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Triggers
Fortress Defence(v0.91)[unprotected].w3x
Variables
Initialization
Initialization
Tips
tip 1
tip 2
tip 3
tip 4
tip 5
tip 6
tip 7
tip 8
tip 9
tip 10
tip 11
tip 12
tip 13
tip 14
tip 15
tip 16
tip 17
Sell structure
sell stucture
When player leaves
player one
player two
player three
player four
player five
player six
player seven
player eight
commands
a
b
c
d
e
f
g
h
rescue strike
notice
destroy
player 1
player 2
player 3
player 4
player 5
player 6
player 7
player 8
unstuck
one stuck
one solution
two stuck
two solution
three stuck
three solution
four stuck
four solution
five stuck
five solution
six stuck
six solution
seven stuck
seven solution
eight stuck
eight solution
intelligent pathing
GREEN
GREEN 2
GREEN 25
GREEN 3
Green1
Green2
Green3
Green4
Green5
Green6
BROWN
BROWN 2
BROWN 25
BROWN 3
Brown1
Brown2
Brown3
Brown4
Brown5
Brown6
top mid1
top mid2
btm mid 1
btm mid 2
shipbug green
shipbug green2
shipbug brown
Victory
Victory for green
Victory for brown
Income
Standard income
happy income
Premium income
Premium income 2
Kill hero
Kill units
Kill special unit
Kill structure
Creeps construction
construction
Upgrade
auto production
Creeps movement
green1 team
green2 team
brown1 team
brown2 team
Spell casters
Green Team
Brown Team
lumber extra income
Marketplace
Junk Yard
Ancient of Wonders
Tomb of Relics
Warhammer Shop
Hero respawn
green team A
green team B
brown team A
brown team B
misc
teleport trigger
Summon Metal Golem
Kaboom
Gort
arch wizard manashield
Lich frost nova
obelisk
lightning gen
fountain of chaos
Nano Repair Bots
undead skeleton
lesser skeleton warrior green1
lesser skeleton warrior green2
lesser skeleton warrior brown1
lesser skeleton warrior brown2
medium skeleton warrior green1
medium skeleton warrior green2
medium skeleton warrior brown1
medium skeleton warrior brown2
greater skeleton warrior green1
greater skeleton warrior green2
greater skeleton warrior brown1
greater skeleton warrior brown2
titan skeleton green1
titan skeleton green2
titan skeleton brown1
titan skeleton brown2
psychic dominator
psychic dominator green
psychic dominator brown
Doom Shrine
doom shrine
message for rs
player1
player2
player3
player4
player5
player6
player7
player8
Multiboard
Create Multiboard
Tally Clock
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
Game_Minutes
integer
No
Game_Seconds
integer
No
Game_Time
timer
No
Multiboard_Clock
integer
No
PlayersCount
integer
No
Default melee game initialization for all players
Initialization
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Player - Add 200 to (Picked player) . Current lumber
Hero - Make (Picked player) Heroes gain 80.00 % experience from future kills
Else - Actions
Do nothing
Wait 1.50 seconds
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Please choose a hero from the Castle
Wait 15.00 seconds
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Your goal is to destroy your enemy's castle while defending your own in the process. Build structures using your hero and units will auto attack move to enemy's castle.
Wait 15.00 seconds
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : To display a list of commands, type -commands,
tip 1
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : To get more food, build more production structures. e.g. Barracks, Shipyard etc.
tip 2
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : To heal your hero's HP, go to your fountain (either north-west or south-east of the map). Your hero will revive at the fountain if it is killed.
tip 3
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : You cannot heal your hero's mana. The only way to heal mana is to purchase mana potions. However, not all race has a shop that sells mana potions.
tip 4
Events
Time - Elapsed game time is 400.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : You can earn more lumber by killing enemy's units using your hero.
tip 5
Events
Time - Elapsed game time is 500.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : To earn gold, kill enemy's hero,
tip 6
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : To display a lists of commands, type -commands
tip 7
Events
Time - Elapsed game time is 700.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Rescue Strike is a one-cast-per-player spell which will kill all enemy units, (less heros and epic units) in a targeted area. type -rs to target.
tip 8
Events
Time - Elapsed game time is 800.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : If your unit stop moving for some reason, type -move and select the unit.
tip 9
Events
Time - Elapsed game time is 900.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Some structures require gold to construct. To get gold, kill an enemy hero.
tip 10
Events
Time - Elapsed game time is 1000.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Build production structures to increase food cap. Food is required for the construction of non-production structures. e.g. Towers etc.
tip 11
Events
Time - Elapsed game time is 1100.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : All summoned units cannot be controlled. However, you can control hired units. Only humans can hire mercenaries.
tip 12
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Every race has it's own purchasable artifact. Artifacts are powerful relics which will dramatically increase the power of your hero.
tip 13
Events
Time - Elapsed game time is 1300.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : You can repair the castle. However, repairing it is very costly.
tip 14
Events
Time - Elapsed game time is 1400.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : Special units have their name displayed in a different colour. They are the triumph cards of your army. You get 100 lumber if you take down an enemy special unit.
tip 15
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : You get 100 lumber if you take down an enemy structure.
tip 16
Events
Time - Elapsed game time is 1600.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : If your unit stop moving, type -move and select that unit.
tip 17
Events
Time - Elapsed game time is 1700.00 seconds
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: |cff32cd32Tip|r : All players will get 1 gold 30 mins into the game. This means that you guys will get 1 gold in 100 seconds' time.
sell stucture
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sell structure
Actions
Player - Add ((Point-value of (Casting unit)) / 2) to (Owner of (Casting unit)) . Current lumber
Unit - Kill (Casting unit)
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
player one
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 1 has left the game. Allies now have full control over player 1's units|r
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
player two
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 2 has left the game. Allies now have full control over player 2's units.|r
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
player three
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 3 has left the game. Allies now have full control over player 3's units.|r
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
player four
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 4 has left the game. Allies now have full control over player 4's units.|r
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
player five
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 5 has left the game. Allies now have full control over player 5's units.|r
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
player six
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 6 has left the game. Allies now have full control over player 6's units.|r
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
player seven
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 7 has left the game. Allies now have full control over player 7's units.|r
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
player eight
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: |cffff0000Player 8 has left the game. Allies now have full control over player 8's units.|r
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
a
Events
Player - Player 1 (Red) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
b
Events
Player - Player 2 (Blue) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
c
Events
Player - Player 3 (Teal) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
d
Events
Player - Player 4 (Purple) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
e
Events
Player - Player 5 (Yellow) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 5 (Yellow) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
f
Events
Player - Player 6 (Orange) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 6 (Orange) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
g
Events
Player - Player 7 (Green) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 7 (Green) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
h
Events
Player - Player 8 (Pink) types a chat message containing -commands (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 8 (Pink) the text: |cff32cd32List of Commands|r : -move |cffA020F0[To move immobilized units who stops moving]|r-rs |cffA020F0[Rescue Strike, kills all unit within targeted area. One cast per player.]|r
notice
Events
Unit - A unit Finishes casting an ability
Conditions
(Unit-type of (Casting unit)) Equal to Pillar of Hope
Actions
destroy
Events
Unit - A unit Finishes casting an ability
Conditions
(Unit-type of (Casting unit)) Equal to Pillar of Hope
Actions
Unit - Kill (Casting unit)
player 1
Events
Player - Player 1 (Red) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0018 <gen>
Wait 0.10 seconds
Game - Force Player 1 (Red) to press the key r .
player 2
Events
Player - Player 2 (Blue) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0017 <gen>
Wait 0.10 seconds
Game - Force Player 2 (Blue) to press the key r .
player 3
Events
Player - Player 3 (Teal) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0019 <gen>
Wait 0.10 seconds
Game - Force Player 3 (Teal) to press the key r .
player 4
Events
Player - Player 4 (Purple) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0016 <gen>
Wait 0.10 seconds
Game - Force Player 4 (Purple) to press the key r .
player 5
Events
Player - Player 5 (Yellow) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0020 <gen>
Wait 0.10 seconds
Game - Force Player 5 (Yellow) to press the key r .
player 6
Events
Player - Player 6 (Orange) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0021 <gen>
Wait 0.10 seconds
Game - Force Player 6 (Orange) to press the key r .
player 7
Events
Player - Player 7 (Green) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0022 <gen>
Wait 0.10 seconds
Game - Force Player 7 (Green) to press the key r .
player 8
Events
Player - Player 8 (Pink) types a chat message containing -rs (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Selection - Select Pillar of Hope 0023 <gen>
Wait 0.10 seconds
Game - Force Player 8 (Pink) to press the key r .
one stuck
Events
Player - Player 1 (Red) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 1 (Red) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on one_solution <gen>
one solution
Events
Player - Player 1 (Red) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
two stuck
Events
Player - Player 2 (Blue) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 2 (Blue) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on two_solution <gen>
two solution
Events
Player - Player 2 (Blue) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
three stuck
Events
Player - Player 3 (Teal) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 3 (Teal) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on three_solution <gen>
three solution
Events
Player - Player 3 (Teal) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
four stuck
Events
Player - Player 4 (Purple) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 4 (Purple) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on four_solution <gen>
four solution
Events
Player - Player 4 (Purple) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
five stuck
Events
Player - Player 5 (Yellow) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 5 (Yellow) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on five_solution <gen>
five solution
Events
Player - Player 5 (Yellow) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
six stuck
Events
Player - Player 6 (Orange) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 6 (Orange) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on six_solution <gen>
six solution
Events
Player - Player 6 (Orange) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
seven stuck
Events
Player - Player 7 (Green) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 7 (Green) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on seven_solution <gen>
seven solution
Events
Player - Player 7 (Green) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
eight stuck
Events
Player - Player 8 (Pink) types a chat message containing -move (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to Player Group - Player 8 (Pink) the text: |cff32cd32Hint|r : Please click on the unit that has been immobilised. You have 5 seconds.
Trigger - Turn on eight_solution <gen>
eight solution
Events
Player - Player 8 (Pink) Selects a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Wait 5.00 seconds
Trigger - Turn off (This trigger)
GREEN
Events
Unit - A unit enters greenn <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
GREEN 2
Events
Unit - A unit enters ship_final_btm_green <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of final_final_green <gen>)
GREEN 25
Events
Unit - A unit enters final_final_green <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
GREEN 3
Events
Unit - A unit enters ship_final_top_green <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Green1
Events
Unit - A unit enters green_top_lane2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Green2
Events
Unit - A unit enters green_top_lane1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Green3
Events
Unit - A unit enters green_bottom_lane1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
Green4
Events
Unit - A unit enters green_bottom_lane2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
Green5
Events
Unit - A unit enters green_top_lane_3 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Green6
Events
Unit - A unit enters green_btm_lane_3 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
BROWN
Events
Unit - A unit enters brownn <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
BROWN 2
Events
Unit - A unit enters ship_final_btm_brown <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of final_final_brown <gen>)
BROWN 25
Events
Unit - A unit enters final_final_brown <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
BROWN 3
Events
Unit - A unit enters ship_final_top_brown <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Brown1
Events
Unit - A unit enters brown_top_lane_1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Brown2
Events
Unit - A unit enters brown_top_lane_2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Brown3
Events
Unit - A unit enters brown_btm_lane_1 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
Brown4
Events
Unit - A unit enters brown_btm_lane_2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
Brown5
Events
Unit - A unit enters brown_top_lane_3 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of top_mid <gen>)
Brown6
Events
Unit - A unit enters brown_btm_lane_3 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Center of btm_mid <gen>)
top mid1
Events
Unit - A unit enters top_mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
top mid2
Events
Unit - A unit enters top_mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
btm mid 1
Events
Unit - A unit enters btm_mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
btm mid 2
Events
Unit - A unit enters btm_mid <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
shipbug green
Events
Unit - A unit enters shipbug_green <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
shipbug green2
Events
Unit - A unit enters shipbug_green2 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0002 <gen>)
shipbug brown
Events
Unit - A unit enters shipbug_brown <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Entering unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Victory for green
Events
Unit - Castle 0002 <gen> Dies
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
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!
Victory for brown
Events
Unit - Castle 0001 <gen> Dies
Conditions
Actions
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - 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!
Standard income
Events
Time - Every 7.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 14 to (Picked player).Current lumber)
happy income
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 100 to (Picked player).Current lumber)
Premium income
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
Game - Display to (All players) the text: |cffFFFF0030 mins have passed. One gold has been granted to each player.|r
Trigger - Turn off (This trigger)
Premium income 2
Events
Time - Elapsed game time is 3600.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 1 to (Picked player).Current gold)
Game - Display to (All players) the text: |cffFFFF0060 mins have passed. One gold has been granted to each player.|r
Trigger - Turn off (This trigger)
Kill hero
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
((Dying unit) belongs to an enemy of (Owner of (Killing unit)).) Equal to True
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current gold
Floating Text - Create floating text that reads +1 above (Dying unit) with Z offset 0.50 , using font size 7.00 , color ( 100.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Kill units
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to False
((Dying unit) is A structure) Equal to False
((Dying unit) belongs to an enemy of (Owner of (Killing unit)).) Equal to True
Or - Any (Conditions) are true
Conditions
((Killing unit) is A Hero) Equal to True
((Killing unit) is A structure) Equal to True
Actions
Player - Add 10 to (Owner of (Killing unit)) . Current lumber
Floating Text - Create floating text that reads +10 above (Dying unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Kill special unit
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
((Killing unit) is A Hero) Equal to True
((Killing unit) is A structure) Equal to True
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to |cffff1493Paladin|r
(Unit-type of (Dying unit)) Equal to |cff00BFFFHuman Battleship|r
(Unit-type of (Dying unit)) Equal to |cff00BFFFRanger|r
(Unit-type of (Dying unit)) Equal to |cffff1493Chimaera|r
(Unit-type of (Dying unit)) Equal to |cffff1493Upgraded Scorpion Drone|r
(Unit-type of (Dying unit)) Equal to |cff00F5FFGort|r
(Unit-type of (Dying unit)) Equal to |cff00BFFFLich|r
Actions
Player - Add 100 to (Owner of (Killing unit)) . Current lumber
Floating Text - Create floating text that reads +100 above (Dying unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Kill structure
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
((Dying unit) belongs to an enemy of (Owner of (Killing unit)).) Equal to True
((Killing unit) is A Hero) Equal to True
Actions
Player - Add 100 to (Owner of (Killing unit)) . Current lumber
Floating Text - Create floating text that reads +100 above (Dying unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
construction
Events
Unit - A unit Finishes construction
Conditions
Actions
-------- Humans --------
Unit - Order (Constructed structure) to train/upgrade to a Foot Soldier
Unit - Order (Constructed structure) to train/upgrade to a Rifleman
Unit - Order (Constructed structure) to train/upgrade to a Mortar Team
Unit - Order (Constructed structure) to train/upgrade to a Siege Engine
Unit - Order (Constructed structure) to train/upgrade to a Flying Machine
Unit - Order (Constructed structure) to train/upgrade to a Priest
Unit - Order (Constructed structure) to train/upgrade to a Gun Boat
-------- High Elves --------
Unit - Order (Constructed structure) to train/upgrade to a Archer
Unit - Order (Constructed structure) to train/upgrade to a Assassin
Unit - Order (Constructed structure) to train/upgrade to a Glaive Thrower
Unit - Order (Constructed structure) to train/upgrade to a Hippogryph
Unit - Order (Constructed structure) to train/upgrade to a Combat Owl
Unit - Order (Constructed structure) to train/upgrade to a Corvette
Unit - Order (Constructed structure) to train/upgrade to a Wizard
-------- Goblin Empire --------
Unit - Order (Constructed structure) to train/upgrade to a Lesser Clockwerk Goblin
Unit - Order (Constructed structure) to train/upgrade to a Robotic Tank
Unit - Order (Constructed structure) to train/upgrade to a Battle Sheep
Unit - Order (Constructed structure) to train/upgrade to a Unmanned Flying Machine
Unit - Order (Constructed structure) to train/upgrade to a Light Strike Vehicle
Unit - Order (Constructed structure) to train/upgrade to a Mech Wolf
Unit - Order (Constructed structure) to train/upgrade to a Scorpion Drone
Unit - Order (Constructed structure) to train/upgrade to a Trojan Ship
-------- Undead Scourge --------
Unit - Order (Constructed structure) to train/upgrade to a Lesser Skeleton Warrior
Unit - Order (Constructed structure) to train/upgrade to a Skeleton Archer
Unit - Order (Constructed structure) to train/upgrade to a Meat Wagon
Unit - Order (Constructed structure) to train/upgrade to a Gargoyle
Unit - Order (Constructed structure) to train/upgrade to a Ghoul
Unit - Order (Constructed structure) to train/upgrade to a Dark Spirit
Unit - Order (Constructed structure) to train/upgrade to a Undead Fast Craft
-------- The Horde --------
Unit - Order (Constructed structure) to train/upgrade to a Orc Hydrofoil
Unit - Order (Constructed structure) to train/upgrade to a Grunt
Unit - Order (Constructed structure) to train/upgrade to a Headhunter
Unit - Order (Constructed structure) to train/upgrade to a Demolisher
Unit - Order (Constructed structure) to train/upgrade to a Wind Rider
Unit - Order (Constructed structure) to train/upgrade to a Tauren Warrior
Unit - Order (Constructed structure) to train/upgrade to a Witch Doctor
Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
Actions
-------- Humans --------
Unit - Order (Triggering unit) to train/upgrade to a Armored Fighter
Unit - Order (Triggering unit) to train/upgrade to a Knight
Unit - Order (Triggering unit) to train/upgrade to a Lt Colonel
Unit - Order (Triggering unit) to train/upgrade to a |cffff1493Paladin|r
Unit - Order (Triggering unit) to train/upgrade to a Marksman
Unit - Order (Triggering unit) to train/upgrade to a Elite Marksman
Unit - Order (Triggering unit) to train/upgrade to a Machine Gunner
Unit - Order (Triggering unit) to train/upgrade to a Long Range Artillery Battery
Unit - Order (Triggering unit) to train/upgrade to a Human Frigate
Unit - Order (Triggering unit) to train/upgrade to a |cff00BFFFHuman Battleship|r
-------- High Elves --------
Unit - Order (Triggering unit) to train/upgrade to a Veteran Archer
Unit - Order (Triggering unit) to train/upgrade to a |cff00BFFFRanger|r
Unit - Order (Triggering unit) to train/upgrade to a Huntress
Unit - Order (Triggering unit) to train/upgrade to a Veteran Huntress
Unit - Order (Triggering unit) to train/upgrade to a Siege Machine
Unit - Order (Triggering unit) to train/upgrade to a Hippogryph Rider
Unit - Order (Triggering unit) to train/upgrade to a Faerie Dragon
Unit - Order (Triggering unit) to train/upgrade to a |cffff1493Chimaera|r
Unit - Order (Triggering unit) to train/upgrade to a Destroyer
Unit - Order (Triggering unit) to train/upgrade to a Arch Wizard
-------- Goblin Empire --------
Unit - Order (Triggering unit) to train/upgrade to a Medium Clockwerk Goblin
Unit - Order (Triggering unit) to train/upgrade to a Greater Clockwerk Goblin
Unit - Order (Triggering unit) to train/upgrade to a Mobile Armor
Unit - Order (Triggering unit) to train/upgrade to a Mobile Suit
Unit - Order (Triggering unit) to train/upgrade to a Strider
Unit - Order (Triggering unit) to train/upgrade to a |cffff1493Upgraded Scorpion Drone|r
Unit - Order (Triggering unit) to train/upgrade to a The Penguin
Unit - Order (Triggering unit) to train/upgrade to a The Whale
-------- Undead Scourge --------
Unit - Order (Triggering unit) to train/upgrade to a Medium Skeleton Warrior
Unit - Order (Triggering unit) to train/upgrade to a Greater Skeleton Warrior
Unit - Order (Triggering unit) to train/upgrade to a Titan Skeleton
Unit - Order (Triggering unit) to train/upgrade to a Burning Archer
Unit - Order (Triggering unit) to train/upgrade to a Skeletal Marksman
Unit - Order (Triggering unit) to train/upgrade to a Dark Gryphon
Unit - Order (Triggering unit) to train/upgrade to a Abomination
Unit - Order (Triggering unit) to train/upgrade to a Banshee
Unit - Order (Triggering unit) to train/upgrade to a |cff00BFFFLich|r
Unit - Order (Triggering unit) to train/upgrade to a Undead Cruiser
-------- The Horde --------
Unit - Order (Triggering unit) to train/upgrade to a Juggernaught Heavy Cruiser
Unit - Order (Triggering unit) to train/upgrade to a Warchief
Unit - Order (Triggering unit) to train/upgrade to a Axe Warrior
Unit - Order (Triggering unit) to train/upgrade to a Berserker
Unit - Order (Triggering unit) to train/upgrade to a |cffff1493Shadow Hunter|r
Unit - Order (Triggering unit) to train/upgrade to a Burning Demolisher
Unit - Order (Triggering unit) to train/upgrade to a |cffff1493Spirit Wyvern|r
Unit - Order (Triggering unit) to train/upgrade to a Tauren Elite
Unit - Order (Triggering unit) to train/upgrade to a Tauren Chieftain
Unit - Order (Triggering unit) to train/upgrade to a Sage
auto production
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
-------- Humans --------
Unit - Order (Picked unit) to train/upgrade to a Foot Soldier
Unit - Order (Picked unit) to train/upgrade to a Armored Fighter
Unit - Order (Picked unit) to train/upgrade to a Knight
Unit - Order (Picked unit) to train/upgrade to a Lt Colonel
Unit - Order (Picked unit) to train/upgrade to a |cffff1493Paladin|r
Unit - Order (Picked unit) to train/upgrade to a Rifleman
Unit - Order (Picked unit) to train/upgrade to a Marksman
Unit - Order (Picked unit) to train/upgrade to a Elite Marksman
Unit - Order (Picked unit) to train/upgrade to a Machine Gunner
Unit - Order (Picked unit) to train/upgrade to a Mortar Team
Unit - Order (Picked unit) to train/upgrade to a Long Range Artillery Battery
Unit - Order (Picked unit) to train/upgrade to a Siege Engine
Unit - Order (Picked unit) to train/upgrade to a Flying Machine
Unit - Order (Picked unit) to train/upgrade to a Priest
Unit - Order (Picked unit) to train/upgrade to a Gun Boat
Unit - Order (Picked unit) to train/upgrade to a Human Frigate
Unit - Order (Picked unit) to train/upgrade to a |cff00BFFFHuman Battleship|r
-------- High Elves --------
Unit - Order (Picked unit) to train/upgrade to a Archer
Unit - Order (Picked unit) to train/upgrade to a Veteran Archer
Unit - Order (Picked unit) to train/upgrade to a |cff00BFFFRanger|r
Unit - Order (Picked unit) to train/upgrade to a Assassin
Unit - Order (Picked unit) to train/upgrade to a Huntress
Unit - Order (Picked unit) to train/upgrade to a Veteran Huntress
Unit - Order (Picked unit) to train/upgrade to a Glaive Thrower
Unit - Order (Picked unit) to train/upgrade to a Siege Machine
Unit - Order (Picked unit) to train/upgrade to a Hippogryph
Unit - Order (Picked unit) to train/upgrade to a Hippogryph Rider
Unit - Order (Picked unit) to train/upgrade to a Combat Owl
Unit - Order (Picked unit) to train/upgrade to a Faerie Dragon
Unit - Order (Picked unit) to train/upgrade to a |cffff1493Chimaera|r
Unit - Order (Picked unit) to train/upgrade to a Corvette
Unit - Order (Picked unit) to train/upgrade to a Destroyer
Unit - Order (Picked unit) to train/upgrade to a Wizard
Unit - Order (Picked unit) to train/upgrade to a Arch Wizard
-------- Goblin Empire --------
Unit - Order (Picked unit) to train/upgrade to a Lesser Clockwerk Goblin
Unit - Order (Picked unit) to train/upgrade to a Medium Clockwerk Goblin
Unit - Order (Picked unit) to train/upgrade to a Greater Clockwerk Goblin
Unit - Order (Picked unit) to train/upgrade to a Robotic Tank
Unit - Order (Picked unit) to train/upgrade to a Mobile Armor
Unit - Order (Picked unit) to train/upgrade to a Battle Sheep
Unit - Order (Picked unit) to train/upgrade to a Mech Wolf
Unit - Order (Picked unit) to train/upgrade to a Unmanned Flying Machine
Unit - Order (Picked unit) to train/upgrade to a Mobile Suit
Unit - Order (Picked unit) to train/upgrade to a Light Strike Vehicle
Unit - Order (Picked unit) to train/upgrade to a Strider
Unit - Order (Picked unit) to train/upgrade to a Scorpion Drone
Unit - Order (Picked unit) to train/upgrade to a |cffff1493Upgraded Scorpion Drone|r
Unit - Order (Picked unit) to train/upgrade to a Trojan Ship
Unit - Order (Picked unit) to train/upgrade to a The Penguin
Unit - Order (Picked unit) to train/upgrade to a The Whale
-------- Undead Scourge --------
Unit - Order (Picked unit) to train/upgrade to a Lesser Skeleton Warrior
Unit - Order (Picked unit) to train/upgrade to a Medium Skeleton Warrior
Unit - Order (Picked unit) to train/upgrade to a Greater Skeleton Warrior
Unit - Order (Picked unit) to train/upgrade to a Titan Skeleton
Unit - Order (Picked unit) to train/upgrade to a Skeleton Archer
Unit - Order (Picked unit) to train/upgrade to a Burning Archer
Unit - Order (Picked unit) to train/upgrade to a Skeletal Marksman
Unit - Order (Picked unit) to train/upgrade to a Meat Wagon
Unit - Order (Picked unit) to train/upgrade to a Gargoyle
Unit - Order (Picked unit) to train/upgrade to a Dark Gryphon
Unit - Order (Picked unit) to train/upgrade to a Ghoul
Unit - Order (Picked unit) to train/upgrade to a Abomination
Unit - Order (Picked unit) to train/upgrade to a Dark Spirit
Unit - Order (Picked unit) to train/upgrade to a Banshee
Unit - Order (Picked unit) to train/upgrade to a |cff00BFFFLich|r
Unit - Order (Picked unit) to train/upgrade to a Undead Fast Craft
Unit - Order (Picked unit) to train/upgrade to a Undead Cruiser
-------- The Horde --------
Unit - Order (Picked unit) to train/upgrade to a Grunt
Unit - Order (Picked unit) to train/upgrade to a Warchief
Unit - Order (Picked unit) to train/upgrade to a Axe Warrior
Unit - Order (Picked unit) to train/upgrade to a Headhunter
Unit - Order (Picked unit) to train/upgrade to a Berserker
Unit - Order (Picked unit) to train/upgrade to a |cffff1493Shadow Hunter|r
Unit - Order (Picked unit) to train/upgrade to a Demolisher
Unit - Order (Picked unit) to train/upgrade to a Burning Demolisher
Unit - Order (Picked unit) to train/upgrade to a Wind Rider
Unit - Order (Picked unit) to train/upgrade to a |cffff1493Spirit Wyvern|r
Unit - Order (Picked unit) to train/upgrade to a Tauren Warrior
Unit - Order (Picked unit) to train/upgrade to a Tauren Elite
Unit - Order (Picked unit) to train/upgrade to a Tauren Chieftain
Unit - Order (Picked unit) to train/upgrade to a Witch Doctor
Unit - Order (Picked unit) to train/upgrade to a Sage
Unit - Order (Picked unit) to train/upgrade to a Orc Hydrofoil
Unit - Order (Picked unit) to train/upgrade to a Juggernaught Heavy Cruiser
green1 team
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 2 (Blue)
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Unit-type of (Trained unit)) Not equal to Assassin
(Unit-type of (Trained unit)) Not equal to Mercenary Soldier
(Unit-type of (Trained unit)) Not equal to Lesser Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Medium Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Greater Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Titan Skeleton
Actions
Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Retain color
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
green2 team
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
(Unit-type of (Trained unit)) Not equal to Assassin
(Unit-type of (Trained unit)) Not equal to Mercenary Soldier
(Unit-type of (Trained unit)) Not equal to Lesser Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Medium Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Greater Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Titan Skeleton
Actions
Unit - Change ownership of (Trained unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
brown1 team
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
(Owner of (Trained unit)) Equal to Player 6 (Orange)
(Unit-type of (Trained unit)) Not equal to Assassin
(Unit-type of (Trained unit)) Not equal to Mercenary Soldier
(Unit-type of (Trained unit)) Not equal to Lesser Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Medium Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Greater Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Titan Skeleton
Actions
Unit - Change ownership of (Trained unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
brown2 team
Events
Unit - A unit Finishes training a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
(Unit-type of (Trained unit)) Not equal to Assassin
(Unit-type of (Trained unit)) Not equal to Mercenary Soldier
(Unit-type of (Trained unit)) Not equal to Lesser Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Medium Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Greater Skeleton Warrior
(Unit-type of (Trained unit)) Not equal to Titan Skeleton
Actions
Unit - Change ownership of (Trained unit) to Player 12 (Brown) and Retain color
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Green Team
Events
Unit - A unit Finishes casting an ability
Conditions
((Casting unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
(Unit-type of (Casting unit)) Not equal to Brigadier General
(Unit-type of (Casting unit)) Not equal to High Priestess
(Unit-type of (Casting unit)) Not equal to Marauder
(Unit-type of (Casting unit)) Not equal to Dreadlord
(Unit-type of (Casting unit)) Not equal to Dreadlord (Demon Form)
(Unit-type of (Casting unit)) Not equal to Shaman
Actions
Unit - Order (Casting unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Target unit of ability being cast) to Attack-Move To . (Position of Castle 0002 <gen>)
Brown Team
Events
Unit - A unit Finishes casting an ability
Conditions
((Casting unit) belongs to an ally of Player 12 (Brown).) Equal to True
(Unit-type of (Casting unit)) Not equal to Brigadier General
(Unit-type of (Casting unit)) Not equal to High Priestess
(Unit-type of (Casting unit)) Not equal to Marauder
(Unit-type of (Casting unit)) Not equal to Dreadlord
(Unit-type of (Casting unit)) Not equal to Dreadlord (Demon Form)
(Unit-type of (Casting unit)) Not equal to Shaman
Actions
Unit - Order (Casting unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Target unit of ability being cast) to Attack-Move To . (Position of Castle 0001 <gen>)
Marketplace
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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)) Equal to Marketplace
((Picked unit) is alive) Equal to True
(Percentage life of (Picked unit)) Greater than or equal to 75.00
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current lumber
Floating Text - Create floating text that reads +16 above (Picked unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Else - Actions
Do nothing
Junk Yard
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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)) Equal to Junk Yard
((Picked unit) is alive) Equal to True
(Percentage life of (Picked unit)) Greater than or equal to 75.00
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current lumber
Floating Text - Create floating text that reads +16 above (Picked unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Else - Actions
Do nothing
Ancient of Wonders
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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)) Equal to Ancient of Wonders
((Picked unit) is alive) Equal to True
(Percentage life of (Picked unit)) Greater than or equal to 75.00
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current lumber
Floating Text - Create floating text that reads +16 above (Picked unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Else - Actions
Do nothing
Tomb of Relics
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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)) Equal to Tomb of Relics
((Picked unit) is alive) Equal to True
(Percentage life of (Picked unit)) Greater than or equal to 75.00
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current lumber
Floating Text - Create floating text that reads +16 above (Picked unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Else - Actions
Do nothing
Warhammer Shop
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) 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)) Equal to Warhammer Shop
((Picked unit) is alive) Equal to True
(Percentage life of (Picked unit)) Greater than or equal to 75.00
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current lumber
Floating Text - Create floating text that reads +16 above (Picked unit) with Z offset 0.50 , using font size 7.00 , color ( 0.00 %, 100.00 %, 0.00 %), and 40.00 % transparency
Floating Text - Set the velocity of (Last created floating text) to 14.00 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
Else - Actions
Do nothing
green team A
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
((Dying unit) is A Hero) Equal to True
Actions
Wait 7.00 seconds
Hero - Instantly revive (Dying unit) at (Center of green_team_respawn <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of green_team_respawn <gen>) over 1.50 seconds
green team B
Events
Unit - A unit Finishes reviving
Conditions
Actions
Unit - Set life of (Reviving Hero) to 50.00 %
Unit - Set mana of (Reviving Hero) to 0.00 %
brown team A
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
(Owner of (Dying unit)) Equal to Player 7 (Green)
(Owner of (Dying unit)) Equal to Player 8 (Pink)
((Dying unit) is A Hero) Equal to True
Actions
Wait 7.00 seconds
Hero - Instantly revive (Dying unit) at (Center of brown_team_respawn <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Center of brown_team_respawn <gen>) over 1.50 seconds
brown team B
Events
Unit - A unit Finishes reviving
Conditions
Actions
Unit - Set life of (Reviving Hero) to 50.00 %
Unit - Set mana of (Reviving Hero) to 0.00 %
teleport trigger
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Teleport
Actions
Wait 0.87 seconds
Unit Group - Pick every unit in (Units within 300.00 of (Position of (Casting unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked unit) Not equal to (Casting unit)
((Picked unit) is A Hero) Equal to True
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Move (Picked unit) instantly to (Target point of ability being cast)
Else - Actions
Do nothing
Summon Metal Golem
Events
Unit - A unit Spawns a summoned unit
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Summoned unit)) Equal to Metal Golem (level 1)
(Unit-type of (Summoned unit)) Equal to Metal Golem (level 2)
(Unit-type of (Summoned unit)) Equal to Metal Golem (level 3)
(Unit-type of (Summoned unit)) Equal to Metal Golem (level 4)
(Unit-type of (Summoned unit)) Equal to Greater Skeleton Warrior
(Unit-type of (Summoned unit)) Equal to Fire Elemental
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Summoning unit) belongs to an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Unit - Change ownership of (Summoned unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Summoned unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Else - Actions
Unit - Change ownership of (Summoned unit) to Player 12 (Brown) and Retain color
Unit - Order (Summoned unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Kaboom
Events
Unit - A unit Begins casting an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Kaboom! (Scorpion Drone)
(Ability being cast) Equal to Kaboom! (Upgraded Scorpion Drone)
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
Gort
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to |cff00F5FFGort|r |cff00F5FF[EPIC]|r
Actions
Unit - Remove (Constructed structure) from the game
Unit - Create 1 . |cff00F5FFGort|r for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Constructed structure) belongs to an ally of Player 9 (Gray).) Equal to True
((Constructed structure) belongs to an ally of Player 11 (Dark Green).) Equal to True
Then - Actions
Unit - Change ownership of (Last created unit) to Player 9 (Gray) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Else - Actions
Unit - Change ownership of (Last created unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
arch wizard manashield
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacked unit)) Equal to Arch Wizard
(Unit-type of (Attacked unit)) Equal to |cff00BFFFLich|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Percentage life of (Attacked unit)) Less than 20.00
Then - Actions
Unit - Order (Attacked unit) to Neutral Sea Witch - Activate Mana Shield .
Else - Actions
Unit - Order (Attacked unit) to Neutral Sea Witch - Deactivate Mana Shield .
Lich frost nova
Events
Unit - A unit Is attacked
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacked unit)) Equal to |cff00BFFFLich|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Percentage mana of (Attacked unit)) Greater than or equal to 30.00
Then - Actions
Unit - Order (Attacked unit) to Undead Lich - Frost Nova . (Attacking unit)
Else - Actions
Do nothing
obelisk
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to |cffff0000Genesis Obelisk|r
((Unit-type of (Attacked unit)) is A structure) Equal to False
Actions
Unit - Cause (Attacking unit) to damage circular area after 0.50 seconds of radius 200.00 at (Position of (Attacked unit)) , dealing 200.00 damage of attack type Magic and damage type Cold
lightning gen
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to |cffFFE1FFLightning Generator|r
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Unit-type of (Attacked unit)) is A structure) Equal to True
Then - Actions
Wait 0.15 seconds
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 200.00 damage of attack type Spells and damage type Lightning
Else - Actions
Wait 0.15 seconds
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 500.00 damage of attack type Spells and damage type Lightning
fountain of chaos
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to |cffA020F0Fountain of Chaos|r
((Unit-type of (Attacked unit)) is A structure) Equal to False
((Unit-type of (Attacked unit)) is A Hero) Equal to False
Actions
Wait 0.15 seconds
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 989500.00 damage of attack type Spells and damage type Normal
Nano Repair Bots
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Nano Repair Bots (Marauder)
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Learning Hero) using Abilities\Spells\Undead\UndeadMine\UndeadMineCircle.mdl
lesser skeleton warrior green1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Lesser Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Owner of (Trained unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Lesser Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 9 (Gray) and Retain color
Unit - Change ownership of (Trained unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
lesser skeleton warrior green2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Lesser Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
Actions
Unit - Create 1 . Lesser Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 11 (Dark Green) and Retain color
Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
lesser skeleton warrior brown1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Lesser Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
(Owner of (Trained unit)) Equal to Player 6 (Orange)
Actions
Unit - Create 1 . Lesser Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 10 (Light Blue) and Retain color
Unit - Change ownership of (Trained unit) to Player 12 (Brown) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
lesser skeleton warrior brown2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Lesser Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
Actions
Unit - Create 1 . Lesser Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 12 (Brown) and Retain color
Unit - Change ownership of (Trained unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
medium skeleton warrior green1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Medium Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Owner of (Trained unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Medium Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 9 (Gray) and Retain color
Unit - Change ownership of (Trained unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
medium skeleton warrior green2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Medium Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
Actions
Unit - Create 1 . Medium Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 11 (Dark Green) and Retain color
Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
medium skeleton warrior brown1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Medium Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
(Owner of (Trained unit)) Equal to Player 6 (Orange)
Actions
Unit - Create 1 . Medium Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 10 (Light Blue) and Retain color
Unit - Change ownership of (Trained unit) to Player 12 (Brown) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
medium skeleton warrior brown2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Medium Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
Actions
Unit - Create 1 . Medium Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 12 (Brown) and Retain color
Unit - Change ownership of (Trained unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
greater skeleton warrior green1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Greater Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Owner of (Trained unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Greater Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 9 (Gray) and Retain color
Unit - Change ownership of (Trained unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
greater skeleton warrior green2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Greater Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
Actions
Unit - Create 1 . Greater Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 11 (Dark Green) and Retain color
Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
greater skeleton warrior brown1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Greater Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
(Owner of (Trained unit)) Equal to Player 6 (Orange)
Actions
Unit - Create 1 . Greater Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 10 (Light Blue) and Retain color
Unit - Change ownership of (Trained unit) to Player 12 (Brown) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
greater skeleton warrior brown2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Greater Skeleton Warrior
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
Actions
Unit - Create 1 . Greater Skeleton Warrior for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 12 (Brown) and Retain color
Unit - Change ownership of (Trained unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
titan skeleton green1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Titan Skeleton
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 1 (Red)
(Owner of (Trained unit)) Equal to Player 2 (Blue)
Actions
Unit - Create 1 . Titan Skeleton for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 9 (Gray) and Retain color
Unit - Change ownership of (Trained unit) to Player 11 (Dark Green) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
titan skeleton green2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Titan Skeleton
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 3 (Teal)
(Owner of (Trained unit)) Equal to Player 4 (Purple)
Actions
Unit - Create 1 . Titan Skeleton for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 11 (Dark Green) and Retain color
Unit - Change ownership of (Trained unit) to Player 9 (Gray) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0002 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0002 <gen>)
titan skeleton brown1
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Titan Skeleton
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 5 (Yellow)
(Owner of (Trained unit)) Equal to Player 6 (Orange)
Actions
Unit - Create 1 . Titan Skeleton for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 10 (Light Blue) and Retain color
Unit - Change ownership of (Trained unit) to Player 12 (Brown) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
titan skeleton brown2
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Titan Skeleton
Or - Any (Conditions) are true
Conditions
(Owner of (Trained unit)) Equal to Player 7 (Green)
(Owner of (Trained unit)) Equal to Player 8 (Pink)
Actions
Unit - Create 1 . Titan Skeleton for (Owner of (Trained unit)) at (Position of (Trained unit)) facing Default building facing degrees
Unit - Change ownership of (Last created unit) to Player 12 (Brown) and Retain color
Unit - Change ownership of (Trained unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Last created unit) to Attack-Move To . (Position of Castle 0001 <gen>)
Unit - Order (Trained unit) to Attack-Move To . (Position of Castle 0001 <gen>)
psychic dominator green
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to |cffA020F0Psychic Dominator|r
((Attacking unit) belongs to an ally of Player 9 (Gray).) Equal to True
Actions
Wait 0.50 seconds
Unit - Change ownership of (Attacked unit) to Player 9 (Gray) and Retain color
Unit - Order (Attacked unit) to Attack-Move To . (Position of Castle 0002 <gen>)
psychic dominator brown
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to |cffA020F0Psychic Dominator|r
((Attacking unit) belongs to an ally of Player 10 (Light Blue).) Equal to True
Actions
Wait 0.50 seconds
Unit - Change ownership of (Attacked unit) to Player 10 (Light Blue) and Retain color
Unit - Order (Attacked unit) to Attack-Move To . (Position of Castle 0001 <gen>)
doom shrine
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Doom Shrine
((Attacked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Actions
Unit - Order (Attacking unit) to Neutral Pit Lord - Doom . (Attacked unit)
player1
Events
Unit - A unit owned by Player 1 (Red) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 1 (Red) used Rescue Strike|r
player2
Events
Unit - A unit owned by Player 2 (Blue) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 2 (Blue) used Rescue Strike|r
player3
Events
Unit - A unit owned by Player 3 (Teal) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 3 (Teal) used Rescue Strike|r
player4
Events
Unit - A unit owned by Player 4 (Purple) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 4 (Purple) used Rescue Strike|r
player5
Events
Unit - A unit owned by Player 5 (Yellow) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 5 (Yellow) used Rescue Strike|r
player6
Events
Unit - A unit owned by Player 6 (Orange) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 6 (Orange) used Rescue Strike|r
player7
Events
Unit - A unit owned by Player 7 (Green) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 7 (Green) used Rescue Strike|r
player8
Events
Unit - A unit owned by Player 8 (Pink) . Begins casting an ability
Conditions
(Ability being cast) Equal to Rescue Strike (Pillar of Hope)
Actions
Game - Display to (All players) the text: |cffff0000Player 8 (Pink) used Rescue Strike|r
Multiboard with Kills and Deaths per player and per team.
Show revival times for dead Heroes.
Create Multiboard
Events
Time - Elapsed game time is 0.02 seconds
Conditions
Actions
Countdown Timer - Start Game_Time as a One-shot timer that will expire in 999999.00 seconds
Multiboard - Create a multiboard with 1 columns and 1 rows, titled Game Time .
Set Variable Set Multiboard_Clock = PlayersCount
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Multiboard_Clock to Game Time:
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Multiboard_Clock to 0:00
Multiboard - Show (Last created multiboard)
Tally Clock
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set Variable Set Game_Minutes = ((Integer((Elapsed time for Game_Time))) / 60)
Set Variable Set Game_Seconds = ((Integer((Elapsed time for Game_Time))) mod 60)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Game_Seconds Greater than or equal to 10
Then - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Multiboard_Clock to ((String(Game_Minutes)) + (: + (String(Game_Seconds))))
Else - Actions
Multiboard - Set the text for (Last created multiboard) item in column 1 , row Multiboard_Clock to ((String(Game_Minutes)) + (:0 + (String(Game_Seconds))))
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