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Triggers
Defend Sun Castle V0.7.w3x
Variables
Item
Gloves of Spell Mastery
Crown of Deathlord
Helm of Battlethirst
Ice Shard
Ring of Power
Katana
Frostmourne
Fire Shield
Chest Plate
Claws of Speed
Iron Shield
Ice Sword
Fire Sword
Fire and Ice Sword
Flying Boots
Ring of Superiority
Gold Shield
Magic Boots
Faster Boots
Wood Boots
Storm Hammers
Cloak of Poision
The One Ring
Gloves of Power
Lions Ring
Dark Orb
Skull Shield
Scepter of Healing
Ultimate Orb
Shadown Staff Lv1
Shadown Staff Lv2
Shadown Staff Lv3
Shadown Staff Lv4
Perfect Cog Lv1
Perfect Cog Lv2
Perfect Cog Lv3
Perfect Cog Lv4
SimaYi Staff Lv1
SimaYi Staff Lv2
SimaYi Staff Lv3
SimaYi Staff Lv4
Red Key
Silve Key
Purple Key
Gold Key
Gold Key 2
Code
Vai lon 1
Vai lon 2
Hoi sinh
Hoi sinh 1
Hoi sinh 2
Hoi sinh 3
Hoi sinh 4
Hoi sinh 5
Hoi sinh 6
Hoi sinh 7
Hoi sinh 8
Hoi sinh 9
Hoi sinh 10
Skill
Voodoo Ward Witch Doctor
Divine Shield Uther Lv1
Divine Shield Uther Lv2
Divine Shield Uther Lv3
Divine Shield Uther Lv4
Divine Shield Uther Lv5
Reload Machine Tinker
Super Kungfu Monk
Rain of Hope Uther Lv1
Rain of Hope Uther Lv2
Rain of Hope Uther Lv3
Blizzard SiMaYi Lv1
Blizzard SiMaYi Lv2
Blizzard SiMaYi Lv3
Blizzard SiMaYi Lv4
Blizzard SiMaYi Lv5
Death and Decay Underground Witch Lv1
Death and Decay Underground Witch Lv2
Death and Decay Underground Witch Lv3
Battle Call Bruce Lee Lv1
Battle Call Bruce Lee Lv2
Battle Call Bruce Lee Lv3
Battle Call Bruce Lee Lv4
Battle Call Bruce Lee Lv5
Silence Dance HanzouHattori Lv1
Silence Dance HanzouHattori Lv2
Silence Dance HanzouHattori Lv3
Human Bones King Leoric
Ultimate Orb Ability
Kaboom Ability Goblin Sapper Lv1
Kaboom Ability Goblin Sapper Lv2
Kaboom Ability Goblin Sapper Lv3
Kaboom Ability Goblin Sapper Lv4
Kaboom Ability Goblin Sapper Lv5
Lightning Skill Sapphiron
Improved Kungfu Bruce Lee Lv1
Tree Upgrades Treant Lv1
Tree Upgrades Treant Lv2
Tree Upgrades Treant Lv3
Test
Test 1
Test 2
Test 3
Test 4 1
Test 4 2
Other
Trigger
Text
Destroy
Aniamtion
Aniamtion 2
Lose
Move
Move 2
Move 3
Move 4
Move 5
Move 6
Ship
Ship 2
Royal Ship
Royal Ship 2
Mammoth Ship
Mammoth Ship 2
Gold
Heros
Special Move
Even
Trigger Even
Trigger Even 2
Trigger Even 3
Trigger Even 4
Hide Boss
Boss 1 Shelob
Boss 2 Balrog
Boss 3 Dracula
Boss 4 Saruman
Boss 5 Witch King
Boss 6 The Thing
Boss 7 Dorothy
Monster
Dark Troll
Millita
Footman
Archer
Knight
Bandit
Elf Warrior
Grunt
Fel Orc Grunt
Troll Headhunter
Minotaur Boss 1
Urukhai
Fel Orc Rider
QuillBeast
Centaur Warrior
Tank Zombie
Draenei Spellcaster
Giant Beast
Faceless
Fubolg Warriror
Iron Golem
Lochness Boss 2
Huntress
KodoBeast
Royal Knight
Makruna Warrior
Motarteam
Naga Guardian
Centaur Warchief
Death Revenant
Arachnathid
Nerubian Lord
Diablo Boss Final
Win
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
ability
abilcode
No
Max
integer
No
Min
real
No
TempUnit
unit
No
Unit1
group
No
Unit2
group
No
Unit3
unit
No
Gloves of Spell Mastery
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Gloves of Spell Mastery (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Magic Stone) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Spell Mastery (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Magic Stone)
Hero - Create Gloves of Spell Mastery and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Crown of Deathlord
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Mask of Death II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Mask of Death) Equal to True
((Hero manipulating item) has an item of type Bows of Elves) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death)
Item - Remove (Item carried by (Hero manipulating item) of type Bows of Elves)
Hero - Create Crown of Deathlord and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Helm of Battlethirst
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Mask of Death II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Mask of Death) Equal to True
((Hero manipulating item) has an item of type Titan Helm) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death)
Item - Remove (Item carried by (Hero manipulating item) of type Titan Helm)
Hero - Create Helm of Battlethirst and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Ice Shard
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Mask of Death II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Mask of Death) Equal to True
((Hero manipulating item) has an item of type Staff of Wizard) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death)
Item - Remove (Item carried by (Hero manipulating item) of type Staff of Wizard)
Hero - Create Ice Shard and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Ring of Power
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Ring of Power (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Ring of Protection) Equal to True
((Hero manipulating item) has an item of type Ring of Eagle) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Power (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Protection)
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Eagle)
Hero - Create Ring of Power and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Katana
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Katana (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Swords of Human) Equal to True
((Hero manipulating item) has an item of type Fire of Mount Doom) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Katana (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Swords of Human)
Item - Remove (Item carried by (Hero manipulating item) of type Fire of Mount Doom)
Hero - Create Katana and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Frostmourne
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Frostmourne (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Fire and Ice Sword) Equal to True
((Hero manipulating item) has an item of type Storm Hammers) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Fire and Ice Sword)
Item - Remove (Item carried by (Hero manipulating item) of type Frostmourne (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Storm Hammers)
Hero - Create Frostmourne and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Fire Shield
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Fire Shield (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Cloak of Flames) Equal to True
((Hero manipulating item) has an item of type Wood Shield) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Fire Shield (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Wood Shield)
Item - Remove (Item carried by (Hero manipulating item) of type Cloak of Flames)
Hero - Create Fire Shield and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Chest Plate
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Chest Plate (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Iron Shield) Equal to True
((Hero manipulating item) has an item of type Gold Shield) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Chest Plate (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Iron Shield)
Item - Remove (Item carried by (Hero manipulating item) of type Gold Shield)
Hero - Create Chest Plate and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Claws of Speed
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Claws of Speed (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Claws of Attack) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Claws of Speed (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Claws of Attack)
Hero - Create Claws of Speed and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Iron Shield
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Iron Shield (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Medalion of Courage) Equal to True
((Hero manipulating item) has an item of type Wood Shield) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Iron Shield (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Wood Shield)
Item - Remove (Item carried by (Hero manipulating item) of type Medalion of Courage)
Hero - Create Iron Shield and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Ice Sword
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Ice Sword (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Titan Helm) Equal to True
((Hero manipulating item) has an item of type Swords of Human) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Ice Sword (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Swords of Human)
Item - Remove (Item carried by (Hero manipulating item) of type Titan Helm)
Hero - Create Ice Sword and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Fire Sword
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Fire Sword (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Bows of Elves) Equal to True
((Hero manipulating item) has an item of type Swords of Human) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Fire Sword (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Swords of Human)
Item - Remove (Item carried by (Hero manipulating item) of type Bows of Elves)
Hero - Create Fire Sword and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Fire and Ice Sword
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Fire and Ice Sword (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Fire Sword) Equal to True
((Hero manipulating item) has an item of type Ice Sword) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Fire and Ice Sword (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Fire Sword)
Item - Remove (Item carried by (Hero manipulating item) of type Ice Sword)
Hero - Create Fire and Ice Sword and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Flying Boots
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Flying Boots (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Boots of Speed) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Flying Boots (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
Hero - Create Flying Boots and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Ring of Superiority
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Ring of Superiority (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Ring of Regeneration) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Superiority (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Regeneration)
Hero - Create Ring of Superiority and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Gold Shield
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Gold Shield (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Medalion of Courage) Equal to True
((Hero manipulating item) has an item of type Ring of Protection) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Gold Shield (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Protection)
Item - Remove (Item carried by (Hero manipulating item) of type Medalion of Courage)
Hero - Create Gold Shield and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Magic Boots
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Boots of Speed II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Boots of Speed) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Magic Stone) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
Item - Remove (Item carried by (Hero manipulating item) of type Magic Stone)
Hero - Create Magic Boots and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Faster Boots
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Boots of Speed II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Boots of Speed) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Boot of Quel'Thalas) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
Item - Remove (Item carried by (Hero manipulating item) of type Boot of Quel'Thalas)
Hero - Create Faster Boots and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Wood Boots
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Boots of Speed II (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Boots of Speed) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed II (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Boots of Speed)
Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
Hero - Create Wood Boots and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Storm Hammers
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Storm Hammers (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Lightning of Zues) Equal to True
((Hero manipulating item) has an item of type Big Hammer) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Storm Hammers (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Lightning of Zues)
Item - Remove (Item carried by (Hero manipulating item) of type Big Hammer)
Hero - Create Storm Hammers and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Cloak of Poision
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Cloak of Poision (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Green Gem) Equal to True
((Hero manipulating item) has an item of type Cloak of Flames) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Cloak of Poision (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Green Gem)
Item - Remove (Item carried by (Hero manipulating item) of type Cloak of Flames)
Hero - Create Cloak of Poision and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
The One Ring
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type The One Ring (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Ring of Superiority) Equal to True
((Hero manipulating item) has an item of type Fire of Mount Doom) Equal to True
((Hero manipulating item) has an item of type Big Hammer) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type The One Ring (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Superiority)
Item - Remove (Item carried by (Hero manipulating item) of type Fire of Mount Doom)
Item - Remove (Item carried by (Hero manipulating item) of type Big Hammer)
Hero - Create The One Ring and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Gloves of Power
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Cloves of Power (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
((Hero manipulating item) has an item of type Gloves of Haste) Equal to True
((Hero manipulating item) has an item of type Boot of Quel'Thalas) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Cloves of Power (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Gloves of Haste)
Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
Item - Remove (Item carried by (Hero manipulating item) of type Boot of Quel'Thalas)
Hero - Create Cloves of Power and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIsm\AIsmTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Lions Ring
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Lion's Ring (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Pendant of Health) Equal to True
((Hero manipulating item) has an item of type Pendant of Mana) Equal to True
((Hero manipulating item) has an item of type Ring of Regeneration) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Lion's Ring (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Pendant of Health)
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Regeneration)
Item - Remove (Item carried by (Hero manipulating item) of type Pendant of Mana)
Hero - Create Lion's Ring and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Dark Orb
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Dark Orb (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Palantir) Equal to True
((Hero manipulating item) has an item of type Cloak of Wind) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Palantir)
Item - Remove (Item carried by (Hero manipulating item) of type Dark Orb (Cong Thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Cloak of Wind)
Hero - Create Dark Orb and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Skull Shield
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Skull Shield (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Gold Shield) Equal to True
((Hero manipulating item) has an item of type Mask of Death) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Gold Shield)
Item - Remove (Item carried by (Hero manipulating item) of type Skull Shield (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death)
Hero - Create Skull Shield and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Scepter of Healing
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Scepter of Healing (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Staff of Wizard) Equal to True
((Hero manipulating item) has an item of type Moon Gem) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Scepter of Healing (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Staff of Wizard)
Item - Remove (Item carried by (Hero manipulating item) of type Moon Gem)
Hero - Create Scepter of Healing and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Ultimate Orb
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Ultimate Orb (Cong Thuc)) Equal to True
((Hero manipulating item) has an item of type Lightning of Zues) Equal to True
((Hero manipulating item) has an item of type Palantir) Equal to True
((Hero manipulating item) has an item of type Fire of Mount Doom) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Lightning of Zues)
Item - Remove (Item carried by (Hero manipulating item) of type Palantir)
Item - Remove (Item carried by (Hero manipulating item) of type Fire of Mount Doom)
Item - Remove (Item carried by (Hero manipulating item) of type Ultimate Orb (Cong Thuc))
Hero - Create Ultimate Orb and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Shadown Staff Lv1
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Shadown Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Staff of Wizard) Equal to True
((Hero manipulating item) has an item of type Ring of Power) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Staff of Wizard)
Item - Remove (Item carried by (Hero manipulating item) of type Ring of Power)
Hero - Create Shadown Staff Level 1 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Shadown Staff Lv2
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Shadown Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Shadown Staff Level 1) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff Level 1)
Hero - Create Shadown Staff Level 2 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Shadown Staff Lv3
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Shadown Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Shadown Staff Level 2) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff Level 2)
Hero - Create Shadown Staff Level 3 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Shadown Staff Lv4
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Shadown Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Shadown Staff Level 3) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Shadown Staff Level 3)
Hero - Create Shadown Staff Level 4 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Perfect Cog Lv1
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Perfect Cog (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Purple Key) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Purple Key)
Hero - Create Perfect Cog Level 1 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Perfect Cog Lv2
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Perfect Cog (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Perfect Cog Level 1) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog Level 1)
Hero - Create Perfect Cog Level 2 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Perfect Cog Lv3
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Perfect Cog (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Perfect Cog Level 2) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog Level 2)
Hero - Create Perfect Cog Level 3 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Perfect Cog Lv4
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Perfect Cog (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Perfect Cog Level 3) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Perfect Cog Level 3)
Hero - Create Perfect Cog Level 4 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
SimaYi Staff Lv1
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type SimaYi Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Staff of Wizard) Equal to True
((Hero manipulating item) has an item of type Pendant of Mana) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Staff of Wizard)
Item - Remove (Item carried by (Hero manipulating item) of type Pendant of Mana)
Hero - Create SimaYi Staff Level 1 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
SimaYi Staff Lv2
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type SimaYi Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type SimaYi Staff Level 1) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff Level 1)
Hero - Create SimaYi Staff Level 2 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
SimaYi Staff Lv3
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type SimaYi Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type SimaYi Staff Level 2) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff Level 2)
Hero - Create SimaYi Staff Level 3 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
SimaYi Staff Lv4
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type SimaYi Staff (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type SimaYi Staff Level 3) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type SimaYi Staff Level 3)
Hero - Create SimaYi Staff Level 4 and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Red Key
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Red Key (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Circlet of Nobility) Equal to True
((Hero manipulating item) has an item of type Belt of Giant Strength) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Red Key (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Circlet of Nobility)
Item - Remove (Item carried by (Hero manipulating item) of type Belt of Giant Strength)
Hero - Create Red Key and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Silve Key
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Silve Key (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Circlet of Nobility) Equal to True
((Hero manipulating item) has an item of type Boot of Quel'Thalas) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Silve Key (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Circlet of Nobility)
Item - Remove (Item carried by (Hero manipulating item) of type Boot of Quel'Thalas)
Hero - Create Silve Key and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Purple Key
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Purple Key (Cong thuc)) Equal to True
((Hero manipulating item) has an item of type Circlet of Nobility) Equal to True
((Hero manipulating item) has an item of type Magic Stone) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Purple Key (Cong thuc))
Item - Remove (Item carried by (Hero manipulating item) of type Circlet of Nobility)
Item - Remove (Item carried by (Hero manipulating item) of type Magic Stone)
Hero - Create Purple Key and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Gold Key
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Purple Key) Equal to True
((Hero manipulating item) has an item of type Red Key) Equal to True
((Hero manipulating item) has an item of type Silve Key) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Purple Key)
Item - Remove (Item carried by (Hero manipulating item) of type Red Key)
Item - Remove (Item carried by (Hero manipulating item) of type Silve Key)
Hero - Create Gold Key and give it to (Hero manipulating item)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Hero manipulating item) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Gold Key 2
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Gold Key (Cong thuc)) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Gold Key (Cong thuc))
Else - Actions
Vai lon 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
Wait 1.00 seconds
Unit - Set mana of (Triggering unit) to 100 %
Unit - Reset ability cooldowns for (Triggering unit) .
Vai lon 2
Events
Player - Player 1 (Red) types a chat message containing -vailon (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Vai_lon_1 <gen>
Game - Display to (All players) the text: Have Fun!
Hoi sinh 1
Events
Unit - A unit owned by Player 1 (Red) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 1 (Red) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 1 (Red) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 2
Events
Unit - A unit owned by Player 4 (Purple) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 4 (Purple) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 4 (Purple) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 3
Events
Unit - A unit owned by Player 5 (Yellow) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 5 (Yellow) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 5 (Yellow) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 5 (Yellow) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 4
Events
Unit - A unit owned by Player 6 (Orange) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 6 (Orange) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 6 (Orange) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 6 (Orange) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 5
Events
Unit - A unit owned by Player 7 (Green) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 7 (Green) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 7 (Green) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 7 (Green) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 6
Events
Unit - A unit owned by Player 8 (Pink) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 8 (Pink) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 8 (Pink) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 8 (Pink) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 7
Events
Unit - A unit owned by Player 9 (Gray) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 9 (Gray) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 9 (Gray) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 9 (Gray) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 8
Events
Unit - A unit owned by Player 10 (Light Blue) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 10 (Light Blue) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 10 (Light Blue) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 10 (Light Blue) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 9
Events
Unit - A unit owned by Player 11 (Dark Green) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 11 (Dark Green) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 11 (Dark Green) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 11 (Dark Green) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Hoi sinh 10
Events
Unit - A unit owned by Player 12 (Brown) . Becomes revivable
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: Hero cua ban da hi sinh hien dang dc dem ve thanh duong suc! Xin doi 60s de hoi phuc!
Wait 60.00 seconds
Game - Display to Player Group - Player 12 (Brown) the text: Hero cua ban da sang san chien dau!
Hero - Instantly revive (Revivable Hero) at (Center of Hero_Moved <gen>) , Hide revival graphics
Camera - Pan camera for Player 12 (Brown) to (Center of Hero_Moved <gen>) over 3.00 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Revivable Hero) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Voodoo Ward Witch Doctor
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Voodoo Ward
Actions
Unit - Add +10 Armor to (Casting unit)
Wait 10.00 seconds
Unit - Remove +10 Armor from (Casting unit)
Divine Shield Uther Lv1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Shield
(Level of Divine Shield for (Casting unit)) Equal to 1
Actions
Set Variable Set Unit3 = (Target unit of ability being cast)
Unit - Add Invulnerable (Neutral) to Unit3
Wait 5.00 seconds
Unit - Remove Invulnerable (Neutral) from Unit3
Divine Shield Uther Lv2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Shield
(Level of Divine Shield for (Casting unit)) Equal to 2
Actions
Set Variable Set Unit3 = (Target unit of ability being cast)
Unit - Add Invulnerable (Neutral) to Unit3
Wait 7.00 seconds
Unit - Remove Invulnerable (Neutral) from Unit3
Divine Shield Uther Lv3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Shield
(Level of Divine Shield for (Casting unit)) Equal to 3
Actions
Set Variable Set Unit3 = (Target unit of ability being cast)
Unit - Add Invulnerable (Neutral) to Unit3
Wait 9.00 seconds
Unit - Remove Invulnerable (Neutral) from Unit3
Divine Shield Uther Lv4
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Shield
(Level of Divine Shield for (Casting unit)) Equal to 4
Actions
Set Variable Set Unit3 = (Target unit of ability being cast)
Unit - Add Invulnerable (Neutral) to Unit3
Wait 11.00 seconds
Unit - Remove Invulnerable (Neutral) from Unit3
Divine Shield Uther Lv5
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Divine Shield
(Level of Divine Shield for (Casting unit)) Equal to 5
Actions
Set Variable Set Unit3 = (Target unit of ability being cast)
Unit - Add Invulnerable (Neutral) to Unit3
Wait 13.00 seconds
Unit - Remove Invulnerable (Neutral) from Unit3
Reload Machine Tinker
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Reload Machine
Actions
Unit - Reset ability cooldowns for (Triggering unit) .
Super Kungfu Monk
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Super Kungfu
Actions
Wait 0.50 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Wait 0.50 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using EarthDetonation.mdx
Unit - Cause (Casting unit) to damage circular area after 0.50 seconds of radius 300.00 at (Position of (Casting unit)) , dealing 250.00 damage of attack type Magic and damage type Normal
Unit - Add +10% AS to (Casting unit)
Wait 5.00 seconds
Unit - Remove +10% AS from (Casting unit)
Rain of Hope Uther Lv1
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Tranquility (Lv1)
Actions
Unit - Order (Summoned unit) to Night Elf Keeper Of The Grove - Tranquility .
Rain of Hope Uther Lv2
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Tranquility (Lv2)
Actions
Unit - Order (Summoned unit) to Night Elf Keeper Of The Grove - Tranquility .
Rain of Hope Uther Lv3
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Tranquility (Lv3)
Actions
Unit - Order (Summoned unit) to Night Elf Keeper Of The Grove - Tranquility .
Blizzard SiMaYi Lv1
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Blizzard (Lv1)
Actions
Unit - Order (Summoned unit) to Human Archmage - Blizzard . (Position of (Summoned unit))
Blizzard SiMaYi Lv2
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Blizzard (Lv2)
Actions
Unit - Order (Summoned unit) to Human Archmage - Blizzard . (Position of (Summoned unit))
Blizzard SiMaYi Lv3
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Blizzard (Lv3)
Actions
Unit - Order (Summoned unit) to Human Archmage - Blizzard . (Position of (Summoned unit))
Blizzard SiMaYi Lv4
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Blizzard (Lv4)
Actions
Unit - Order (Summoned unit) to Human Archmage - Blizzard . (Position of (Summoned unit))
Blizzard SiMaYi Lv5
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Blizzard (Lv5)
Actions
Unit - Order (Summoned unit) to Human Archmage - Blizzard . (Position of (Summoned unit))
Death and Decay Underground Witch Lv1
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Death and Decay (Lv1)
Actions
Unit - Order (Summoned unit) to Undead Lich - Death And Decay . (Position of (Summoned unit))
Death and Decay Underground Witch Lv2
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Death and Decay (Lv2)
Actions
Unit - Order (Summoned unit) to Undead Lich - Death And Decay . (Position of (Summoned unit))
Death and Decay Underground Witch Lv3
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Death and Decay (Lv3)
Actions
Unit - Order (Summoned unit) to Undead Lich - Death And Decay . (Position of (Summoned unit))
Battle Call Bruce Lee Lv1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Call
(Level of Battle Call for (Casting unit)) Equal to 1
Actions
Unit - Create 1 . Battle Call (Lv1) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror .
Battle Call Bruce Lee Lv2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Call
(Level of Battle Call for (Casting unit)) Equal to 2
Actions
Unit - Create 1 . Battle Call (Lv2) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror .
Battle Call Bruce Lee Lv3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Call
(Level of Battle Call for (Casting unit)) Equal to 3
Actions
Unit - Create 1 . Battle Call (Lv3) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror .
Battle Call Bruce Lee Lv4
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Call
(Level of Battle Call for (Casting unit)) Equal to 4
Actions
Unit - Create 1 . Battle Call (Lv4) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror .
Battle Call Bruce Lee Lv5
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Battle Call
(Level of Battle Call for (Casting unit)) Equal to 5
Actions
Unit - Create 1 . Battle Call (Lv5) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Neutral Pit Lord - Howl Of Terror .
Silence Dance HanzouHattori Lv1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Silence Dance
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Silence Dance for (Casting unit)) Equal to 1
Then - Actions
Wait 0.50 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Wait 0.01 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Add +40% AS to (Casting unit)
Wait 10.00 seconds
Unit - Remove +40% AS from (Casting unit)
Else - Actions
Silence Dance HanzouHattori Lv2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Silence Dance
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Silence Dance for (Casting unit)) Equal to 2
Then - Actions
Wait 0.50 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Wait 0.01 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Add +40% AS to (Casting unit)
Wait 11.00 seconds
Unit - Remove +40% AS from (Casting unit)
Else - Actions
Silence Dance HanzouHattori Lv3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Silence Dance
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Silence Dance for (Casting unit)) Equal to 3
Then - Actions
Wait 0.50 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Wait 0.01 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Demon\DarkPortal\DarkPortalTarget.mdl
Unit - Add +40% AS to (Casting unit)
Wait 13.00 seconds
Unit - Remove +40% AS from (Casting unit)
Else - Actions
Human Bones King Leoric
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Human Bones
Actions
Wait 0.50 seconds
Unit - Create a Footman corpse for Neutral Passive at (Position of (Casting unit))
Special Effect - Create a special effect at (Position of (Casting unit)) using NewSmokeEX.mdx
Kaboom Ability Goblin Sapper Lv2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Kaboom! (Lv2)
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using NewSmokeEX.mdx
Kaboom Ability Goblin Sapper Lv3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Kaboom! (Lv3)
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using NewSmokeEX.mdx
Kaboom Ability Goblin Sapper Lv4
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Kaboom! (Lv4)
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using NewSmokeEX.mdx
Kaboom Ability Goblin Sapper Lv5
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Kaboom! (Lv5)
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using NewSmokeEX.mdx
Lightning Skill Sapphiron
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Thorns Aura) Equal to True
(Random integer number between 1 and 100) Less than or equal to ((Level of Lightning Skill for (Attacked unit)) x 6)
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Attacking unit) using Abilities\Spells\Other\Monsoon\MonsoonBoltTarget.mdl
Unit - Cause (Attacked unit) to damage (Attacking unit) , dealing 70.00 damage of attack type Spells and damage type Normal
Improved Kungfu Bruce Lee Lv1
Events
Unit - A unit Dies
Conditions
((Killing unit) has buff Thorns Aura) Equal to True
(Random integer number between 1 and 100) Less than or equal to ((Level of Improve Kungfu for (Killing unit)) x 6)
Actions
Hero - Modify Agility of (Killing unit) : Add 1 .
Tree Upgrades Treant Lv1
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Tree Upgrades
(Level of Tree Upgrades for (Learning Hero)) Equal to 1
Actions
Unit - Add War Treant Upgrade to (Learning Hero)
Tree Upgrades Treant Lv2
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Tree Upgrades
(Level of Tree Upgrades for (Learning Hero)) Equal to 2
Actions
Unit - Remove War Treant Upgrade from (Learning Hero)
Unit - Add Ent Upgrade to (Learning Hero)
Tree Upgrades Treant Lv3
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Tree Upgrades
(Level of Tree Upgrades for (Learning Hero)) Equal to 3
Actions
Unit - Remove Ent Upgrade from (Learning Hero)
Unit - Add Tree of Ages Upgrade to (Learning Hero)
Test 1
Events
Unit - A unit Is attacked
Conditions
(Level of Pash for (Attacking unit)) Equal to 1
((Attacking unit) has buff Endurance Aura) Equal to True
(Random integer number between 1 and 100) Less than or equal to 50
Actions
Wait 1.00 seconds
Unit - Pause (Attacked unit)
Test 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Stampede
(Integer((Mana of (Casting unit)))) Less than or equal to 200
Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing (Random real number between 20.00 and 500.00) damage of attack type Spells and damage type Normal
Unit - Kill (Casting unit)
Test 3
Events
Player - Player 1 (Red) types a chat message containing -ok (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Order No unit to Neutral Pit Lord - Howl Of Terror .
Unit - Order No unit to Orc Far Seer - Chain Lightning . (Target unit of ability being cast)
Unit - Order No unit to Human Archmage - Blizzard . (Position of (Target unit of ability being cast))
Unit - Order No unit to research Rhhb (Unexpected type: 'techcode')
Test 4 1
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Mask of Death
Then - Actions
Unit - Add Item Armor Bonus (+10) to (Hero manipulating item)
Else - Actions
Test 4 2
Events
Unit - A unit Loses an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Mask of Death
Then - Actions
Unit - Remove Item Armor Bonus (+10) from (Hero manipulating item)
Else - Actions
Trigger
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Trigger - Turn off Footman <gen>
Trigger - Turn off Archer <gen>
Trigger - Turn off Millita <gen>
Trigger - Turn off Knight <gen>
Trigger - Turn off Bandit <gen>
Trigger - Turn off Elf_Warrior <gen>
Trigger - Turn off Grunt <gen>
Trigger - Turn off Fel_Orc_Grunt <gen>
Trigger - Turn off Troll_Headhunter <gen>
Trigger - Turn off Minotaur_Boss_1 <gen>
Trigger - Turn off QuillBeast <gen>
Trigger - Turn off Centaur_Warrior <gen>
Trigger - Turn off Tank_Zombie <gen>
Trigger - Turn off Urukhai <gen>
Trigger - Turn off Fel_Orc_Rider <gen>
Trigger - Turn off Draenei_Spellcaster <gen>
Trigger - Turn off Giant_Beast <gen>
Trigger - Turn off Faceless <gen>
Trigger - Turn off Fubolg_Warriror <gen>
Trigger - Turn off Iron_Golem <gen>
Trigger - Turn off Lochness_Boss_2 <gen>
Trigger - Turn off Huntress <gen>
Trigger - Turn off KodoBeast <gen>
Trigger - Turn off Royal_Knight <gen>
Trigger - Turn off Makruna_Warrior <gen>
Trigger - Turn off Motarteam <gen>
Trigger - Turn off Naga_Guardian <gen>
Trigger - Turn off Centaur_Warchief <gen>
Trigger - Turn off Death_Revenant <gen>
Trigger - Turn off Arachnathid <gen>
Trigger - Turn off Nerubian_Lord <gen>
Trigger - Turn off Diablo_Boss_Final <gen>
Trigger - Turn off Win <gen>
Trigger - Turn off Vai_lon_1 <gen>
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Add 1 to Player 5 (Yellow) . Current lumber
Player - Add 1 to Player 6 (Orange) . Current lumber
Player - Add 1 to Player 7 (Green) . Current lumber
Player - Add 1 to Player 8 (Pink) . Current lumber
Player - Add 1 to Player 9 (Gray) . Current lumber
Player - Add 1 to Player 10 (Light Blue) . Current lumber
Player - Add 1 to Player 11 (Dark Green) . Current lumber
Player - Add 1 to Player 12 (Brown) . Current lumber
Player - Add 1 to Player 1 (Red) . Current lumber
Player - Add 1 to Player 4 (Purple) . Current lumber
Trigger - Turn off Trigger_Even <gen>
Trigger - Turn off Trigger_Even_2 <gen>
Text
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Floating Text - Create floating text that reads Alan above Sun Castle guardian 0021 <gen> with Z offset 2.00 , using font size 15.00 , color ( 100 %, 50.00 %, 50.00 %), and 0 % transparency
Floating Text - Create floating text that reads Alan above Sun Castle guardian 0019 <gen> with Z offset 2.00 , using font size 15.00 , color ( 100 %, 50.00 %, 50.00 %), and 0 % transparency
Floating Text - Create floating text that reads Bencang at (Center of Ben_cang <gen>) with Z offset 0 , using font size 20.00 , color ( 50.00 %, 100 %, 50.00 %), and 0 % transparency
Floating Text - Create floating text that reads Ship at (Center of Ship <gen>) with Z offset 0 , using font size 20.00 , color ( 100.00 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Create floating text that reads RoyalShip at (Center of Royal_Ship <gen>) with Z offset 0 , using font size 20.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 0 % transparency
Floating Text - Create floating text that reads Mammoth at (Center of Mammoth <gen>) with Z offset 0 , using font size 20.00 , color ( 0.00 %, 0.00 %, 100.00 %), and 0 % transparency
Destroy
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Unit - Remove Wisp 0029 <gen> from the game
Unit - Remove Wisp 0026 <gen> from the game
Unit - Remove Wisp 0028 <gen> from the game
Unit - Remove Wisp 0009 <gen> from the game
Unit - Remove Wisp 0027 <gen> from the game
Unit - Remove Wisp 0007 <gen> from the game
Unit - Remove Wisp 0030 <gen> from the game
Unit - Remove Wisp 0008 <gen> from the game
Unit - Remove Wisp 0031 <gen> from the game
Unit - Remove Wisp 0025 <gen> from the game
Unit - Remove Grey Tavern 0006 <gen> from the game
Unit - Remove Green Tavern 0005 <gen> from the game
Game - Display to (All players) the text: Thoi gian chon Heros da het!
Floating Text - Create floating text that reads Ngu hoc ai baokhong chon tusom ! Ha ha at (Center of Heros <gen>) with Z offset 0 , using font size 20.00 , color ( 100.00 %, 100.00 %, 100.00 %), and 0 % transparency
Aniamtion
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Animation - Play Ogre Shop 0016 <gen> 's sleep animation
Animation - Play Doctor Shop 0043 <gen> 's Stand Work Gold animation
Lose
Events
Unit - The Sun Castle 0002 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Choi ga qua!
Game - Defeat Player 4 (Purple) with the message: Choi ga qua!
Game - Defeat Player 5 (Yellow) with the message: Choi ga qua!
Game - Defeat Player 6 (Orange) with the message: Choi ga qua!
Game - Defeat Player 7 (Green) with the message: Choi ga qua!
Game - Defeat Player 8 (Pink) with the message: Choi ga qua!
Game - Defeat Player 9 (Gray) with the message: Choi ga qua!
Game - Defeat Player 10 (Light Blue) with the message: Choi ga qua!
Game - Defeat Player 11 (Dark Green) with the message: Choi ga qua!
Game - Defeat Player 12 (Brown) with the message: Choi ga qua!
Default melee game initialization for all players
Move
Events
Unit - A unit enters 1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 5.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Move 2
Events
Unit - A unit enters 2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 5.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Move 3
Events
Unit - A unit enters 7 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 5.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Move 4
Events
Unit - A unit enters 3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 10.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Move 5
Events
Unit - A unit enters 4 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 15.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Move 6
Events
Unit - A unit enters 5 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Wait 15.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Center of Castle <gen>)
Default melee game initialization for all players
Ship
Events
Unit - A unit enters Ship <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Ship_3 <gen>)
Default melee game initialization for all players
Ship 2
Events
Unit - A unit enters Ship_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Moved <gen>)
Default melee game initialization for all players
Royal Ship
Events
Unit - A unit enters Royal_Ship <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Royal_Ship_3 <gen>)
Default melee game initialization for all players
Royal Ship 2
Events
Unit - A unit enters Royal_Ship_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Moved <gen>)
Default melee game initialization for all players
Mammoth Ship
Events
Unit - A unit enters Mammoth <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Mammoth_3 <gen>)
Default melee game initialization for all players
Mammoth Ship 2
Events
Unit - A unit enters Mammoth_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Moved <gen>)
Default melee game initialization for all players
Gold
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 1 to Player 1 (Red) . Current gold
Player - Add 1 to Player 4 (Purple) . Current gold
Player - Add 1 to Player 5 (Yellow) . Current gold
Player - Add 1 to Player 6 (Orange) . Current gold
Player - Add 1 to Player 7 (Green) . Current gold
Player - Add 1 to Player 8 (Pink) . Current gold
Player - Add 1 to Player 9 (Gray) . Current gold
Player - Add 1 to Player 10 (Light Blue) . Current gold
Player - Add 1 to Player 11 (Dark Green) . Current gold
Default melee game initialization for all players
Heros
Events
Unit - A unit enters Heros <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Moved <gen>)
Hero - Create Potion of Healing and give it to (Triggering unit)
Hero - Create Potion of Regain and give it to (Triggering unit)
Hero - Create Ankh of Reincarnation and give it to (Triggering unit)
Special Move
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Ship with the description Ban co the di den ben cang vao "Ship" de co thee di den "Ship" thu 2 de tro ve chi can quay lai "Ship 2"! , using icon path ReplaceableTextures\CommandButtons\BTNShip.blp
Quest - Create a Required quest titled Royal Ship with the description Ban co the di den ben cang vao "Royal Ship" de co thee di den "Royal Ship" thu 2 de tro ve chi can quay lai "Royal Ship 2"! , using icon path ReplaceableTextures\CommandButtons\BTNHumanBattleShip.blp
Quest - Create a Required quest titled Mammoth with the description Ban co the di den ben cang vao "Mammoth" de co thee di den "Mammoth" thu 2 de tro ve chi can quay lai "Mammoth 2"! , using icon path ReplaceableTextures\CommandButtons\BTNMammoth.blp
Default melee game initialization for all players
Trigger Even
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of living Minotaur units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Display to (All players) the text: Even Boss Hoang Kim da duoc mo, den Alan de toi khu vuc boss!
Trigger - Turn off (This trigger)
Trigger - Turn on Trigger_Even_2 <gen>
Default melee game initialization for all players
Trigger Even 2
Events
Unit - A unit enters Alan <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Even <gen>)
Game - Display to (All players) the text: Chao mung ban toi vung dat Boss! Neu danh dc thi tat ca cac ban se nhan dc tien thuong! Neu ban thay danh khong lai thi hay den Alan de quay ve!
Trigger - Turn off (This trigger)
Unit - Set life of Dracula 0020 <gen> to 100 %
Unit - Set life of Saruman 0022 <gen> to 100 %
Unit - Set life of Balrog 0018 <gen> to 100 %
Unit - Set life of Shelob 0017 <gen> to 100 %
Unit - Set life of Witch King 0023 <gen> to 100 %
Unit - Set life of The Thing 0001 <gen> to 100 %
Unit - Set life of Dorothy 0039 <gen> to 100 %
Default melee game initialization for all players
Trigger Even 3
Events
Unit - A unit enters Alan_return <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Moved <gen>)
Trigger - Turn on Trigger_Even_2 <gen>
Default melee game initialization for all players
Trigger Even 4
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Boss_Arena <gen> contains (Triggering unit)) Equal to True
Actions
Trigger - Turn on Trigger_Even_2 <gen>
Game - Display to (All players) the text: Chuc Ban may man lan sau
Default melee game initialization for all players
Hide Boss
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Unit - Hide Balrog 0018 <gen>
Unit - Hide Dracula 0020 <gen>
Unit - Hide Saruman 0022 <gen>
Unit - Hide Witch King 0023 <gen>
Unit - Hide The Thing 0001 <gen>
Unit - Hide Dorothy 0039 <gen>
Default melee game initialization for all players
Boss 1 Shelob
Events
Unit - Shelob 0017 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Shelob cac ban nhan dc 100 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Player - Add 100 to Player 7 (Green) . Current gold
Player - Add 100 to Player 8 (Pink) . Current gold
Player - Add 100 to Player 9 (Gray) . Current gold
Player - Add 100 to Player 10 (Light Blue) . Current gold
Player - Add 100 to Player 11 (Dark Green) . Current gold
Player - Add 100 to Player 12 (Brown) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la Balrog voi gia 200 tien vang cho moi nguoi! Co len!
Unit - Unhide Balrog 0018 <gen>
Default melee game initialization for all players
Boss 2 Balrog
Events
Unit - Balrog 0018 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Balrog cac ban nhan dc 200 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 200 to Player 1 (Red) . Current gold
Player - Add 200 to Player 4 (Purple) . Current gold
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 200 to Player 7 (Green) . Current gold
Player - Add 200 to Player 8 (Pink) . Current gold
Player - Add 200 to Player 9 (Gray) . Current gold
Player - Add 200 to Player 10 (Light Blue) . Current gold
Player - Add 200 to Player 12 (Brown) . Current gold
Player - Add 200 to Player 11 (Dark Green) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la Dracula voi gia 300 tien vang cho moi nguoi! Co len!
Unit - Unhide Dracula 0020 <gen>
Default melee game initialization for all players
Boss 3 Dracula
Events
Unit - Dracula 0020 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Dracula cac ban nhan dc 300 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 300 to Player 1 (Red) . Current gold
Player - Add 300 to Player 4 (Purple) . Current gold
Player - Add 300 to Player 5 (Yellow) . Current gold
Player - Add 300 to Player 6 (Orange) . Current gold
Player - Add 300 to Player 7 (Green) . Current gold
Player - Add 300 to Player 8 (Pink) . Current gold
Player - Add 300 to Player 9 (Gray) . Current gold
Player - Add 300 to Player 10 (Light Blue) . Current gold
Player - Add 300 to Player 11 (Dark Green) . Current gold
Player - Add 300 to Player 12 (Brown) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la Saruman voi gia 400 tien vang cho moi nguoi! Co len!
Unit - Unhide Saruman 0022 <gen>
Default melee game initialization for all players
Boss 4 Saruman
Events
Unit - Saruman 0022 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Saruman cac ban nhan dc 400 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 400 to Player 1 (Red) . Current gold
Player - Add 400 to Player 4 (Purple) . Current gold
Player - Add 400 to Player 5 (Yellow) . Current gold
Player - Add 400 to Player 6 (Orange) . Current gold
Player - Add 400 to Player 7 (Green) . Current gold
Player - Add 400 to Player 8 (Pink) . Current gold
Player - Add 400 to Player 9 (Gray) . Current gold
Player - Add 400 to Player 10 (Light Blue) . Current gold
Player - Add 400 to Player 11 (Dark Green) . Current gold
Player - Add 400 to Player 12 (Brown) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la Witch King voi gia 500 tien vang cho moi nguoi! Co len!
Unit - Unhide Witch King 0023 <gen>
Default melee game initialization for all players
Boss 5 Witch King
Events
Unit - Witch King 0023 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Witch King cac ban nhan dc 500 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 500 to Player 1 (Red) . Current gold
Player - Add 500 to Player 4 (Purple) . Current gold
Player - Add 500 to Player 5 (Yellow) . Current gold
Player - Add 500 to Player 6 (Orange) . Current gold
Player - Add 500 to Player 7 (Green) . Current gold
Player - Add 500 to Player 8 (Pink) . Current gold
Player - Add 500 to Player 9 (Gray) . Current gold
Player - Add 500 to Player 10 (Light Blue) . Current gold
Player - Add 500 to Player 11 (Dark Green) . Current gold
Player - Add 500 to Player 12 (Brown) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la The Thing voi gia 600 tien vang cho moi nguoi! Co len!
Unit - Unhide The Thing 0001 <gen>
Default melee game initialization for all players
Boss 6 The Thing
Events
Unit - The Thing 0001 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc The Thing cac ban nhan dc 600 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 600 to Player 1 (Red) . Current gold
Player - Add 600 to Player 4 (Purple) . Current gold
Player - Add 600 to Player 5 (Yellow) . Current gold
Player - Add 600 to Player 6 (Orange) . Current gold
Player - Add 600 to Player 7 (Green) . Current gold
Player - Add 600 to Player 8 (Pink) . Current gold
Player - Add 600 to Player 9 (Gray) . Current gold
Player - Add 600 to Player 10 (Light Blue) . Current gold
Player - Add 600 to Player 11 (Dark Green) . Current gold
Player - Add 600 to Player 12 (Brown) . Current gold
Wait 300.00 seconds
Game - Display to (All players) the text: Lenh truy na lan nay la Dorothy voi gia 700 tien vang cho moi nguoi! Co len!
Unit - Unhide Dorothy 0039 <gen>
Default melee game initialization for all players
Boss 7 Dorothy
Events
Unit - Dorothy 0039 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Chuc mung cac ban, cac ban da giet dc Dorothy cac ban nhan dc 700 tien vang! Hay cho doi lenh truy na tiep theo!
Player - Add 700 to Player 1 (Red) . Current gold
Player - Add 700 to Player 4 (Purple) . Current gold
Player - Add 700 to Player 5 (Yellow) . Current gold
Player - Add 700 to Player 6 (Orange) . Current gold
Player - Add 700 to Player 7 (Green) . Current gold
Player - Add 700 to Player 8 (Pink) . Current gold
Player - Add 700 to Player 9 (Gray) . Current gold
Player - Add 700 to Player 10 (Light Blue) . Current gold
Player - Add 700 to Player 11 (Dark Green) . Current gold
Player - Add 700 to Player 12 (Brown) . Current gold
Default melee game initialization for all players
Dark Troll
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Game - Display to (All players) the text: Ban co 30s de chon Heros va lam viec khac!
Wait 30.00 seconds
Trigger - Turn off Gold <gen>
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Dark Troll for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Unit - Create 1 . Dark Troll Warlord for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Millita <gen>
Default melee game initialization for all players
Millita
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Dark Troll units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Dark Troll Warlord units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn off (This trigger)
Trigger - Turn on Gold <gen>
Wait 15.00 seconds
Unit - Create 20 . Milita for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 1 . Super Milita for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Milita for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Milita for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Milita for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Milita for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Milita for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Footman <gen>
Default melee game initialization for all players
Footman
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Milita units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Super Milita units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Footman for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Archer <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Super Footman for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Footman for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Footman for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Footman for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Footman for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Footman for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Archer
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Footman units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Super Footman units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Archer for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Knight <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Super Archer for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Archer for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Archer for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Archer for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Archer for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Archer for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Knight
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Archer units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Super Archer units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Knight for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Bandit <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Super Knight for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Knight for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Knight for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Knight for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Knight for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Knight for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Bandit
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Knight units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Super Knight units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Bandit for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Elf_Warrior <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Bandit Lord for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Bandit for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Bandit for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Bandit for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Bandit for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Bandit for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Elf Warrior
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Bandit units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Bandit Lord units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Elf Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Grunt <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Elf King for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Elf Warrior for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Elf Warrior for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Elf Warrior for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Elf Warrior for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Elf Warrior for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Grunt
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Elf King units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Elf Warrior units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Grunt for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Fel_Orc_Grunt <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Grunt Champion for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Grunt for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Grunt for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Grunt for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Grunt for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Grunt for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Fel Orc Grunt
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Grunt units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Grunt Champion units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Fel Orc Grunt for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Troll_Headhunter <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Fel Grunt Warchief for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Grunt for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Grunt for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Grunt for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Grunt for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Grunt for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Troll Headhunter
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Fel Grunt Warchief units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Fel Orc Grunt units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Troll Headhunter for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn on Minotaur_Boss_1 <gen>
Trigger - Turn off Gold <gen>
Unit - Create 1 . Troll Berseker for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Troll Headhunter for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Troll Headhunter for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Troll Headhunter for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Troll Headhunter for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Troll Headhunter for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Minotaur Boss 1
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Troll Headhunter units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Troll Berseker units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Chuan bi di Boss thu nhat ra day! Ban co 30s de chuan bi!
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 30.00 seconds
Unit - Create 1 . Minotaur for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Trigger_Even <gen>
Trigger - Turn on Urukhai <gen>
Default melee game initialization for all players
Urukhai
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of living Minotaur units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Uruk-Hai for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Fel_Orc_Rider <gen>
Unit - Create 1 . Uruk-Hai Champion for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Uruk-Hai for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Uruk-Hai for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Uruk-Hai for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Uruk-Hai for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Uruk-Hai for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Fel Orc Rider
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Uruk-Hai Champion units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Uruk-Hai units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Fel Orc Rider for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on QuillBeast <gen>
Unit - Create 1 . Champion Rider for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Rider for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Rider for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Rider for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Rider for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Fel Orc Rider for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
QuillBeast
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Fel Orc Rider units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Champion Rider units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . QuillBeast for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Centaur_Warrior <gen>
Unit - Create 1 . Razormane Chieftian for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . QuillBeast for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . QuillBeast for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . QuillBeast for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . QuillBeast for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . QuillBeast for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Centaur Warrior
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Razormane Chieftian units owned by Player 2 (Blue)) Equal to 0) and ((Number of living QuillBeast units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Centaur Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Tank_Zombie <gen>
Unit - Create 1 . Centaur Warchief for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warrior for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warrior for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warrior for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warrior for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warrior for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Tank Zombie
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Centaur Warrior units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Centaur Warchief units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Tank Zombie for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Draenei_Spellcaster <gen>
Unit - Create 1 . Lord of Zombie for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Tank Zombie for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Tank Zombie for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Tank Zombie for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Tank Zombie for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Tank Zombie for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Draenei Spellcaster
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Lord of Zombie units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Tank Zombie units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Draenei Spellcaster for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Giant_Beast <gen>
Unit - Create 1 . Draenei Magician for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Draenei Spellcaster for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Draenei Spellcaster for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Draenei Spellcaster for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Draenei Spellcaster for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Draenei Spellcaster for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Giant Beast
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Draenei Spellcaster units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Draenei Magician units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Giant Beast for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Faceless <gen>
Unit - Create 1 . Faceless for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Giant Beast for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Giant Beast for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Giant Beast for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Giant Beast for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Giant Beast for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Faceless
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Faceless units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Giant Beast units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Faceless for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Fubolg_Warriror <gen>
Unit - Create 1 . Fubolg Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Faceless for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Faceless for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Faceless for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Faceless for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Faceless for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Fubolg Warriror
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Faceless units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Fubolg Warrior units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Fubolg Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Iron_Golem <gen>
Unit - Create 1 . Iron Golem for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Fubolg Warrior for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Fubolg Warrior for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Fubolg Warrior for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Fubolg Warrior for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Fubolg Warrior for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Iron Golem
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Iron Golem units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Fubolg Warrior units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Iron Golem for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Lochness_Boss_2 <gen>
Unit - Create 1 . Huntress for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Iron Golem for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Iron Golem for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Iron Golem for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Iron Golem for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Iron Golem for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Lochness Boss 2
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Iron Golem units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Huntress units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Chuan bi di Boss thu hai ra day! Ban co 30s de chuan bi!
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 30.00 seconds
Unit - Create 1 . Lochness Monster for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Huntress <gen>
Default melee game initialization for all players
Huntress
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of living Lochness Monster units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Huntress for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on KodoBeast <gen>
Unit - Create 1 . KodoBeast for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Huntress for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Huntress for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Huntress for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Huntress for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Huntress for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
KodoBeast
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living KodoBeast units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Huntress units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . KodoBeast for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Royal_Knight <gen>
Unit - Create 1 . Royal Knight for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . KodoBeast for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . KodoBeast for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . KodoBeast for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . KodoBeast for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . KodoBeast for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Royal Knight
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living KodoBeast units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Royal Knight units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Royal Knight for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Makruna_Warrior <gen>
Unit - Create 1 . Makruna Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Royal Knight for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Royal Knight for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Royal Knight for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Royal Knight for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Royal Knight for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Makruna Warrior
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Makruna Warrior units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Royal Knight units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Makruna Warrior for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Motarteam <gen>
Unit - Create 1 . Motarteam for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Makruna Warrior for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Makruna Warrior for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Makruna Warrior for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Makruna Warrior for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Makruna Warrior for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Motarteam
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Makruna Warrior units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Motarteam units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Motarteam for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Naga_Guardian <gen>
Unit - Create 1 . Naga Guardian for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Motarteam for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Motarteam for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Motarteam for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Motarteam for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Motarteam for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Naga Guardian
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Naga Guardian units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Motarteam units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Naga Guardian for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Centaur_Warchief <gen>
Unit - Create 1 . Centaur Warchief for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Naga Guardian for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Naga Guardian for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Naga Guardian for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Naga Guardian for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Naga Guardian for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Centaur Warchief
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Naga Guardian units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Centaur Warchief units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Centaur Warchief for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Death_Revenant <gen>
Unit - Create 1 . Death Revenant for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warchief for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warchief for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warchief for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warchief for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Centaur Warchief for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Death Revenant
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Death Revenant units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Centaur Warchief units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Death Revenant for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Arachnathid <gen>
Unit - Create 1 . Arachnathid for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Death Revenant for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Death Revenant for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Death Revenant for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Death Revenant for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Death Revenant for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Arachnathid
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Death Revenant units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Arachnathid units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Arachnathid for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Nerubian_Lord <gen>
Unit - Create 1 . Nerubian Lord for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Unit - Create 25 . Arachnathid for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Arachnathid for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Arachnathid for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Arachnathid for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Arachnathid for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Nerubian Lord
Events
Time - Every 1.00 seconds of game time
Conditions
((Number of living Nerubian Lord units owned by Player 2 (Blue)) Equal to 0) and ((Number of living Arachnathid units owned by Player 2 (Blue)) Equal to 0)
Actions
Game - Display to (All players) the text: Doi 15s
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 15.00 seconds
Unit - Create 20 . Nerubian Lord for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Diablo_Boss_Final <gen>
Unit - Create 25 . Nerubian Lord for Player 2 (Blue) at (Center of 2 <gen>) facing 0.90 degrees
Unit - Create 25 . Nerubian Lord for Player 2 (Blue) at (Center of 3 <gen>) facing 0.90 degrees
Unit - Create 25 . Nerubian Lord for Player 2 (Blue) at (Center of 4 <gen>) facing 0.90 degrees
Unit - Create 25 . Nerubian Lord for Player 2 (Blue) at (Center of 5 <gen>) facing 0.90 degrees
Unit - Create 25 . Nerubian Lord for Player 2 (Blue) at (Center of 7 <gen>) facing 0.90 degrees
Default melee game initialization for all players
Diablo Boss Final
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of living Nerubian Lord units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Display to (All players) the text: Chuan bi di Boss cuoi cung ra day! Ban co 60s de chuan bi! Ket qua phong thu tu nay den gio phu thuoc vao giay phut nay day!
Trigger - Turn on Gold <gen>
Trigger - Turn off (This trigger)
Wait 60.00 seconds
Unit - Create 1 . Diablo for Player 2 (Blue) at (Center of Ra_linh <gen>) facing 0.90 degrees
Trigger - Turn off Gold <gen>
Trigger - Turn on Win <gen>
Default melee game initialization for all players
Win
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of living Diablo units owned by Player 2 (Blue)) Equal to 0
Actions
Game - Display to (All players) the text: Chuc mung ban cac ban da tieu diet dc Diablo cac ban da chien thang! Chi con 30s cuoi cung de luyen tiec sau do tro choi se ket thuc! Thanks For Playing!
Trigger - Turn off (This trigger)
Wait 30.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
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)
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)
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)
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