Variable Set Hero[49] = "Ulic"
Set Variable Set Hero[50] = "U00J"
Set Variable Set Hero[50] = "N01X"
Set Variable Set Hero[51] = "O00Z"
Set Variable Set Hero[52] = "O010"
Building Destroyed
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Triggering unit)) Equal to Advanced Barracks
(Unit-type of (Triggering unit)) Equal to Great Barracks
(Unit-type of (Triggering unit)) Equal to Workshop
(Unit-type of (Triggering unit)) Equal to Keep
(Unit-type of (Triggering unit)) Equal to Castle
(Unit-type of (Triggering unit)) Equal to Blood Elf Barracks
(Unit-type of (Triggering unit)) Equal to Town Hall
(Unit-type of (Triggering unit)) Equal to Sacntum of the Light
(Unit-type of (Triggering unit)) Equal to Arcane Sacntum
(Unit-type of (Triggering unit)) Equal to Town Hall
(Unit-type of (Triggering unit)) Equal to Stronghold
(Unit-type of (Triggering unit)) Equal to Spirit Lodge
(Unit-type of (Triggering unit)) Equal to Fortress
(Unit-type of (Triggering unit)) Equal to Necropolis
(Unit-type of (Triggering unit)) Equal to Halls of Dead
(Unit-type of (Triggering unit)) Equal to Temple of the Damnet
(Unit-type of (Triggering unit)) Equal to Black Citadel
(Unit-type of (Triggering unit)) Equal to Tree of Life
(Unit-type of (Triggering unit)) Equal to Tree of Ages
(Unit-type of (Triggering unit)) Equal to Acient of Lore
(Unit-type of (Triggering unit)) Equal to Tree of Eternity
(Unit-type of (Triggering unit)) Equal to Troll Burrow
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Triggering unit)) Equal to Spirit Lodge (troll)
(Unit-type of (Triggering unit)) Equal to Stronghold (troll)
(Unit-type of (Triggering unit)) Equal to Temple of Tides
(Unit-type of (Triggering unit)) Equal to Shrine of Azshara
(Unit-type of (Triggering unit)) Equal to Temple of Dragons
(Unit-type of (Triggering unit)) Equal to Spawning Grounds
(Unit-type of (Triggering unit)) Equal to Corrupted Tree of Life
(Unit-type of (Triggering unit)) Equal to Corrupted Tree of Ages
(Unit-type of (Triggering unit)) Equal to Corrupted Tree of Eternity
(Unit-type of (Triggering unit)) Equal to Corrupted Acient of War
(Unit-type of (Triggering unit)) Equal to Sargeras Skull
(Unit-type of (Triggering unit)) Equal to Advaced Sargeras Skull
(Unit-type of (Triggering unit)) Equal to Harem
(Unit-type of (Triggering unit)) Equal to Demon Gate
(Unit-type of (Triggering unit)) Equal to Dark Portal
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + |cffff0000 has been defeated!!|r)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)).) and do (Kill (Picked unit))
Player Group - Remove (Owner of (Triggering unit)) from (All players) .
Center on Hero Taverns
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Pan camera for (Picked player) to (Position of Sentry Ward 0067 <gen>) over 0.25 seconds)
Play Music
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Sound - Play Illidan's Theme .
Sound - Play Dark Victory .
Sound - Play Tragic Confrontation .
Sound - Play Undead Victory .
Sound - Play Sad Mystery .
Sound - Play Main Screen .
Sound - Play Doom .
Sound - Play Comradeship .
Spawn Footmen
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Barracks -> Footman --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Barracks))) Equal to True) then do (Create 1.Footman for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Riflemen
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Advaced Barracks -> Riflemen --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Advanced Barracks))) Equal to True) then do (Create 1.Rifleman for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Militia
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Great Barracks -> Militia --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Great Barracks))) Equal to True) then do (Create 2.Militia for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Mortar Team
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Workshop -> Mortar Team --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Workshop))) Equal to True) then do (Create 1.Mortar Team for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Priest
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Sanctum of the Light -> Priest --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Sanctum of the Light (human)))) Equal to True) then do (Create 1.Priest for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Swordsmans
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Keep -> Swordsman --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Keep))) Equal to True) then do (Create 2.Swordsman for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Knights
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Castle -> Knights --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Castle))) Equal to True) then do (Create 1.Knight for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Archers
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Tree of Life -> Archers --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Tree of Life))) Equal to True) then do (Create 1.Archer for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Huntress
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Tree of Ages -> Huntress --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Tree of Ages))) Equal to True) then do (Create 1.Huntress for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Druids of the Talon
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Acient of Lore -> Druids of the Talon --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Acient of Lore))) Equal to True) then do (Create 1.Druid of the Talon for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Dryads
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Tree of Eternity -> Dryads --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Tree of Eternity))) Equal to True) then do (Create 2.Dryad for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Rangers
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Tree of War -> Rangers --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Tree of War))) Equal to True) then do (Create 2.Ranger for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Grunts
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Advaced Barracks ->Grunts --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Town Hall))) Equal to True) then do (Create 1.Grunt for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Raiders
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Stronghold -> Raiders --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Stronghold))) Equal to True) then do (Create 2.Raider for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Orc Warlocks
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Spirit Lodge -> Orc Warlocks --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Spirit Lodge))) Equal to True) then do (Create 1.Orc Warlock for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Fel Orc Warlocks
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Fel Orc Spirit Lodge -> Fel Orc Warlocks --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Fel Orc Spirit Lodge (fel orc)))) Equal to True) then do (Create 1.Fel Orc Warlock for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Fel Orc Raiders
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Fortress -> Fel Orc Raiders --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Fortress))) Equal to True) then do (Create 2.Fel Orc Raider for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Ghouls
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Necropolis -> Ghouls --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Necropolis))) Equal to True) then do (Create 2.Ghoul for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Crypt Friends
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Halls of Death -> Crypt Friends --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Halls of Dead))) Equal to True) then do (Create 1.Crypt Fiend for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Temple of the Damnet
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Halls of Death -> Necromancers --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Temple of the Damnet))) Equal to True) then do (Create 1.Necromancer for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Abomination
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Black Citadel -> Abomination --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Black Citadel))) Equal to True) then do (Create 1.Abomination for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Murgul Reaver
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Temple of Tides -> Mur'gul Reaver --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Temple of Tides))) Equal to True) then do (Create 1.Mur'gul Reaver for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Naga Sirens
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Shrine of Azshara -> Naga Syren --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Shrine of Azshara))) Equal to True) then do (Create 1.Naga Siren for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Snap Dragons
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Temple of Dragons -> Snap Dragon --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Temple of Dragons))) Equal to True) then do (Create 2.Snap Dragon for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Naga Myrmidons
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Spawning Grounds))) Equal to True) then do (Create 1.Naga Myrmidon for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Blood Elf Archers
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Blood Elf Barracks))) Equal to True) then do (Create 1.Archer for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Blood Elf Lieutenant
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Town Hall -> Blood Elf Lieutenant --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Town Hall))) Equal to True) then do (Create 1.Blood Elf Lieutenant for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Priests
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Sanctum of the Light -> Priests --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Sacntum of the Light))) Equal to True) then do (Create 1.Priest for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Sorceress
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Sanctum of the Magic -> Sorceress --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Sacntum of the Magic))) Equal to True) then do (Create 1.Sorceress for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Spell Breakers
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Arcane Sanctum -> Spell Breaker --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Arcane Sacntum))) Equal to True) then do (Create 2.Spellbreaker for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Troll Headhunters
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Troll Burrow))) Equal to True) then do (Create 1.Headhunter for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Troll Trapers
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Barracks))) Equal to True) then do (Create 1.Troll Trapper for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Troll Wittches
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Spirit Lodge (troll)))) Equal to True) then do (Create 1.Troll Witch for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Troll Berserkers
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Stronghold (troll)))) Equal to True) then do (Create 2.Berserker for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Satyrs
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Corrupted Tree of Life -> Satyr --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Corrupted Tree of Life))) Equal to True) then do (Create 2.Satyr for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Satyr Shadowdancer
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Corrupted Tree of Ages -> Satyr Shadowdancer --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Corrupted Tree of Ages))) Equal to True) then do (Create 1.Satyr Shadowdancer for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Corrupted Treants
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Corrupted Tree of Eternity -> Corrupted Treant --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Corrupted Tree of Eternity))) Equal to True) then do (Create 2.Corrupted Treant for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Poison Treants
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Corrupted Acient of War -> Poison Treant --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Corrupted Acient of War))) Equal to True) then do (Create 2.Poison Treant for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Fel Beasts
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Sargeras Skull -> Fel Beast --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Sargeras Skull))) Equal to True) then do (Create 1.Fel Beast for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Fel Stalkers
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Advaced Sargeras Skull -> Fel Stalkers --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Advaced Sargeras Skull))) Equal to True) then do (Create 1.Fel Stalker for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Succubus
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Harem -> Succubus --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Harem))) Equal to True) then do (Create 1.Succubus for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Felguards
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Demon Gate -> Felguard --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Demon Gate))) Equal to True) then do (Create 1.Felguard for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Spawn Doom Guards
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
-------- Dark Portal -> Doom Guard --------
If (((Region centered at ((Picked player) start location) with size (384.00, 384.00)) contains (Random unit from (Units owned by (Picked player) of type Dark Portal))) Equal to True) then do (Create 1.Doom Guard (Standard) for (Picked player) at ((Picked player) start location) facing Default building facing degrees) else do (Do nothing)
Winners Declared
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) is in (All players).) Equal to False
(Player 2 (Blue) is in (All players).) Equal to False
(Player 3 (Teal) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) is in (All players).) Equal to False
(Player 5 (Yellow) is in (All players).) Equal to False
(Player 6 (Orange) is in (All players).) Equal to False
(Player 7 (Green) is in (All players).) Equal to False
(Player 8 (Pink) is in (All players).) Equal to False
(Player 9 (Gray) is in (All players).) Equal to False
(Player 10 (Light Blue) is in (All players).) Equal to False
(Player 11 (Dark Green) is in (All players).) Equal to False
(Player 12 (Brown) is in (All players).) Equal to False
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Else - Actions
Do nothing
Give Gold per second
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
vision
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across VISION_ALL <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across VISION_ALL_2 <gen>
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across VISION_ALL_3 <gen>
tavern vision
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across tavern_vision <gen>
vision 1
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in Player Group - Player 1 (Red) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_1 <gen>
Player Group - Pick every player in Player Group - Player 2 (Blue) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_1 <gen>
Player Group - Pick every player in Player Group - Player 3 (Teal) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_1 <gen>
vision 2
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in Player Group - Player 4 (Purple) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_2 <gen>
Player Group - Pick every player in Player Group - Player 5 (Yellow) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_2 <gen>
Player Group - Pick every player in Player Group - Player 6 (Orange) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_2 <gen>
vision 3
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in Player Group - Player 7 (Green) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_3 <gen>
Player Group - Pick every player in Player Group - Player 8 (Pink) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_3 <gen>
Player Group - Pick every player in Player Group - Player 9 (Gray) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_3 <gen>
vision 4
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in Player Group - Player 10 (Light Blue) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_4 <gen>
Player Group - Pick every player in Player Group - Player 11 (Dark Green) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_4 <gen>
Player Group - Pick every player in Player Group - Player 12 (Brown) and do (Actions)
Loop - Actions
Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Vision_4 <gen>
Unit Move
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Move 2
Events
Time - Elapsed game time is 34.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Move 3
Events
Time - Elapsed game time is 38.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Footman) and do (Order (Picked unit) to Move To.(Center of (Playable map area)))
CountDown Timer
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Countdown Timer - Start Time as a One-shot timer that will expire in 200.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Destroy Gates
Set Variable Set Time = (Last started timer)
Countdown Timer - Change the color of the time for (Last created timer window) to ( 100 %, 80 %, 20 %) with 0 % transparency
Set Variable Set TimerWindow = (Last created timer window)
Countdown Timer - Show TimerWindow
Wait 200.00 seconds
Game - Display to (All players) the text: |cffffcc00Gates destroyed.
Countdown Timer - Destroy TimerWindow
Gold share 1
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Set Variable Set TeamPlayers = "0"
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Set Variable Set TeamPlayers = (Number of players in (All allies of (Triggering player).))
Else - Actions
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Player - Add (((Triggering player) Current gold) / TeamPlayers) to (Picked player) . Current gold
Else - Actions
Game - Display to (All allies of (Triggering player).) for 30 seconds the text: (Your Share Of Gold : + (String((((Triggering player) Current gold) / TeamPlayers))))
Gold share 2
Events
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Set Variable Set TeamPlayers = "0"
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Set Variable Set TeamPlayers = (Number of players in (All allies of (Triggering player).))
Else - Actions
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Player - Add (((Triggering player) Current gold) / TeamPlayers) to (Picked player) . Current gold
Else - Actions
Game - Display to (All allies of (Triggering player).) for 30 seconds the text: (Your Share Of Gold : + (String((((Triggering player) Current gold) / TeamPlayers))))
Gold share 3
Events
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Set Variable Set TeamPlayers = "0"
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Set Variable Set TeamPlayers = (Number of players in (All allies of (Triggering player).))
Else - Actions
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Player - Add (((Triggering player) Current gold) / TeamPlayers) to (Picked player) . Current gold
Else - Actions
Game - Display to (All allies of (Triggering player).) for 30 seconds the text: (Your Share Of Gold : + (String((((Triggering player) Current gold) / TeamPlayers))))
Gold share 4
Events
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Set Variable Set TeamPlayers = "0"
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Set Variable Set TeamPlayers = (Number of players in (All allies of (Triggering player).))
Else - Actions
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Player - Add (((Triggering player) Current gold) / TeamPlayers) to (Picked player) . Current gold
Else - Actions
Game - Display to (All allies of (Triggering player).) for 30 seconds the text: (Your Share Of Gold : + (String((((Triggering player) Current gold) / TeamPlayers))))
AutoUpgrade Neutral
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of R000 (Unexpected type: 'techcode') for Neutral Hostile) Equal to 0
Then - Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R008 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R009 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R00C (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R00D (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of R000 (Unexpected type: 'techcode') for Neutral Hostile) Equal to 1
Then - Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R008 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R009 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R00C (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R00D (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Skip remaining actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of R000 (Unexpected type: 'techcode') for Neutral Hostile) Equal to 2
Then - Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R008 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R009 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R003 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R00C (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R00D (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
destroy
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Destructible - Destroy Dungeon Gate 0000 <gen>
Destructible - Destroy Dungeon Gate 0001 <gen>
Destructible - Destroy Dungeon Gate 0002 <gen>
Destructible - Destroy Dungeon Gate 0003 <gen>
Destructible - Destroy Dungeon Gate 0011 <gen>
Destructible - Destroy Dungeon Gate 0010 <gen>
Destructible - Destroy Dungeon Gate 0009 <gen>
Destructible - Destroy Dungeon Gate 0008 <gen>
Destructible - Destroy Dungeon Gate 0007 <gen>
Destructible - Destroy Dungeon Gate 0006 <gen>
Destructible - Destroy Dungeon Gate 0005 <gen>
Destructible - Destroy Dungeon Gate 0004 <gen>
night
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Game - Set the time of day to 18.00
attack
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of t1_canon <gen>) , dealing 0.50 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of t2_canon <gen>) , dealing 0.50 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of t3_canon <gen>) , dealing 0.50 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of t4_canon <gen>) , dealing 0.50 damage of attack type Chaos and damage type Fire
boss death region
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of boss_1 <gen>) , dealing 4.00 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of boss_2 <gen>) , dealing 4.00 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of boss_3 <gen>) , dealing 4.00 damage of attack type Chaos and damage type Fire
Unit - Cause Sentry Ward 0067 <gen> to damage circular area after 0 seconds of radius 250.00 at (Center of boss_4 <gen>) , dealing 4.00 damage of attack type Chaos and damage type Fire
item
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Hero - Create Wrathful Gladiator's Cloak and give it to Holy Knight 0091 <gen>
Hero - Create Wrathful Gladiator's Cloak and give it to Holy Knight 0092 <gen>
Hero - Create Wrathful Gladiator's Cloak and give it to Holy Knight 0106 <gen>
Hero - Create Wrathful Gladiator's Cloak and give it to Holy Knight 0113 <gen>
Give Lumber per second
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current lumber)
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