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Triggers
Do You Even Logic.w3x
Variables
Initialization
Welcome
Melee Initialization
Tu zrob stromy
Die
Lever 1
Port1
Port2
Lever 2
Predlichom
Lower
Necro
Dreadlord
Done
Water
Barel
Circle port
John
Tim
Left
Brana1
Brana2
Help
Dragon
Woman
Woman Pass
Autocook
Checkpoint
Hintswitches
Cheatz
Skyp
Waygaty
A1
A2
A3
A4
B1
B2
B3
C1
C2
D1
D2
D3
E1
E2
E3
E4
F1
F2
F3
G1
H1
H2
H3
H4
I1
I2
J1
J2
L1
M1
M2
N1
N2
S1E
S2E
S3E
S4E
S5E
Broken
Path hint
Race
Skip
Priklad
Spravne1
Spravne2
Spravne3
Spravne4
Lever race
Progress1
Progress2
Progress3
Progress4
Lap
Progress1 Copy
Progress1 Copy 2
Progress1 Copy 3
Progress1 Copy 4
Lap Copy
Endy
RunStart
Run1
Run2
Run3
Run4
Gruntkill
Womankill
Sight
Lendver Copy 1
Lendver Copy 2
Lendver Copy 3
Lendver Copy 4
Lendver Copy 5
Lendver Copy 6
Lendver Copy 7
Lendver Copy 8
Regionend
Teh End
Win 1
Win 2
Win 3
Win 4
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Dragonanger
integer
No
Grunto
unit
No
Hintbol
boolean
No
i
integer
No
lap
integer
No
Peon
unit
Yes
Peonl
unit
Yes
Progress
integer
Yes
Switcha
boolean
Yes
Womana
unit
No
Welcome
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Intro with the description Welcome to the "Do You Even Logic?" map! These poor peons have no idea what happened, they just know they somehow need to... Win. All together. , using icon path ReplaceableTextures\CommandButtons\BTNFarSight.blp
Quest - Create a Required quest titled Need help? with the description There is always some kind of a hint telling you what to do!In case you still don't know, you can check official hints here on the right side. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Required quest titled All dead? with the description Host can type -restart to start over again!Don't forget this map is winnable in one person too! , using icon path ReplaceableTextures\CommandButtons\BTNAnimateDead.blp
Quest - Create a Optional quest titled 1) Start - Hint with the description Check your surroundings carefully. Don't they remind you of something? Maybe they tell you where to check. , using icon path ReplaceableTextures\CommandButtons\BTNUnload.blp
Quest - Create a Optional quest titled 1) Start - Solution with the description Down there is a lever hidden under trees. Destroy it. , using icon path ReplaceableTextures\CommandButtons\BTNUnload.blp
Quest - Create a Optional quest titled 2) Generator - Hint with the description Remember, that the map is finishable in one person, there is no need for anyone to get stuck. Instead, think of paths which may lead out of this place. Also, try to notice what happened when you destroyed the generator. , using icon path ReplaceableTextures\PassiveButtons\PASBTNMagicalSentry.blp
Quest - Create a Optional quest titled 2) Generator - Solution with the description By destroying the generator you became smaller, so you can get through trees on west. , using icon path ReplaceableTextures\PassiveButtons\PASBTNMagicalSentry.blp
Quest - Create a Optional quest titled 3) Mountains - Hint with the description Try to find the necromancer who can help you with an advice. , using icon path ReplaceableTextures\CommandButtons\BTNGhostOfKelThuzad.blp
Quest - Create a Optional quest titled 3) Mountains - Solution with the description Just avoid the cliffs, walk through the middle. , using icon path ReplaceableTextures\CommandButtons\BTNGhostOfKelThuzad.blp
Quest - Create a Optional quest titled 4) Surprise - Hint with the description Where is the way out? Running back won't help. Search for it and try not to die. , using icon path ReplaceableTextures\CommandButtons\BTNDoom.blp
Quest - Create a Optional quest titled 4) Surprise - Solution with the description There is a path through the forest on the east. , using icon path ReplaceableTextures\CommandButtons\BTNDoom.blp
Quest - Create a Optional quest titled 5) The run - Hint with the description Again, everyone is able to survive. What could stop the guy? Wait, what is his name again? , using icon path ReplaceableTextures\CommandButtons\BTNDoomGuard.blp
Quest - Create a Optional quest titled 5) The run - Solution with the description Run the Hellfire Lord into water. They hate water. Then leave through the circle. , using icon path ReplaceableTextures\CommandButtons\BTNDoomGuard.blp
Quest - Create a Optional quest titled 6) Kids - Hint with the description Which kid is telling the truth? Would they lie to you? Maybe they just see it differently? , using icon path ReplaceableTextures\CommandButtons\BTNVillagerKid.blp
Quest - Create a Optional quest titled 6) Kids - Solution with the description Tim is looking from the opposite direction, so his left is your right. Therefore, go right = east. , using icon path ReplaceableTextures\CommandButtons\BTNVillagerKid.blp
Quest - Create a Optional quest titled 7) Cooking - Hint 1 with the description First of all, search for a path out. Then, think thoroughly of what the guardian might need. Also, check the hintgrounds on north, near the shop. Search for a cooking place - where would you normally cook stuff? , using icon path ReplaceableTextures\CommandButtons\BTNFemaleElfVillager.blp
Quest - Create a Optional quest titled 7) Cooking - Hint 2 with the description Still don't know what to give her? What did she ask for? She needed TimE, right? , using icon path ReplaceableTextures\CommandButtons\BTNFemaleElfVillager.blp
Quest - Create a Optional quest titled 7) Cooking - Solution with the description Buy E161b or E235, get it in your first slot in inventory. Get back to the campfire with kids. Pick up Tim, make him be in the second slot in your inventory, Move further away from the campfire and get back near it. Pick up TimE. Return to Way gate, find woman, use TimE before her. , using icon path ReplaceableTextures\CommandButtons\BTNFemaleElfVillager.blp
Quest - Create a Optional quest titled 8) Way gates - Hint with the description Check the map for switches and rolling stone gates. Check every gate before switching a switch on and off. Where do you need to get? Maybe there is a path leading there? , using icon path ReplaceableTextures\CommandButtons\BTNWaygate.blp
Quest - Create a Optional quest titled 8) Way gates - Solution with the description One switch is at the beginning (don't use the one near it!). One is near Mannoroth. Then you need to switch one on the bottom right of the map. Then, from the place with 2 way gates on top left there is a path through the forest where you can find the last switch. Return and leave through the 3 door room. , using icon path ReplaceableTextures\CommandButtons\BTNWaygate.blp
Quest - Create a Optional quest titled 9) Maths - Hint with the description Check chat. Write the answer back. , using icon path ReplaceableTextures\CommandButtons\BTNPolymorph.blp
Quest - Create a Optional quest titled 9) Maths - Solution with the description Press ENTER -> Press 2 -> Press ENTER , using icon path ReplaceableTextures\CommandButtons\BTNPolymorph.blp
Quest - Create a Optional quest titled 10) Running - Hint with the description So, first check what you can do. You did anything? Maybe you can do it again? You notice what is changing? Can it maybe be related to the last puzzle somehow? , using icon path ReplaceableTextures\CommandButtons\BTNNeutralManaShieldOff.blp
Quest - Create a Optional quest titled 10) Running - Solution with the description Simply run 3 circles around the place, make sure you finished the third one and then run a circle backwards. Then destroy the lever on the right and go on. , using icon path ReplaceableTextures\CommandButtons\BTNNeutralManaShieldOff.blp
Quest - Create a Optional quest titled 11) Help - Hint with the description Think of who you are! Whom should you help? , using icon path ReplaceableTextures\CommandButtons\BTNGrunt.blp
Quest - Create a Optional quest titled 11) Help - Solution with the description Let her die! You are a part of the horde! , using icon path ReplaceableTextures\CommandButtons\BTNGrunt.blp
Quest - Create a Optional quest titled 12) Levers - Hint with the description Think. Who should you spare? Which lever represents which number? Don't forget to check names of all units! , using icon path ReplaceableTextures\CommandButtons\BTNAlleriaFlute.blp
Quest - Create a Optional quest titled 12) Levers - Solution with the description stEVEN, tODD. the ONE. That should help enough to know which levers you need to kill in order to save The Prophet - Destroy everything except Steven's third lever. Then go check The Prophet. , using icon path ReplaceableTextures\CommandButtons\BTNAlleriaFlute.blp
Quest - Create a Optional quest titled 13) Child - Hint with the description Again, check names. Who could be his child? It doesn't have to be his own one... Go visit him. , using icon path ReplaceableTextures\CommandButtons\BTNVillagerKid2.blp
Quest - Create a Optional quest titled 13) Child - Solution with the description Return through the whole map with the Prophet until you find the kid which was next to Tim - John. , using icon path ReplaceableTextures\CommandButtons\BTNVillagerKid2.blp
Quest - Create a Optional quest titled 14) Grand Finale - Hint with the description No hints or solutions on this one. You have to find it out yourself. , using icon path ReplaceableTextures\CommandButtons\BTNUsedSoulGem.blp
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Player - Player 1 (Red) types a chat message containing -restart (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Go! Press F9 for more info or additional hints!
Melee Game - Use melee time of day (for all players)
Visibility - Enable black mask
Visibility - Enable fog of war
Destructible - Pick every destructible in Stromy <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Hide birth animation)
Destructible - Resurrect Lever 0547 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 0867 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3292 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Magical Generator 0002 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Make Demonic Gate 1030 <gen> Invulnerable
Destructible - Resurrect Barrel of Explosives 1002 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Make Elven Gate 1812 <gen> Invulnerable
Destructible - Close Elven Gate 1812 <gen>
Destructible - Make Rolling Stone Door 2542 <gen> Invulnerable
Destructible - Close Rolling Stone Door 2542 <gen>
Destructible - Make Rolling Stone Door 2543 <gen> Invulnerable
Destructible - Close Rolling Stone Door 2543 <gen>
Destructible - Make Rolling Stone Door 2544 <gen> Invulnerable
Destructible - Close Rolling Stone Door 2544 <gen>
Destructible - Make Rolling Stone Door 2545 <gen> Invulnerable
Destructible - Close Rolling Stone Door 2545 <gen>
Destructible - Make Rolling Stone Door 2660 <gen> Invulnerable
Destructible - Make Gate 3277 <gen> Invulnerable
Destructible - Close Rolling Stone Door 2660 <gen>
Destructible - Close Gate 3277 <gen>
Destructible - Make Gate 3304 <gen> Invulnerable
Destructible - Close Gate 3304 <gen>
Destructible - Make Gate 3336 <gen> Invulnerable
Destructible - Close Gate 3336 <gen>
Destructible - Make Rock Chunks 3278 <gen> Invulnerable
Destructible - Resurrect Rock Chunks 3278 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Make Rock Chunks 3279 <gen> Invulnerable
Destructible - Resurrect Rock Chunks 3279 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Make Rock Chunks 3280 <gen> Invulnerable
Destructible - Resurrect Rock Chunks 3280 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Make Rock Chunks 3281 <gen> Invulnerable
Destructible - Resurrect Rock Chunks 3281 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Foot Switch 2176 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Foot Switch 2177 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Foot Switch 2178 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Foot Switch 2575 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Foot Switch 2661 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Resurrect Lever 3349 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3352 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3350 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3353 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3348 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3354 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3351 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Destructible - Resurrect Lever 3355 <gen> with (Max life of (Last created destructible)) life and Hide birth animation
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
Item - Remove (Picked item)
Item - Create Tim at (Center of Spawntim <gen>)
Unit - Move Blesk 0076 <gen> instantly to (Center of Vystraha <gen>)
Unit - Move Blesk 0020 <gen> instantly to (Center of Shade_origins <gen>)
Unit - Change ownership of The Prophet 0072 <gen> to Player 5 (Yellow) and Change color
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Grunt)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Grunt for Player 5 (Yellow) at (Center of Startgrunt <gen>) facing Default building facing degrees
Set Variable Set Grunto = (Last created unit)
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to High Elf (Female))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . High Elf (Female) for Player 5 (Yellow) at (Center of Startwoman <gen>) facing Default building facing degrees
Set Variable Set Womana = (Last created unit)
Unit - Create 1 . High Elf (Female) for Player 5 (Yellow) at (Center of Woman <gen>) facing 130.00 degrees
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Bronze Dragon)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Dreadlord 2)) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Hellfire lord using The old unit's relative life and mana
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Dreadlord <gen>)
Unit - Set (Picked unit) movement speed to 260.00
Unit - Move Shade 0011 <gen> instantly to (Center of Shade_origins <gen>)
Unit - Move Dreadlord 0071 <gen> instantly to (Center of Region_157 <gen>)
Unit - Move Dreadlord 0065 <gen> instantly to (Center of Region_158 <gen>)
Unit - Move Dreadlord 0066 <gen> instantly to (Center of Region_159 <gen>)
Unit - Move Dreadlord 0067 <gen> instantly to (Center of Region_160 <gen>)
Unit - Move Dreadlord 0068 <gen> instantly to (Center of Region_161 <gen>)
Unit - Move The Prophet 0072 <gen> instantly to (Center of Region_162 <gen>)
Unit - Move Dreadlord 0069 <gen> instantly to (Center of Region_163 <gen>)
Unit - Move Dreadlord 0070 <gen> instantly to (Center of Region_164 <gen>)
Trigger - Turn on Necro <gen>
Trigger - Turn on Dreadlord <gen>
Trigger - Turn on Done <gen>
Trigger - Turn on Water <gen>
Trigger - Turn on Tu_zrob_stromy <gen>
Trigger - Turn on Dragon <gen>
Trigger - Turn on Woman <gen>
Trigger - Turn on Checkpoint <gen>
Trigger - Turn on Priklad <gen>
Trigger - Turn on Predlichom <gen>
Trigger - Turn off Spravne1 <gen>
Trigger - Turn off Spravne2 <gen>
Trigger - Turn off Spravne3 <gen>
Trigger - Turn off Spravne4 <gen>
Trigger - Turn off Progress1_Copy <gen>
Trigger - Turn off Progress1_Copy_2 <gen>
Trigger - Turn off Progress1_Copy_3 <gen>
Trigger - Turn off Progress1_Copy_4 <gen>
Trigger - Turn off Lap_Copy <gen>
Trigger - Turn on Progress1 <gen>
Trigger - Turn on Progress2 <gen>
Trigger - Turn on Progress3 <gen>
Trigger - Turn on Progress4 <gen>
Trigger - Turn on Lap <gen>
Trigger - Turn on RunStart <gen>
Trigger - Turn on Regionend <gen>
Trigger - Turn off Win_1 <gen>
Trigger - Turn off Win_2 <gen>
Trigger - Turn off Win_3 <gen>
Trigger - Turn off Win_4 <gen>
Set Variable Set Dragonanger = "0"
Set Variable Set lap = "0"
Set Variable Set Hintbol = "false"
For each (Integer i ) from 1 to 5 , do (Actions)
Loop - Actions
Set Variable Set Switcha[i] = "true"
Set Variable Set Progress[i] = "0"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Camera - Pan camera for Player 1 (Red) to (Center of Start <gen>) over 1.00 seconds
Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Fog of war across Endregion <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Pickaxmaster for Player 1 (Red) at (Center of Start <gen>) facing 90.00 degrees
Set Variable Set Peon[1] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Camera - Pan camera for Player 2 (Blue) to (Center of Start <gen>) over 1.00 seconds
Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Fog of war across Endregion <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Pickaxmaster for Player 2 (Blue) at (Center of Start <gen>) facing 90.00 degrees
Set Variable Set Peon[2] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Camera - Pan camera for Player 3 (Teal) to (Center of Start <gen>) over 1.00 seconds
Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Fog of war across Endregion <gen>
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Pickaxmaster for Player 3 (Teal) at (Center of Start <gen>) facing 90.00 degrees
Set Variable Set Peon[3] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Camera - Pan camera for Player 4 (Purple) to (Center of Start <gen>) over 1.00 seconds
Visibility - Create an initially Enabled visibility modifier for (Owner of (Picked unit)) emitting Fog of war across Endregion <gen>
Unit - Create 1 . Pickaxmaster for Player 4 (Purple) at (Center of Start <gen>) facing 90.00 degrees
Set Variable Set Peon[4] = (Last created unit)
Else - Actions
Tu zrob stromy
Events
Unit - A unit enters Robstromy <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy_2 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy_3 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy_4 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy_5 <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Create a BTtw (Unexpected type: 'destructablecode') at (Center of Tu_zrob_stromy_Copy_6 <gen>) facing (Random angle) with scale 1 and variation 0
Die
Events
Unit - A unit enters Die <gen>
Unit - A unit enters Region_005 <gen>
Unit - A unit enters Region_006 <gen>
Unit - A unit enters Region_007 <gen>
Unit - A unit enters Region_008 <gen>
Unit - A unit enters Region_009 <gen>
Unit - A unit enters Region_010 <gen>
Unit - A unit enters Region_011 <gen>
Unit - A unit enters Region_012 <gen>
Unit - A unit enters Region_013 <gen>
Unit - A unit enters Region_014 <gen>
Unit - A unit enters Region_015 <gen>
Unit - A unit enters Region_016 <gen>
Unit - A unit enters Region_017 <gen>
Unit - A unit enters Region_018 <gen>
Unit - A unit enters Region_019 <gen>
Unit - A unit enters Region_020 <gen>
Unit - A unit enters Region_021 <gen>
Unit - A unit enters Region_022 <gen>
Unit - A unit enters Region_023 <gen>
Unit - A unit enters Region_024 <gen>
Unit - A unit enters Region_025 <gen>
Unit - A unit enters Region_026 <gen>
Unit - A unit enters Region_027 <gen>
Unit - A unit enters Umrinaohen <gen>
Unit - A unit enters Firehz <gen>
Unit - A unit enters Diepredtym <gen>
Conditions
Actions
Unit - Kill (Triggering unit)
Lever 1
Events
Destructible - Lever 0547 <gen> dies
Conditions
Actions
Destructible - Pick every destructible in Stromy <gen> and do (Kill (Picked destructible))
Port1
Events
Unit - A unit enters Port1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Port1b <gen>)
Port2
Events
Unit - A unit enters Port2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Port2b <gen>)
Lever 2
Events
Destructible - Lever 0867 <gen> dies
Conditions
Actions
Trigger - Turn off Predlichom <gen>
Unit - Move Blesk 0076 <gen> instantly to (Center of Shade_origins <gen>)
Predlichom
Events
Unit - A unit enters Predlichom <gen>
Conditions
(Lever 0867 <gen> is alive) Equal to True
Actions
Unit - Kill (Triggering unit)
Lower
Events
Destructible - Magical Generator 0002 <gen> dies
Conditions
Actions
Unit - Order Lich 0005 <gen> to Human Dragonhawk Rider - Cloud . (Center of Cog <gen>)
For each (Integer i ) from 1 to 4 , do (Actions)
Loop - Actions
Unit - Replace Peon[i] with a Pickaxmaster 2 using The old unit's relative life and mana
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Set Variable Set Peonl[1] = (Picked unit)
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Set Variable Set Peonl[2] = (Picked unit)
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Set Variable Set Peonl[3] = (Picked unit)
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Set Variable Set Peonl[4] = (Picked unit)
Unit - Move Shade 0011 <gen> instantly to (Center of Cog <gen>)
Wait 0.50 seconds
Unit - Move Shade 0011 <gen> instantly to (Center of Shade_origins <gen>)
Necro
Events
Unit - A unit enters Necro <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Move Kel'Thuzad 0006 <gen> instantly to (Center of Necro <gen>) , facing (Position of (Triggering unit))
Game - Display to (All players) the text: Necromancer: Don't you dare walk through the canyon! The cliffs are more slippery than they look like!
Dreadlord
Events
Unit - A unit enters Dreadlord_run <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack . (Triggering unit)
Game - Display to (All players) the text: Hello!
Trigger - Turn off (This trigger)
Done
Events
Unit - A unit enters Done <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Stop .
Unit - Replace (Picked unit) with a Dreadlord 2 using The old unit's relative life and mana
Game - Display to (All players) the text: Uh, uh, nooo, i'm too exhausted, i can't run anymore!
Wait 5.00 seconds
Game - Display to (All players) the text: Okay, i'm ready again!
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Dreadlord 2)) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Hellfire lord using The old unit's relative life and mana
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Set (Picked unit) movement speed to 390.00
Unit - Order (Picked unit) to Attack . (Triggering unit)
Water
Events
Unit - A unit enters Water <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Hellfire lord
Actions
Trigger - Turn off (This trigger)
Unit - Order (Triggering unit) to Stop .
Game - Display to (All players) the text: Dreadlord: Nooooooooooooo, water!
Unit - Create a Necromancer corpse for Player 5 (Yellow) at (Position of (Triggering unit))
Unit - Move (Triggering unit) instantly to (Center of Shade_origins <gen>)
Barel
Events
Destructible - Barrel of Explosives 1002 <gen> dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Barelbum <gen> matching ((Unit-type of (Matching unit)) Not equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Unit Group - Pick every unit in (Units in Barelbum <gen> matching ((Unit-type of (Matching unit)) Equal to Hellfire lord)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Stop .
Game - Display to (All players) the text: Dreadlord: Nooooooooooooo!
Unit - Create a Necromancer corpse for Player 5 (Yellow) at (Position of (Picked unit))
Unit - Move (Picked unit) instantly to (Center of Shade_origins <gen>)
Circle port
Events
Unit - A unit enters Circle_port <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Hellfire lord
Actions
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Set VariableSet i = "1") else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Set VariableSet i = "2") else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Set VariableSet i = "3") else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Set VariableSet i = "4") else do (Do nothing)
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Stand in the circle for 10 seconds for a miracle to happen!
For each (Integer A) from 1 to 10 , do (Actions)
Loop - Actions
Wait 1.00 seconds
If ((Circle_port <gen> contains (Triggering unit)) Equal to True) then do (Do nothing) else do (Skip remaining actions)
Unit - Move (Triggering unit) instantly to (Center of Outport <gen>)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Outport <gen>) over 1.00 seconds
John
Events
Unit - A unit enters John <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: John: Go right!
Tim
Events
Unit - A unit enters Tim <gen>
Conditions
Actions
Item - Pick every item in Checktim <gen> and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Tim
Then - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Tim: No!!! Go left!!!
Else - Actions
Left
Events
Unit - A unit enters Left <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to Blesk
Actions
Unit - Kill (Triggering unit)
Unit - Move Blesk 0020 <gen> instantly to (Position of (Triggering unit))
Wait 0.50 seconds
Unit - Move Blesk 0020 <gen> instantly to (Center of Shade_origins <gen>)
Brana1
Events
Unit - A unit enters Brana1enter <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Brana2out <gen>)
Brana2
Events
Unit - A unit enters Brana2enter <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Brana1out <gen>)
Help
Events
Unit - A unit enters Help <gen>
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Hint:|r You automatically try to cook the first 2 items in your inventory when you come close to some cooking place.
Dragon
Events
Unit - A unit enters Dragon <gen>
Conditions
Actions
Set Variable Set Dragonanger = (Dragonanger + 1)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Dragonanger Greater than or equal to 3
Then - Actions
Trigger - Turn off (This trigger)
Unit - Create 1 . Bronze Dragon for Player 5 (Yellow) at (Center of Drak <gen>) facing Default building facing degrees
Else - Actions
Game - Display to (All players) the text: Don't anger the dragon!
Woman
Events
Unit - A unit enters Woman <gen>
Conditions
(Unit-type of (Triggering unit)) Not equal to High Elf (Female)
Actions
Game - Display to (All players) the text: Woman: My love has left me... I need time to get over it... Then i might let you go.
Unit - Set life of (Triggering unit) to 95.00 %
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Hintbol Equal to False
Then - Actions
Set Variable Set Hintbol = "true"
Game - Display to (All players) the text: |cffffcc00Hint:|r No, waiting will not help.
Else - Actions
Woman Pass
Events
Unit - A unit Uses an item
Conditions
(Woman <gen> contains (Triggering unit)) Equal to True
(Item-type of (Item being manipulated)) Equal to TimE
Actions
Game - Display to (All players) the text: Woman: THANK YOU!!!
Destructible - Open Elven Gate 1812 <gen>
Trigger - Turn off Woman <gen>
Autocook
Events
Unit - A unit enters Cookarea <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Tim
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to E161b
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create TimE at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Tim
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to E161b
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create TimE at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Tim
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to E235
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create TimE at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Tim
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to E235
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create TimE at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Cheese
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Broccoli
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Broccoli
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Cheese
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Cherry
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Plum
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Plum
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Cherry
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Cherry
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Cocoa
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Cocoa
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot 2)) Equal to Cherry
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot 1)
Item - Remove (Item carried by (Triggering unit) in slot 2)
Item - Create Yummy food at (Position of (Triggering unit))
Else - Actions
Else - Actions
Checkpoint
Events
Unit - A unit enters Checkpoint <gen>
Conditions
Actions
Set Variable Set Hintbol = "true"
Game - Display to (All players) the text: |cffffcc00Congratulations! You reached the checkpoint! Host can port you here anytime by using -checkpot|r
Trigger - Turn off (This trigger)
Hintswitches
Events
Unit - A unit enters Hintswitches <gen>
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Hint:|r Switches only affect rolling gates. They are able to be turned off as well, make sure to look out on the map!
Trigger - Turn off (This trigger)
Cheatz
Events
Player - Player 1 (Red) types a chat message containing -checkpot (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Lower <gen> (checking conditions)
Destructible - Open Elven Gate 1812 <gen>
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Checkpoint <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of Checkpoint <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Checkpoint <gen>)
Camera - Pan camera for Player 2 (Blue) to (Center of Checkpoint <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Checkpoint <gen>)
Camera - Pan camera for Player 3 (Teal) to (Center of Checkpoint <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Checkpoint <gen>)
Camera - Pan camera for Player 4 (Purple) to (Center of Checkpoint <gen>) over 1.00 seconds
Else - Actions
Skyp
Events
Player - Player 1 (Red) types a chat message containing -skyp (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Run Lower <gen> (checking conditions)
Destructible - Open Elven Gate 1812 <gen>
Destructible - Open Rolling Stone Door 2544 <gen>
Destructible - Open Rolling Stone Door 2543 <gen>
Destructible - Open Rolling Stone Door 2542 <gen>
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Skip <gen>)
Camera - Pan camera for Player 1 (Red) to (Center of Skip <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Skip <gen>)
Camera - Pan camera for Player 2 (Blue) to (Center of Skip <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Skip <gen>)
Camera - Pan camera for Player 3 (Teal) to (Center of Skip <gen>) over 1.00 seconds
Else - Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to The Prophet
Then - Actions
Unit - Move (Picked unit) instantly to (Center of Skip <gen>)
Camera - Pan camera for Player 4 (Purple) to (Center of Skip <gen>) over 1.00 seconds
Else - Actions
A1
Events
Unit - A unit enters A1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of E1O <gen>)
A2
Events
Unit - A unit enters A2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of E2O <gen>)
A3
Events
Unit - A unit enters A3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of C1O <gen>)
A4
Events
Unit - A unit enters A4I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of A3O <gen>)
B1
Events
Unit - A unit enters B1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Brana1out <gen>)
B2
Events
Unit - A unit enters B2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of C2O <gen>)
B3
Events
Unit - A unit enters B3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of F1O <gen>)
C1
Events
Unit - A unit enters C1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of A4O <gen>)
C2
Events
Unit - A unit enters C2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of B3O <gen>)
D1
Events
Unit - A unit enters D1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of E3O <gen>)
D2
Events
Unit - A unit enters D2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of N2O <gen>)
D3
Events
Unit - A unit enters D3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of L1O <gen>)
E1
Events
Unit - A unit enters E1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of A1O <gen>)
E2
Events
Unit - A unit enters E2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of A2O <gen>)
E3
Events
Unit - A unit enters E3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of D2O <gen>)
E4
Events
Unit - A unit enters E4I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of H2O <gen>)
F1
Events
Unit - A unit enters F1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of B3O <gen>)
F2
Events
Unit - A unit enters F2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of M1O <gen>)
F3
Events
Unit - A unit enters F3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of I1O <gen>)
G1
Events
Unit - A unit enters G1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of J2O <gen>)
H1
Events
Unit - A unit enters H1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of E1O <gen>)
H2
Events
Unit - A unit enters H2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of E2O <gen>)
H3
Events
Unit - A unit enters H3I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of J1O <gen>)
H4
Events
Unit - A unit enters H4I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of M2O <gen>)
I1
Events
Unit - A unit enters I1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of F3O <gen>)
I2
Events
Unit - A unit enters I2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of K1O <gen>)
J1
Events
Unit - A unit enters J1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of H3O <gen>)
J2
Events
Unit - A unit enters J2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of G1O <gen>)
L1
Events
Unit - A unit enters L1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of D3O <gen>)
M1
Events
Unit - A unit enters M1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of F2O <gen>)
M2
Events
Unit - A unit enters M2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of H4O <gen>)
N1
Events
Unit - A unit enters N1I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of H1O <gen>)
N2
Events
Unit - A unit enters N2I <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of D1O <gen>)
S1E
Events
Unit - A unit enters S1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Switcha[1] Equal to True
Then - Actions
Destructible - Kill Foot Switch 2177 <gen>
Destructible - Open Rolling Stone Door 2542 <gen>
Set Variable Set Switcha[1] = "false"
Else - Actions
Destructible - Resurrect Foot Switch 2177 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Close Rolling Stone Door 2542 <gen>
Set Variable Set Switcha[1] = "true"
S2E
Events
Unit - A unit enters S2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Switcha[2] Equal to True
Then - Actions
Destructible - Kill Foot Switch 2176 <gen>
Destructible - Open Rolling Stone Door 2545 <gen>
Set Variable Set Switcha[2] = "false"
Else - Actions
Destructible - Resurrect Foot Switch 2176 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Close Rolling Stone Door 2545 <gen>
Set Variable Set Switcha[2] = "true"
S3E
Events
Unit - A unit enters S3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Switcha[3] Equal to True
Then - Actions
Destructible - Kill Foot Switch 2178 <gen>
Destructible - Open Rolling Stone Door 2660 <gen>
Set Variable Set Switcha[3] = "false"
Else - Actions
Destructible - Resurrect Foot Switch 2178 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Close Rolling Stone Door 2660 <gen>
Set Variable Set Switcha[3] = "true"
S4E
Events
Unit - A unit enters S4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Switcha[4] Equal to True
Then - Actions
Destructible - Kill Foot Switch 2661 <gen>
Destructible - Open Rolling Stone Door 2544 <gen>
Set Variable Set Switcha[4] = "false"
Else - Actions
Destructible - Resurrect Foot Switch 2661 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Close Rolling Stone Door 2544 <gen>
Set Variable Set Switcha[4] = "true"
S5E
Events
Unit - A unit enters S5 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Switcha[5] Equal to True
Then - Actions
Destructible - Kill Foot Switch 2575 <gen>
Destructible - Open Rolling Stone Door 2543 <gen>
Set Variable Set Switcha[5] = "false"
Else - Actions
Destructible - Resurrect Foot Switch 2575 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Destructible - Close Rolling Stone Door 2543 <gen>
Set Variable Set Switcha[5] = "true"
Broken
Events
Unit - A unit enters Broken_wg <gen>
Conditions
Actions
Game - Display to (All players) the text: Seems like this one is broken. Oops?
Path hint
Events
Unit - A unit enters Path_hint <gen>
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Hint:|r Sometimes, the right path isn't through a way gate.
Skip
Events
Unit - A unit enters Skip <gen>
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Congratulations! You reached the second checkpoint! Host can port you here anytime by using -skyp|r
Trigger - Turn off (This trigger)
Priklad
Events
Unit - A unit enters Priklad <gen>
Conditions
Actions
Game - Display to (All players) the text: 3 - 1
Trigger - Turn on Spravne1 <gen>
Trigger - Turn on Spravne2 <gen>
Trigger - Turn on Spravne3 <gen>
Trigger - Turn on Spravne4 <gen>
Trigger - Turn off (This trigger)
Spravne1
Events
Player - Player 1 (Red) types a chat message containing 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of living Pickaxmaster 2 units owned by (Triggering player)) Equal to 1
Actions
Game - Display to (All players) the text: It's really good you know that. It will be surely useful for you. Now, the person with the fastest mind and fingers is about to show off his skills once again.
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Racestart <gen>)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Racestart <gen>) over 1.00 seconds
Camera - Set (Picked player) 's camera Height Offset to 450.00 over 1.00 seconds
Trigger - Turn off Spravne1 <gen>
Trigger - Turn off Spravne2 <gen>
Trigger - Turn off Spravne3 <gen>
Trigger - Turn off Spravne4 <gen>
Spravne2
Events
Player - Player 2 (Blue) types a chat message containing 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of living Pickaxmaster 2 units owned by (Triggering player)) Equal to 1
Actions
Game - Display to (All players) the text: It's really good you know that. It will be surely useful for you. Now, the person with the fastest mind and fingers is about to show off his skills once again.
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Racestart <gen>)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Racestart <gen>) over 1.00 seconds
Camera - Set (Picked player) 's camera Height Offset to 450.00 over 1.00 seconds
Trigger - Turn off Spravne1 <gen>
Trigger - Turn off Spravne2 <gen>
Trigger - Turn off Spravne3 <gen>
Trigger - Turn off Spravne4 <gen>
Spravne3
Events
Player - Player 3 (Teal) types a chat message containing 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of living Pickaxmaster 2 units owned by (Triggering player)) Equal to 1
Actions
Game - Display to (All players) the text: It's really good you know that. It will be surely useful for you. Now, the person with the fastest mind and fingers is about to show off his skills once again.
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Racestart <gen>)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Racestart <gen>) over 1.00 seconds
Camera - Set (Picked player) 's camera Height Offset to 450.00 over 1.00 seconds
Trigger - Turn off Spravne1 <gen>
Trigger - Turn off Spravne2 <gen>
Trigger - Turn off Spravne3 <gen>
Trigger - Turn off Spravne4 <gen>
Spravne4
Events
Player - Player 4 (Purple) types a chat message containing 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of living Pickaxmaster 2 units owned by (Triggering player)) Equal to 1
Actions
Game - Display to (All players) the text: It's really good you know that. It will be surely useful for you. Now, the person with the fastest mind and fingers is about to show off his skills once again.
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Racestart <gen>)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Camera - Pan camera for (Picked player) to (Center of Racestart <gen>) over 1.00 seconds
Camera - Set (Picked player) 's camera Height Offset to 450.00 over 1.00 seconds
Trigger - Turn off Spravne1 <gen>
Trigger - Turn off Spravne2 <gen>
Trigger - Turn off Spravne3 <gen>
Trigger - Turn off Spravne4 <gen>
Lever race
Events
Destructible - Lever 3292 <gen> dies
Conditions
Actions
Destructible - Open Gate 3304 <gen>
Progress1
Events
Unit - A unit enters Race1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 0
Then - Actions
Set Variable Set Progress[lap] = "1"
Else - Actions
Progress2
Events
Unit - A unit enters Race2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 1
Then - Actions
Set Variable Set Progress[lap] = "2"
Else - Actions
Progress3
Events
Unit - A unit enters Race3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 2
Then - Actions
Set Variable Set Progress[lap] = "3"
Else - Actions
Progress4
Events
Unit - A unit enters Race4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 3
Then - Actions
Set Variable Set Progress[lap] = "4"
If (lap Equal to 0) then do (Kill Rock Chunks 3278 <gen>) else do (Do nothing)
If (lap Equal to 1) then do (Kill Rock Chunks 3279 <gen>) else do (Do nothing)
If (lap Equal to 2) then do (Kill Rock Chunks 3280 <gen>) else do (Do nothing)
If (lap Equal to 2) then do (Kill Rock Chunks 3281 <gen>) else do (Do nothing)
Else - Actions
Lap
Events
Unit - A unit enters Racestart <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 4
Then - Actions
Set Variable Set Progress[lap] = "0"
Set Variable Set lap = (lap + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lap Equal to 3
Then - Actions
Trigger - Turn off Progress1 <gen>
Trigger - Turn off Progress2 <gen>
Trigger - Turn off Progress3 <gen>
Trigger - Turn off Progress4 <gen>
Trigger - Turn on Progress1_Copy <gen>
Trigger - Turn on Progress1_Copy_2 <gen>
Trigger - Turn on Progress1_Copy_3 <gen>
Trigger - Turn on Progress1_Copy_4 <gen>
Trigger - Turn on Lap_Copy <gen>
Trigger - Turn off (This trigger)
Else - Actions
Progress1 Copy
Events
Unit - A unit enters Race4 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 0
Then - Actions
Set Variable Set Progress[lap] = "1"
Else - Actions
Progress1 Copy 2
Events
Unit - A unit enters Race3 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 1
Then - Actions
Set Variable Set Progress[lap] = "2"
Else - Actions
Progress1 Copy 3
Events
Unit - A unit enters Race2 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 2
Then - Actions
Set Variable Set Progress[lap] = "3"
Else - Actions
Progress1 Copy 4
Events
Unit - A unit enters Race1 <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 3
Then - Actions
Set Variable Set Progress[lap] = "4"
Else - Actions
Lap Copy
Events
Unit - A unit enters Racestart <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Progress[lap] Equal to 4
Then - Actions
Set Variable Set Progress[lap] = "0"
Set Variable Set lap = (lap + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
lap Equal to 4
Then - Actions
Trigger - Turn off Progress1_Copy <gen>
Trigger - Turn off Progress1_Copy_2 <gen>
Trigger - Turn off Progress1_Copy_3 <gen>
Trigger - Turn off Progress1_Copy_4 <gen>
Destructible - Open Gate 3277 <gen>
Trigger - Turn off (This trigger)
Else - Actions
RunStart
Events
Unit - A unit enters Killevent <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Help!!!
Unit - Order Womana to Move To . (Center of Run4 <gen>)
Unit - Order Grunto to Attack . Womana
Run1
Events
Unit - A unit enters Run1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to High Elf (Female)
Actions
Unit - Order Womana to Move To . (Center of Run2 <gen>)
Run2
Events
Unit - A unit enters Run2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to High Elf (Female)
Actions
Unit - Order Womana to Move To . (Center of Run3 <gen>)
Run3
Events
Unit - A unit enters Run3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to High Elf (Female)
Actions
Unit - Order Womana to Move To . (Center of Run4 <gen>)
Run4
Events
Unit - A unit enters Run4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to High Elf (Female)
Actions
Unit - Order Womana to Move To . (Center of Run1 <gen>)
Gruntkill
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Grunto
Actions
Trigger - Turn off Gruntkill <gen>
Trigger - Turn off Womankill <gen>
Game - Display to (All players) the text: After all you've come through, you betray the mighty horde now?
Womankill
Events
Unit - A unit Dies
Conditions
(Triggering unit) Equal to Womana
Actions
Trigger - Turn off Gruntkill <gen>
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Grunt: Thanks, I'm out!
Destructible - Open Gate 3336 <gen>
Unit - Move Grunto instantly to (Center of Shade_origins <gen>)
Sight
Events
Unit - A unit enters Sight <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for (Owner of (Triggering unit)) emitting Visibility across Endregion <gen>
Game - Display to (All players) the text: Take care when choosing levers to destroy! Think it thoroughly, you can't change it back!
Trigger - Turn off (This trigger)
Lendver Copy 1
Events
Destructible - Lever 3349 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0071 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 2
Events
Destructible - Lever 3352 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0065 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 3
Events
Destructible - Lever 3350 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0066 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 4
Events
Destructible - Lever 3353 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0067 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 5
Events
Destructible - Lever 3348 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0068 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 6
Events
Destructible - Lever 3354 <gen> dies
Conditions
Actions
Unit - Move The Prophet 0072 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 7
Events
Destructible - Lever 3351 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0069 <gen> instantly to (Center of Shade_origins <gen>)
Lendver Copy 8
Events
Destructible - Lever 3355 <gen> dies
Conditions
Actions
Unit - Move Dreadlord 0070 <gen> instantly to (Center of Shade_origins <gen>)
Regionend
Events
Unit - A unit enters Endregion <gen>
Conditions
(Shade_origins <gen> contains Dreadlord 0071 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0065 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0066 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0067 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0068 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0069 <gen>) Equal to True
(Shade_origins <gen> contains Dreadlord 0070 <gen>) Equal to True
(Endregion <gen> contains The Prophet 0072 <gen>) Equal to True
Actions
Trigger - Turn off (This trigger)
Unit - Change ownership of The Prophet 0072 <gen> to (Owner of (Triggering unit)) and Change color
Visibility - Disable black mask
Visibility - Disable fog of war
Game - Display to (All players) the text: The Prophet: Thank you for rescuing me, I shall repay you with a vision of this land! But i need you to help me find my only child, then i will grant you another gift!
Teh End
Events
Unit - A unit enters Prophet <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to The Prophet
Actions
Game - Display to (All players) the text: The Prophet: John!!! Thank you my fellow supporters! In honor of this event i grant you the power of victory! Type -win to win!
Trigger - Turn on Win_1 <gen>
Trigger - Turn on Win_2 <gen>
Trigger - Turn on Win_3 <gen>
Trigger - Turn on Win_4 <gen>
Win 1
Events
Player - Player 1 (Red) types a chat message containing -win (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 1 (Red).)) Greater than or equal to 1
Then - Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat Player 1 (Red) with the message: No, you did not win.
Win 2
Events
Player - Player 2 (Blue) types a chat message containing -win (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 2 (Blue).)) Greater than or equal to 1
Then - Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat Player 2 (Blue) with the message: No, you did not win.
Win 3
Events
Player - Player 3 (Teal) types a chat message containing -win (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 3 (Teal).)) Greater than or equal to 1
Then - Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat Player 3 (Teal) with the message: No, you did not win.
Win 4
Events
Player - Player 4 (Purple) types a chat message containing -win (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units owned by Player 4 (Purple).)) Greater than or equal to 1
Then - Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Else - Actions
Game - Defeat Player 4 (Purple) with the message: No, you did not win.
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