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Triggers
Demou Team Line Tower v 1.00.w3x
Variables
Special Towers Text
Fire
Ice
Lifgtning
Light
Dark
initialisation
bounty
map initialization
Security
tunneler move
tunneler replace
tunneler heal
leaderboard remove
borders 1
borders 2
borders 3
borders 4
borders 5
deplacement
move 1
move 2
move 3
move 4
move 5
move 1 own
move 2 own
move 3 own
move 4 own
move 5 own
move 1 dead
move 2 dead
move 3 dead
move 4 dead
move 5 dead
arrive 1
arrive 1 dead
arrive 2
arrive 2 dead
arrive 3
arrive 3 dead
arrive 4
arrive 4 dead
arrive 5
arrive 5 dead
arrive 1 Referee
arrive 2 Referee
arrive 3 Referee
arrive 4 Referee
arrive 5 Referee
cool baby
deplacement areas
area 1
area 2
area 3
area 4
area 5
creeps
creeps buy income
creeps buy send 1
creeps buy send 2
creeps buy send 3
creeps buy send 5
creeps buy send 4
income wisp
income
move team 1 dead
move team 2 dead
move team 3 dead
move team 4 dead
move team 5 dead
technologie
fire basic
glace basic
lightning basic
light basic
dark basic
fire 1
fire 2
glace 1
glace 2
lightning 1
lightning 2
light 1
light 2
dark 1
dark 2
info fire tower
info ice tower
info lightning tower
info light tower
info dark tower
victory
victory 1
victory 2
victory 3
victory 4
victory 5
quest info
gameplay
commands
camera
sell
help
income show
move team 1
move team 2
move team 3
move team 4
move team 5
Kick Red
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Pink
Kick Gray
Kick Light Blue
Name
Type
is_array
initial_value
income
integer
Yes
incometimer
timer
No
lives
integer
Yes
unit_temp
unitcode
No
Fire
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Fire at (Center of fire_basic <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Ice
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Ice at (Center of ice_basic <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Lifgtning
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Lightning at (Center of lightning_basic <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Light
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Light at (Center of light_basic <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Dark
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Dark at (Center of dark_basic <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Initialisation for all players
map initialization
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Light Tower at ((Center of light_basic <gen>) offset by (-80.00, -80.00)) with Z offset 10.00 , using font size 14.00 , color ( 100 %, 10.00 %, 10.00 %), and 90.00 % transparency
Floating Text - Create floating text that reads Dark Tower at ((Center of dark_basic <gen>) offset by (-70.00, -70.00)) with Z offset 10.00 , using font size 14.00 , color ( 100 %, 10.00 %, 10.00 %), and 90.00 % transparency
Melee Game - Use melee time of day (for all players)
Visibility - Disable fog of war
Visibility - Disable black mask
Environment - Set sky to Lordaeron Summer Sky
For each (Integer A) from 1 to 10 , do (Set (Player((Integer A))).Current gold to 30)
For each (Integer A) from 1 to 5 , do (Set VariableSet income[(Integer A)] = "25")
For each (Integer A) from 1 to 5 , do (Set VariableSet lives[(Integer A)] = "40")
Wait 0.01 seconds
Countdown Timer - Start incometimer as a Repeating timer that will expire in 15.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
Wait 2 seconds
Leaderboard - Create a leaderboard for (All players) titled Version Made By J3ppe
For each (Integer A) from 1 to 10 , do (Add (Player((Integer A))) to (Last created leaderboard) with label ((Team + (String((Team number of (Player((Integer A))))))) + ( - + (Name of (Player((Integer A)))))) and value 40)
For each (Integer A) from 1 to 10 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
For each (Integer A) from 1 to 10 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Remove (Player((Integer A))) from (Last created leaderboard).) else do (Do nothing))
Game - Display to (All players) for 10.00 seconds the text: New Player To Line Tower WarsThen Try -help
Security
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
Actions
Wait 0.50 seconds
Unit - Remove (Dying unit) from the game
tunneler move
Events
Time - Every 10.00 seconds of game time
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in area_1 <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Unit Group - Pick every unit in (Units in area_2 <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Unit Group - Pick every unit in (Units in area_3 <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Unit Group - Pick every unit in (Units in area_4 <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Unit Group - Pick every unit in (Units in area_5 <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
tunneler replace
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Unit - Create 1 . Referee for Player 12 (Brown) at (Center of depart_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Referee for Player 12 (Brown) at (Center of depart_3 <gen>) facing Default building facing degrees
tunneler heal
Events
Unit - A unit owned by Player 12 (Brown) . Is attacked
Conditions
(Life of (Attacked unit)) Less than ((Max life of (Attacked unit)) / 2.00)
Actions
Unit - Set life of (Attacked unit) to 100 %
leaderboard remove
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Remove (Picked unit) from the game)
Leaderboard - Remove (Triggering player) from (Last created leaderboard) .
borders 1
Events
Unit - A unit enters limite_1 <gen>
Unit - A unit enters limite_4 <gen>
Unit - A unit enters limite_2_3 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_1 <gen>)
borders 2
Events
Unit - A unit enters limite_5 <gen>
Unit - A unit enters limite_6 <gen>
Unit - A unit enters limite_3_4 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_2 <gen>)
borders 3
Events
Unit - A unit enters limite_6_7 <gen>
Unit - A unit enters limite_12 <gen>
Unit - A unit enters limite_9 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_3 <gen>)
borders 4
Events
Unit - A unit enters limite_13 <gen>
Unit - A unit enters limite_13_14 <gen>
Unit - A unit enters limite_16 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_4 <gen>)
borders 5
Events
Unit - A unit enters limite_19 <gen>
Unit - A unit enters limite_22 <gen>
Unit - A unit enters limite_19_20 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_5 <gen>)
move 1
Events
Unit - A unit enters move_2 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Unit-type of (Entering unit)) Not equal to Builder
((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_1 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_1 <gen>)) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Mountain Giant) or ((Unit-type of (Entering unit)) Equal to Ghoul)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_1 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_1 <gen>)) else do (Do nothing)
move 2
Events
Unit - A unit enters move_4 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Unit-type of (Entering unit)) Not equal to Builder
((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_2 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_2 <gen>)) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Mountain Giant) or ((Unit-type of (Entering unit)) Equal to Ghoul)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_2 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_2 <gen>)) else do (Do nothing)
move 3
Events
Unit - A unit enters move_6 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Unit-type of (Entering unit)) Not equal to Builder
((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_3 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_3 <gen>)) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Mountain Giant) or ((Unit-type of (Entering unit)) Equal to Ghoul)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_3 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_3 <gen>)) else do (Do nothing)
move 4
Events
Unit - A unit enters move_8 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Unit-type of (Entering unit)) Not equal to Builder
((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_4 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_4 <gen>)) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Mountain Giant) or ((Unit-type of (Entering unit)) Equal to Ghoul)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_4 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_4 <gen>)) else do (Do nothing)
move 5
Events
Unit - A unit enters move_10 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
(Unit-type of (Entering unit)) Not equal to Builder
((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_5 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_5 <gen>)) else do (Do nothing)
If (((Unit-type of (Entering unit)) Equal to Mountain Giant) or ((Unit-type of (Entering unit)) Equal to Ghoul)) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_5 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrive_5 <gen>)) else do (Do nothing)
move 1 own
Events
Unit - A unit enters move_2 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 1 (Red)) or ((Owner of (Entering unit)) Equal to Player 2 (Blue))
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (Turn off (This trigger)))))
move 2 own
Events
Unit - A unit enters move_4 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or ((Owner of (Entering unit)) Equal to Player 4 (Purple))
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (Turn off (This trigger)))))
move 3 own
Events
Unit - A unit enters move_6 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange))
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (Turn off (This trigger)))))
move 4 own
Events
Unit - A unit enters move_8 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 7 (Green)) or ((Owner of (Entering unit)) Equal to Player 8 (Pink))
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (Turn off (This trigger)))))
move 5 own
Events
Unit - A unit enters move_10 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Owner of (Entering unit)) Equal to Player 10 (Light Blue))
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (Turn off (This trigger)))))
move 1 dead
Events
Unit - A unit enters move_2 <gen>
Conditions
((Builder 0000 <gen> is dead) Equal to True) and ((Builder 0002 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (Turn off (This trigger)))))
move 2 dead
Events
Unit - A unit enters move_4 <gen>
Conditions
((Builder 0009 <gen> is dead) Equal to True) and ((Builder 0008 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (Turn off (This trigger)))))
move 3 dead
Events
Unit - A unit enters move_6 <gen>
Conditions
((Builder 0010 <gen> is dead) Equal to True) and ((Builder 0011 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (Turn off (This trigger)))))
move 4 dead
Events
Unit - A unit enters move_8 <gen>
Conditions
((Builder 0098 <gen> is dead) Equal to True) and ((Builder 0111 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (Turn off (This trigger)))))
move 5 dead
Events
Unit - A unit enters move_10 <gen>
Conditions
((Builder 0112 <gen> is dead) Equal to True) and ((Builder 0113 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (Turn off (This trigger)))))
arrive 1
Events
Unit - A unit enters arrive_1 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet lives[(Team number of Player 1 (Red))] = (lives[(Team number of Player 1 (Red))] - 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (All allies of Player 1 (Red).) for 2.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
If (lives[(Team number of Player 1 (Red))] Greater than 0) then do (Set VariableSet lives[(Team number of (Owner of (Triggering unit)))] = (lives[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If (lives[(Team number of Player 1 (Red))] Greater than 0) then do (Display to (All allies of (Owner of (Triggering unit)).) for 2.00 seconds the text: You have stolen 1 life from Team 1) else do (Do nothing)
For each (Integer A) from 1 to 10 , do (Change the value for (Player((Player number of (Player((Integer A)))))) in (Last created leaderboard) to lives[(Team number of (Player((Integer A))))])
If (lives[(Team number of Player 1 (Red))] Equal to 0) then do (Run arrive_1_dead <gen> (ignoring conditions)) else do (Do nothing)
If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (Turn off (This trigger)))))
arrive 1 dead
Events
Conditions
Actions
Game - Display to (All allies of (Owner of (Triggering unit)).) for 15.00 seconds the text: YOU HAVE KILLED 1 TEAMNOW, YOU CAN POSSESS A NEW TECHNOLOGY
If ((Number of units in (Units in extra_wisps <gen> owned by (Player(((Team number of (Owner of (Triggering unit))) x 2))))) Less than or equal to 5) then do (Create 1.Wisp for (Player(((Team number of (Owner of (Triggering unit))) x 2))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in extra_wisps <gen> owned by (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))))) Less than or equal to 5) then do (Create 1.Wisp for (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Remove (Picked unit) from the game)
arrive 2
Events
Unit - A unit enters arrive_2 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet lives[(Team number of Player 3 (Teal))] = (lives[(Team number of Player 3 (Teal))] - 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (All allies of Player 3 (Teal).) for 2.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
If (lives[(Team number of Player 3 (Teal))] Greater than 0) then do (Set VariableSet lives[(Team number of (Owner of (Triggering unit)))] = (lives[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If (lives[(Team number of Player 3 (Teal))] Greater than 0) then do (Display to (All allies of (Owner of (Triggering unit)).) for 2.00 seconds the text: You have stolen 1 life from Team 2) else do (Do nothing)
For each (Integer A) from 1 to 10 , do (Change the value for (Player((Player number of (Player((Integer A)))))) in (Last created leaderboard) to lives[(Team number of (Player((Integer A))))])
If (lives[(Team number of Player 3 (Teal))] Equal to 0) then do (Run arrive_2_dead <gen> (ignoring conditions)) else do (Do nothing)
If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (Turn off (This trigger)))))
arrive 2 dead
Events
Conditions
Actions
Game - Display to (All allies of (Owner of (Triggering unit)).) for 15.00 seconds the text: YOU HAVE KILLED 1 TEAMNOW, YOU CAN POSSESS A NEW TECHNOLOGY
If ((Number of units in (Units in extra_wisps <gen> owned by (Player(((Team number of (Owner of (Triggering unit))) x 2))))) Less than or equal to 5) then do (Create 1.Wisp for (Player(((Team number of (Owner of (Triggering unit))) x 2))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in extra_wisps <gen> owned by (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))))) Less than or equal to 5) then do (Create 1.Wisp for (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Remove (Picked unit) from the game)
arrive 3
Events
Unit - A unit enters arrive_3 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet lives[(Team number of Player 5 (Yellow))] = (lives[(Team number of Player 5 (Yellow))] - 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (All allies of Player 5 (Yellow).) for 2.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
If (lives[(Team number of Player 5 (Yellow))] Greater than 0) then do (Set VariableSet lives[(Team number of (Owner of (Triggering unit)))] = (lives[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If (lives[(Team number of Player 5 (Yellow))] Greater than 0) then do (Display to (All allies of (Owner of (Triggering unit)).) for 2.00 seconds the text: You have stolen 1 life from Team 3) else do (Do nothing)
For each (Integer A) from 1 to 10 , do (Change the value for (Player((Player number of (Player((Integer A)))))) in (Last created leaderboard) to lives[(Team number of (Player((Integer A))))])
If (lives[(Team number of Player 5 (Yellow))] Equal to 0) then do (Run arrive_3_dead <gen> (ignoring conditions)) else do (Do nothing)
If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (Turn off (This trigger)))))
arrive 3 dead
Events
Conditions
Actions
Game - Display to (All allies of (Owner of (Triggering unit)).) for 15.00 seconds the text: YOU HAVE KILLED 1 TEAMNOW, YOU CAN POSSESS A NEW TECHNOLOGY
If ((Number of units in (Units in extra_wisps <gen> owned by (Player(((Team number of (Owner of (Triggering unit))) x 2))))) Less than or equal to 5) then do (Create 1.Wisp for (Player(((Team number of (Owner of (Triggering unit))) x 2))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in extra_wisps <gen> owned by (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))))) Less than or equal to 5) then do (Create 1.Wisp for (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Remove (Picked unit) from the game)
arrive 4
Events
Unit - A unit enters arrive_4 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet lives[(Team number of Player 7 (Green))] = (lives[(Team number of Player 7 (Green))] - 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (All allies of Player 7 (Green).) for 2.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
If (lives[(Team number of Player 7 (Green))] Greater than 0) then do (Set VariableSet lives[(Team number of (Owner of (Triggering unit)))] = (lives[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If (lives[(Team number of Player 7 (Green))] Greater than 0) then do (Display to (All allies of (Owner of (Triggering unit)).) for 2.00 seconds the text: You have stolen 1 life from Team 4) else do (Do nothing)
For each (Integer A) from 1 to 10 , do (Change the value for (Player((Player number of (Player((Integer A)))))) in (Last created leaderboard) to lives[(Team number of (Player((Integer A))))])
If (lives[(Team number of Player 7 (Green))] Equal to 0) then do (Run arrive_4_dead <gen> (ignoring conditions)) else do (Do nothing)
If (((Player 9 (Gray) slot status) Equal to Is playing) or ((Player 10 (Light Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_5 <gen>)) else do (If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (Turn off (This trigger)))))
arrive 4 dead
Events
Conditions
Actions
Game - Display to (All allies of (Owner of (Triggering unit)).) for 15.00 seconds the text: YOU HAVE KILLED 1 TEAMNOW, YOU CAN POSSESS A NEW TECHNOLOGY
If ((Number of units in (Units in extra_wisps <gen> owned by (Player(((Team number of (Owner of (Triggering unit))) x 2))))) Less than or equal to 5) then do (Create 1.Wisp for (Player(((Team number of (Owner of (Triggering unit))) x 2))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in extra_wisps <gen> owned by (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))))) Less than or equal to 5) then do (Create 1.Wisp for (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Remove (Picked unit) from the game)
arrive 5
Events
Unit - A unit enters arrive_5 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet lives[(Team number of Player 9 (Gray))] = (lives[(Team number of Player 9 (Gray))] - 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (All allies of Player 9 (Gray).) for 2.00 seconds the text: ((Name of (Owner of (Entering unit))) + has stolen 1 life from you.)) else do (Do nothing)
If (lives[(Team number of Player 9 (Gray))] Greater than 0) then do (Set VariableSet lives[(Team number of (Owner of (Triggering unit)))] = (lives[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If (lives[(Team number of Player 9 (Gray))] Greater than 0) then do (Display to (All allies of (Owner of (Triggering unit)).) for 2.00 seconds the text: You have stolen 1 life from Team 5) else do (Do nothing)
For each (Integer A) from 1 to 10 , do (Change the value for (Player((Player number of (Player((Integer A)))))) in (Last created leaderboard) to lives[(Team number of (Player((Integer A))))])
If (lives[(Team number of Player 9 (Gray))] Equal to 0) then do (Run arrive_5_dead <gen> (ignoring conditions)) else do (Do nothing)
If (((Player 1 (Red) slot status) Equal to Is playing) or ((Player 2 (Blue) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_1 <gen>)) else do (If (((Player 3 (Teal) slot status) Equal to Is playing) or ((Player 4 (Purple) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_2 <gen>)) else do (If (((Player 5 (Yellow) slot status) Equal to Is playing) or ((Player 6 (Orange) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_3 <gen>)) else do (If (((Player 7 (Green) slot status) Equal to Is playing) or ((Player 8 (Pink) slot status) Equal to Is playing)) then do (Move (Entering unit) instantly to (Random point in depart_4 <gen>)) else do (Turn off (This trigger)))))
arrive 5 dead
Events
Conditions
Actions
Game - Display to (All allies of (Owner of (Triggering unit)).) for 15.00 seconds the text: YOU HAVE KILLED 1 TEAMNOW, YOU CAN POSSESS A NEW TECHNOLOGY
If ((Number of units in (Units in extra_wisps <gen> owned by (Player(((Team number of (Owner of (Triggering unit))) x 2))))) Less than or equal to 5) then do (Create 1.Wisp for (Player(((Team number of (Owner of (Triggering unit))) x 2))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
If ((Number of units in (Units in extra_wisps <gen> owned by (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))))) Less than or equal to 5) then do (Create 1.Wisp for (Player((((Team number of (Owner of (Triggering unit))) x 2) - 1))) at (Random point in extra_wisps <gen>) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Remove (Picked unit) from the game)
arrive 1 Referee
Events
Unit - A unit enters arrive_1 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Center of depart_2 <gen>)
arrive 2 Referee
Events
Unit - A unit enters arrive_2 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Center of depart_3 <gen>)
arrive 3 Referee
Events
Unit - A unit enters arrive_3 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Center of depart_4 <gen>)
arrive 4 Referee
Events
Unit - A unit enters arrive_4 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Center of depart_5 <gen>)
arrive 5 Referee
Events
Unit - A unit enters arrive_5 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Referee
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Center of depart_1 <gen>)
builder filter to keep them in their proper line
cool baby
Events
Unit - A unit enters arrive_1 <gen>
Unit - A unit enters arrive_2 <gen>
Unit - A unit enters arrive_3 <gen>
Unit - A unit enters arrive_4 <gen>
Unit - A unit enters arrive_5 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Builder
Actions
If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Move (Entering unit) instantly to (Center of depart_1 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Move (Entering unit) instantly to (Center of depart_1 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Move (Entering unit) instantly to (Center of depart_2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Move (Entering unit) instantly to (Center of depart_2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Move (Entering unit) instantly to (Center of depart_3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Move (Entering unit) instantly to (Center of depart_3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Move (Entering unit) instantly to (Center of depart_4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Move (Entering unit) instantly to (Center of depart_4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Move (Entering unit) instantly to (Center of depart_5 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) then do (Move (Entering unit) instantly to (Center of depart_5 <gen>)) else do (Do nothing)
area 1
Events
Unit - A unit enters area_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
(Unit-type of (Entering unit)) Equal to Hydra Hatchling
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_1 <gen>)
area 2
Events
Unit - A unit enters area_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
(Unit-type of (Entering unit)) Equal to Hydra Hatchling
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_2 <gen>)
area 3
Events
Unit - A unit enters area_3 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
(Unit-type of (Entering unit)) Equal to Hydra Hatchling
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_3 <gen>)
area 4
Events
Unit - A unit enters area_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
(Unit-type of (Entering unit)) Equal to Hydra Hatchling
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_4 <gen>)
area 5
Events
Unit - A unit enters area_5 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
(Unit-type of (Entering unit)) Equal to Hydra Hatchling
Actions
Unit - Order (Entering unit) to Move To . (Center of arrive_5 <gen>)
creeps buy income
Events
Unit - A unit enters Shrine_1 <gen>
Unit - A unit enters Shrine_2 <gen>
Unit - A unit enters Shrine_3 <gen>
Unit - A unit enters Shrine_4 <gen>
Unit - A unit enters Shrine_5 <gen>
Unit - A unit enters Shrine_6 <gen>
Unit - A unit enters Shrine_7 <gen>
Unit - A unit enters Shrine_8 <gen>
Unit - A unit enters Shrine_9 <gen>
Unit - A unit enters Shrine_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 5)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 6)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 7)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 18)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 25)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 175)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 400)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 450)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 550)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 650)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1500)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1500)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 15000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Ghoul) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 2500)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Satyre) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Crypt Fiend) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1125)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Necromancer) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1250)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to chaman) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 1500)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Spellbreaker) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1750)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Hydra) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] + 1750)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Abomination) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 12500)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mountain Giant) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 25000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to mouton volant) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 50000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wyrm) then do (Set VariableSet income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 150000)) else do (Do nothing)
creeps buy send 1
Events
Unit - A unit enters Shrine_1 <gen>
Unit - A unit enters Shrine_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Unit - Create 2 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Random point in depart_2 <gen>) facing Default building facing degrees
Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
creeps buy send 2
Events
Unit - A unit enters Shrine_3 <gen>
Unit - A unit enters Shrine_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Unit - Create 2 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Random point in depart_3 <gen>) facing Default building facing degrees
Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
creeps buy send 3
Events
Unit - A unit enters Shrine_5 <gen>
Unit - A unit enters Shrine_6 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Unit - Create 2 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Random point in depart_4 <gen>) facing Default building facing degrees
Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
creeps buy send 5
Events
Unit - A unit enters Shrine_9 <gen>
Unit - A unit enters Shrine_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Unit - Create 2 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Random point in depart_1 <gen>) facing Default building facing degrees
Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
creeps buy send 4
Events
Unit - A unit enters Shrine_7 <gen>
Unit - A unit enters Shrine_8 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Unit - Create 2 . (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Random point in depart_5 <gen>) facing Default building facing degrees
Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
income wisp
Events
Unit - A unit enters wisp_buy <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
Set Variable Set income[(Team number of (Owner of (Triggering unit)))] = (income[(Team number of (Owner of (Triggering unit)))] - 25000)
Unit - Move (Triggering unit) instantly to (Center of extra_wisps <gen>)
income
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 5 , do (Add income[(Integer A)] to (Player(((Integer A) x 2))).Current gold)
For each (Integer A) from 1 to 5 , do (Add income[(Integer A)] to (Player((((Integer A) x 2) - 1))).Current gold)
For each (Integer A) from 1 to 5 , do (Display to (Player group((Player(((Integer A) x 2))))) the text: (Your teams income is : + (String(income[(Integer A)]))))
For each (Integer A) from 1 to 5 , do (Display to (All players) for 6.00 seconds the text: (((Team + (String((Integer A)))) + = ) + (String(income[(Integer A)]))))
move team 1 dead
Events
Unit - A unit enters arrive_1 <gen>
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
Actions
Unit Group - Pick every unit in (Units in area_1 <gen>) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Game - Display to (All players) the text: All units in the area of Team 1 are ordered to move down.
Trigger - Turn off (This trigger)
move team 2 dead
Events
Unit - A unit enters arrive_2 <gen>
Conditions
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
Actions
Unit Group - Pick every unit in (Units in area_2 <gen>) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Game - Display to (All players) the text: All units in the area of Team 2 are ordered to move down.
Trigger - Turn off (This trigger)
move team 3 dead
Events
Unit - A unit enters arrive_3 <gen>
Conditions
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
Actions
Unit Group - Pick every unit in (Units in area_3 <gen>) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Game - Display to (All players) the text: All units in the area of Team 3 are ordered to move down.
Trigger - Turn off (This trigger)
move team 4 dead
Events
Unit - A unit enters arrive_4 <gen>
Conditions
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
Actions
Unit Group - Pick every unit in (Units in area_4 <gen>) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Game - Display to (All players) the text: All units in the area of Team 4 are ordered to move down.
Trigger - Turn off (This trigger)
move team 5 dead
Events
Unit - A unit enters arrive_5 <gen>
Conditions
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
Actions
Unit Group - Pick every unit in (Units in area_5 <gen>) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
Game - Display to (All players) the text: All units in the area of Team 5 are ordered to move down.
Trigger - Turn off (This trigger)
fire basic
Events
Unit - A unit enters fire_basic <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00V"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace basic
Events
Unit - A unit enters ice_basic <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00W"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lightning basic
Events
Unit - A unit enters lightning_basic <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00X"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
light basic
Events
Unit - A unit enters light_basic <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00Y"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
dark basic
Events
Unit - A unit enters dark_basic <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00Z"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 1
Events
Unit - A unit enters fire_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h010"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
fire 2
Events
Unit - A unit enters fire_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h011"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 1
Events
Unit - A unit enters ice_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h012"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
glace 2
Events
Unit - A unit enters ice_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h013"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lightning 1
Events
Unit - A unit enters lightning_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h014"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
lightning 2
Events
Unit - A unit enters lightning_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h015"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
light 1
Events
Unit - A unit enters light_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h016"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
light 2
Events
Unit - A unit enters light_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h017"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
dark 1
Events
Unit - A unit enters dark_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h018"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
dark 2
Events
Unit - A unit enters dark_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
Actions
Set Variable Set unit_temp = "h019"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU HAVE ALREADY THIS TECHNOLOGIE !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
info fire tower
Events
Unit - A unit enters info_fire_tower <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: FIRE: good splash damages but slow fire rateGrenade tower.... huge splash GROUND onlyMeteor Attractor.... Slow speed, meduim splash, excellent damageMagma Tower... Medium Splash, can stun
info ice tower
Events
Unit - A unit enters info_ice_tower <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: WATER / ICE: the ice can slow units. Balanced element.Ultimate Ice Tower... Good Aoe, and slows creepsUltimate Water Tower... Fast Single Target tower, doesn't slow
info lightning tower
Events
Unit - A unit enters info_lightning_tower <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: ELECTRICITY: Good coldown but no splash damage.Lightning Generator ... Fast single target high damageCondensor... Fast, moderate dmg, can stun targetElectric Cannon... Medium Speed, can stun target
info light tower
Events
Unit - A unit enters info_light_tower <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: LIGHT: vaious good towers. Enchanted Mushroom... Medium speed, large splashSorceress Tower... Fast Single Target, has AoE slow auraHoly Lantern.... Medium speed, single target
info dark tower
Events
Unit - A unit enters info_dark_tower <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: SHADOW / POISON : Slow Poison and reasonable damages.Septic Tank.... Fast single target, has slow poisonSwarmcaller.... Medium speed, huge splash, good damageDamned Tower .. Medium speed, single target, has slow poison
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 1
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0000 <gen> with Z offset 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ team 1 has won the game !! -------
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Trigger - Turn off income <gen>
Countdown Timer - Pause incometimer
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 2
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0008 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ Team 2 has won the game !! -------
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Trigger - Turn off income <gen>
Countdown Timer - Pause incometimer
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 3
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0010 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ team 3 has won the game !! -------
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Trigger - Turn off income <gen>
Countdown Timer - Pause incometimer
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 4
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0098 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ team 4 has won the game !! -------
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Trigger - Turn off income <gen>
Countdown Timer - Pause incometimer
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 5
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0113 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ team 5 has won the game !! -------
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Trigger - Turn off income <gen>
Countdown Timer - Pause incometimer
gameplay
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Technology with the description In the middle to the north is the tech area, in which you have 5 starting wisps. Left from the wisps are circles of power with their corrosponding elemental towers. Use the wisps to chose which towers you want to build. (All the high level towers upgrade from the Elemental towers built.) , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Technology Upgrades with the description First row to the left, downwards:Fire Tower, Ice Tower, Electricity Tower, Light Tower, Dark TowerSecond row, downwards:Fire1, Fire2, Ice1, Ice2, Elec1, Elec2, Light1, Light2, Dark1, Dark2 , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Cross Technology Towers with the description Moonbeam Tower Ultimate: Fire Tower, Fire1, Light TowerMortar Tower Ultimate: Fire Tower, Fire2, Dark TowerGlacial Tower Ultimate: Ice Tower, Ice1, Light TowerHurricane Elemental Ultimate: Ice Tower, Ice2, Electricity TowerScorpion Tower Ultimate: Eletricity Tower, Elec1, Dark TowerStatic Tower Ultimate: Eletricity Tower, Elec2, Ice TowerEnchanted Mushroom Ultimate: Light Tower, Elec1, Dark TowerWizard Tower Ultimate: Light Tower, Elec2, Ice TowerGravedigger Ultimate: Dark Tower, Dark1, Electricity TowerPlaguebringer Ultimate: Dark Tower, Dark2, Fire Tower , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Basic Gameplay with the description Team Line Tower Wars is a tower defence game, the object of which is twofold, summon creeps to steal lives from the other teams, while building towers to defend yourself from them. Summoned creeps which make it to the bottom of your lane steal one life from you. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Commands with the description -move ->orders all your creeps to move down the lanes again-help ->just a short version of this text-income ->shows your actual income-kick ->color easies way to get rid of asholes (red and blue only)possilble colors: red, blue, teal, purple, yellow, orange, green, pink, gray, light blue , using icon path ReplaceableTextures\CommandButtons\BTNBandit.tga
Quest - Create a Optional quest titled Attackers with the description The demolition machine (shrine), siege engine, and phoenix are all tower attackers which attempt to destroy your opponents maze. Tower attackers are most effective against someone who builds mazes. So use them wisely. ^^ , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Income with the description -starting account: 30 gold-starting income: 25 gold-new income added every 15 seconds of game time to your bank-the timer displays the time remaining to the next income cycle , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Summoning with the description In the centerline of the map you have 3 buildings, a shrine, shrine 2 and a super shrine. At these buildings you may purchase creeps to send at your opponents. Most importantly, summoning creeps raises your income and gives you the chance to steal lives from the other players. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
camera
Events
Player - Player 1 (Red) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -cam (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Camera - Set Player 1 (Red) 's camera Distance to target to 2600.00 over 1.00 seconds
sell
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Unit - A unit owned by Player 9 (Gray) . Finishes training a unit
Unit - A unit owned by Player 10 (Light Blue) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Sell
Actions
Unit - Remove (Triggering unit) from the game
Unit - Remove (Trained unit) from the game
Player - Add (Point-value of (Triggering unit)) to (Triggering player) . Current gold
Game - Display to (Player group((Owner of (Trained unit)))) the text: ((|c0000cdf9You recieved |r + (String((Point-value of (Triggering unit))))) + (|c0000cdf9 gold for selling a |r + (Name of (Triggering unit))))
help
Events
Player - Player 1 (Red) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Check the quest menu for information about the game......-move ->order your creeps to move down lanes-income ->shows your actual income-destroy ->kill marked units (must be yours)-cam -> let's you see more area
income show
Events
Player - Player 1 (Red) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
For each (Integer A) from 1 to 5 , do (Display to (Player group((Triggering player))) for 6.00 seconds the text: (((String((Integer A))) + ) ) + (String(income[(Integer A)]))))
move team 1
Events
Player - Player 1 (Red) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in area_2 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Unit Group - Pick every unit in (Units in area_3 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Unit Group - Pick every unit in (Units in area_4 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Unit Group - Pick every unit in (Units in area_5 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
move team 2
Events
Player - Player 3 (Teal) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in area_1 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Unit Group - Pick every unit in (Units in area_3 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Unit Group - Pick every unit in (Units in area_4 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Unit Group - Pick every unit in (Units in area_5 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
move team 3
Events
Player - Player 5 (Yellow) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in area_1 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Unit Group - Pick every unit in (Units in area_2 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Unit Group - Pick every unit in (Units in area_4 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Unit Group - Pick every unit in (Units in area_5 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
move team 4
Events
Player - Player 7 (Green) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in area_1 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Unit Group - Pick every unit in (Units in area_2 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Unit Group - Pick every unit in (Units in area_3 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Unit Group - Pick every unit in (Units in area_5 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_5 <gen>))
move team 5
Events
Player - Player 9 (Gray) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in area_1 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_1 <gen>))
Unit Group - Pick every unit in (Units in area_2 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_2 <gen>))
Unit Group - Pick every unit in (Units in area_3 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_3 <gen>))
Unit Group - Pick every unit in (Units in area_4 <gen> owned by (Triggering player)) and do (Order (Picked unit) to Move To.(Center of arrive_4 <gen>))
Kick Red
Events
Player - Player 2 (Blue) types a chat message containing -kick red (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Don't piss me off. Fucker.
Kick Blue
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Don't piss me off. Fucker.
Kick Teal
Events
Player - Player 1 (Red) types a chat message containing -kick teal (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick teal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Don't piss me off. Fucker.
Kick Purple
Events
Player - Player 1 (Red) types a chat message containing -kick purple (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Don't piss me off. Fucker.
Kick Yellow
Events
Player - Player 1 (Red) types a chat message containing -kick yellow (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Don't piss me off. Fucker.
Kick Orange
Events
Player - Player 1 (Red) types a chat message containing -kick orange (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Don't piss me off. Fucker.
Kick Green
Events
Player - Player 1 (Red) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Don't piss me off. Fucker.
Kick Pink
Events
Player - Player 1 (Red) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Don't piss me off. Fucker.
Kick Gray
Events
Player - Player 1 (Red) types a chat message containing -kick gray (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: Don't piss me off. Fucker.
Kick Light Blue
Events
Player - Player 1 (Red) types a chat message containing -kick light blue (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick light blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 10 (Light Blue) with the message: Don't piss me off. Fucker.
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