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Triggers
(4)FrostsabreByCastwork.w3x
Variables
Initialization
Melee Initialization
Test map
BloodelfSpells
BEHeroesUnaviable
Seal of Holy Inquisition
Holy swords
Holy armor
Holy Execution
Holy Execution Off
Blur
BlurOff
Critical aura1
Critical aura player1
Critical aura2
Critical aura player2
Critical aura3
Critical aura player3
Critical aura4
Critical aura player4
WarlockSBdisable
Warlock1
Warlock2
Warlock3
ChainEnsnare
MassInv
Confuze
Confuze Eff
Untitled Category
Points of abilitiez
Button on
Player1 BE
Building
Building Art 1
Building Art 2
Building Art 3
Building Art 4
Building Art 5
Name
Type
is_array
initial_value
Alliance
button
No
Bloodelves
button
No
DemonBuildingArtGroup
group
No
Dialog
dialog
No
ItemMass
item
Yes
UnitMass
unit
Yes
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Run melee AI scripts (for computer players)
Melee Game - Enforce victory/defeat conditions (for all players)
Test map
Events
Map initialization
Conditions
Actions
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 2 for Player 1 (Red)
Player - Set the current research level of R00B (Unexpected type: 'techcode') to 2 for Player 3 (Teal)
Player - Set the current research level of R008 (Unexpected type: 'techcode') to 2 for Player 1 (Red)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 2 for Player 3 (Teal)
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 2 for Player 1 (Red)
Player - Set the current research level of R00A (Unexpected type: 'techcode') to 2 for Player 3 (Teal)
Wait 0.10 seconds
Unit - Order Warlock 0189 <gen> to Orc Spirit Walker - Spirit Link . Imp 0195 <gen>
Wait 0.10 seconds
Unit - Order Warlock 0189 <gen> to Night Elf Priestess Of The Moon - Activate Searing Arrows .
Unit - Set mana of Warlock 0189 <gen> to 100 %
Unit - Set mana of Warlock 0193 <gen> to 100 %
Player - Enable Shadowbolt (Warlock(Increased)) for Player 1 (Red)
Player - Disable Shadowbolt (Warlock) for Player 1 (Red)
BEHeroesUnaviable
Events
Unit - A unit enters (Entire map)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Champion
Then - Actions
Player - Make Champion Unavailable for training/construction by (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Assassin
Then - Actions
Player - Make Assassin Unavailable for training/construction by (Owner of (Triggering unit))
Else - Actions
Seal of Holy Inquisition
Events
Unit - A unit Dies
Conditions
And - All (Conditions) are true
Conditions
((Owner of (Killing unit)) is an enemy of (Owner of (Dying unit)).) Equal to True
(Level of Seal of Holy Inquisition (Paladin) for (Killing unit)) Equal to 1
(Current research level of R000 (Unexpected type: 'techcode') for (Owner of (Killing unit))) Equal to 1
Actions
Unit - Set life of (Killing unit) to ((Life of (Killing unit)) + 85.00)
Special Effect - Create a special effect at (Position of (Killing unit)) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Killing unit)) using Abilities\Spells\Other\HealingSpray\HealBottleMissile.mdl
Special Effect - Destroy (Last created special effect)
Holy swords
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Attacked unit) is Undead) Equal to True
(Current research level of R002 (Unexpected type: 'techcode') for (Owner of (Attacking unit))) Greater than 0
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacking unit)) Equal to Paladin-Inquisitor
Actions
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing ((Real((Current research level of R002 (Unexpected type: 'techcode') for (Owner of (Attacking unit))))) + 1) damage of attack type Chaos and damage type Enhanced
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Human\ManaFlare\ManaFlareBase.mdl
Special Effect - Destroy (Last created special effect)
Holy armor
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
((Attacking unit) is Undead) Equal to True
(Current research level of R003 (Unexpected type: 'techcode') for (Owner of (Attacked unit))) Greater than 0
Or - Any (Conditions) are true
Conditions
(Unit-type of (Attacked unit)) Equal to Paladin-Inquisitor
Actions
Unit - Set life of (Attacked unit) to ((Life of (Attacked unit)) + ((Real((Current research level of R003 (Unexpected type: 'techcode') for (Owner of (Attacked unit))))) + 1))
Holy Execution
Events
Unit - A unit Is attacked
Conditions
And - All (Conditions) are true
Conditions
(Current research level of R007 (Unexpected type: 'techcode') for (Owner of (Attacking unit))) Equal to 1
(Unit-type of (Attacking unit)) Equal to Crusader
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 5
Then - Actions
Set Variable Set UnitMass[1] = (Attacking unit)
Unit - Add Inventory (Hero) to (Attacking unit)
Hero - Create Holy crusader ability and give it to UnitMass[1]
Set Variable Set ItemMass[1] = (Last created item)
Hero - Order UnitMass[1] to use ItemMass[1]
Else - Actions
Holy Execution Off
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Holy crusader ability
Actions
Unit - Remove Inventory (Hero) from UnitMass[1]
Item - Pick every item in (Playable map area) 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 Holy crusader ability
Then - Actions
Item - Remove (Picked item)
Else - Actions
Do nothing
Blur
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Blur
Actions
Unit - Add Permanent Invisibility to (Triggering unit)
BlurOff
Events
Unit - A unit Uses an item
Conditions
And - All (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Tome of Retraining
(Unit-type of (Triggering unit)) Equal to Assassin
Actions
Unit - Remove Permanent Invisibility from (Triggering unit)
Critical aura1
Events
Unit - A unit Learns a skill
Conditions
And - All (Conditions) are true
Conditions
(Learned Hero Skill) Equal to Convulsion Aura
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Set Variable Set UnitMass[3] = (Triggering unit)
Trigger - Turn on Critical_aura_player1 <gen>
Player - Disable Spell Book Dummy for Player 1 (Red)
Critical aura player1
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 900.00 of (Position of UnitMass[3]).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[3]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to True
Then - Actions
Unit - Add Spell Book Dummy to (Picked unit)
Else - Actions
Else - 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
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[3]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to False
Then - Actions
Unit - Remove Spell Book Dummy from (Picked unit)
Else - Actions
Else - Actions
Critical aura2
Events
Unit - A unit Learns a skill
Conditions
And - All (Conditions) are true
Conditions
(Learned Hero Skill) Equal to Convulsion Aura
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Set Variable Set UnitMass[4] = (Triggering unit)
Trigger - Turn on Critical_aura_player2 <gen>
Player - Disable Spell Book Dummy for Player 2 (Blue)
Critical aura player2
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 900.00 of (Position of UnitMass[4]).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[4]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to True
Then - Actions
Unit - Add Spell Book Dummy to (Picked unit)
Else - Actions
Else - 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
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[4]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to False
Then - Actions
Unit - Remove Spell Book Dummy from (Picked unit)
Else - Actions
Else - Actions
Critical aura3
Events
Unit - A unit Learns a skill
Conditions
And - All (Conditions) are true
Conditions
(Learned Hero Skill) Equal to Convulsion Aura
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Set Variable Set UnitMass[5] = (Triggering unit)
Trigger - Turn on Critical_aura_player3 <gen>
Player - Disable Spell Book Dummy for Player 3 (Teal)
Critical aura player3
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 900.00 of (Position of UnitMass[5]).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[5]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to True
Then - Actions
Unit - Add Spell Book Dummy to (Picked unit)
Else - Actions
Else - 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
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[5]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to False
Then - Actions
Unit - Remove Spell Book Dummy from (Picked unit)
Else - Actions
Else - Actions
Critical aura4
Events
Unit - A unit Learns a skill
Conditions
And - All (Conditions) are true
Conditions
(Learned Hero Skill) Equal to Convulsion Aura
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Set Variable Set UnitMass[6] = (Triggering unit)
Trigger - Turn on Critical_aura_player4 <gen>
Player - Disable Spell Book Dummy for Player 4 (Purple)
Critical aura player4
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units within 900.00 of (Position of UnitMass[6]).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[6]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to True
Then - Actions
Unit - Add Spell Book Dummy to (Picked unit)
Else - Actions
Else - 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
((Owner of (Picked unit)) is an ally of (Owner of UnitMass[6]).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Convulsion Aura) Equal to False
Then - Actions
Unit - Remove Spell Book Dummy from (Picked unit)
Else - Actions
Else - Actions
WarlockSBdisable
Events
Map initialization
Conditions
Actions
Player - Disable Shadowbolt (Warlock(Increased)) for Player 1 (Red)
Player - Disable Shadowbolt (Warlock(Increased)) for Player 2 (Blue)
Player - Disable Shadowbolt (Warlock(Increased)) for Player 3 (Teal)
Player - Disable Shadowbolt (Warlock(Increased)) for Player 4 (Purple)
Warlock1
Events
Unit - A unit Begins research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
Then - Actions
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
Then - Actions
Player - Set the max research level of R001 (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Else - Actions
Warlock2
Events
Unit - A unit Cancels research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
Actions
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 2 for (Owner of (Triggering unit))
Player - Set the max research level of R001 (Unexpected type: 'techcode') to 2 for (Owner of (Triggering unit))
Warlock3
Events
Unit - A unit Finishes research
Conditions
Or - Any (Conditions) are true
Conditions
(Researched tech-type) Equal to R001 (Unexpected type: 'techcode')
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R008 (Unexpected type: 'techcode')
Then - Actions
Player - Set the current research level of R00B (Unexpected type: 'techcode') to (Current research level of R008 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) for (Owner of (Triggering unit))
Player - Enable Shadowbolt (Warlock(Increased)) for (Owner of (Triggering unit))
Player - Disable Shadowbolt (Warlock) for (Owner of (Triggering unit))
Else - Actions
Player - Set the current research level of R00B (Unexpected type: 'techcode') to (Current research level of R001 (Unexpected type: 'techcode') for (Owner of (Triggering unit))) for (Owner of (Triggering unit))
ChainEnsnare
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Chain Ensnare
Actions
Set Variable Set UnitMass[7] = (Casting unit)
Set Variable Set UnitMass[8] = (Target unit of ability being cast)
Wait until (((UnitMass[8] has buff Ensnare (Air)) Equal to True) or ((UnitMass[8] is dead) Equal to True)) , checking every 0.10 seconds
Set Variable Set UnitMass[9] = (Random unit from (Units within 600.00 of (Position of UnitMass[8]) matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) has buff Ensnare (Air)) Equal to False)) and ((((Owner of (Matching unit)) is an enemy of (Owner of UnitMass[7]).) Equal to True) and (((Matching unit) is A structure) Equal to False))).))
Unit - Create 1 . Dummy caster (Level 1) for (Owner of UnitMass[7]) at (Position of UnitMass[8]) facing (Random angle) degrees
Unit - Add Ensnare (Neutral Hostile) to (Last created unit)
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Raider - Ensnare . UnitMass[9]
Wait until (((UnitMass[9] has buff Ensnare (Air)) Equal to True) or ((UnitMass[9] is dead) Equal to True)) , checking every 0.10 seconds
Set Variable Set UnitMass[8] = UnitMass[9]
Set Variable Set UnitMass[9] = (Random unit from (Units within 600.00 of (Position of UnitMass[8]) matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) has buff Ensnare (Air)) Equal to False)) and ((((Owner of (Matching unit)) is an enemy of (Owner of UnitMass[7]).) Equal to True) and (((Matching unit) is A structure) Equal to False))).))
Unit - Create 1 . Dummy caster (Level 1) for (Owner of UnitMass[7]) at (Position of UnitMass[8]) facing (Random angle) degrees
Unit - Add Ensnare (Neutral Hostile) to (Last created unit)
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Raider - Ensnare . UnitMass[9]
Wait until (((UnitMass[9] has buff Ensnare (Air)) Equal to True) or ((UnitMass[9] is dead) Equal to True)) , checking every 0.10 seconds
Set Variable Set UnitMass[8] = UnitMass[9]
Set Variable Set UnitMass[9] = (Random unit from (Units within 600.00 of (Position of UnitMass[8]) matching (((((Matching unit) is alive) Equal to True) and (((Matching unit) has buff Ensnare (Air)) Equal to False)) and ((((Owner of (Matching unit)) is an enemy of (Owner of UnitMass[7]).) Equal to True) and (((Matching unit) is A structure) Equal to False))).))
Unit - Create 1 . Dummy caster (Level 1) for (Owner of UnitMass[7]) at (Position of UnitMass[8]) facing (Random angle) degrees
Unit - Add Ensnare (Neutral Hostile) to (Last created unit)
Unit - Add a 4.00 second Generic expiration timer to (Last created unit)
Unit - Order (Last created unit) to Orc Raider - Ensnare . UnitMass[9]
MassInv
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Mass Invisibility
Actions
Unit Group - Pick every unit in (Units within 250.00 of (Target point of ability being cast) matching (((Owner of (Matching unit)) is an ally of (Owner of (Triggering unit)).) Equal to True).) and do (Actions)
Loop - Actions
Unit - Create 1 . Dummy caster (Level 1) for (Owner of (Triggering unit)) at (Position of (Picked unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Add Invisibility (Dummy Eff) to (Last created unit)
Unit - Order (Last created unit) to Human Sorceress - Invisibility . (Picked unit)
Confuze
Events
Unit - A unit Is attacked
Conditions
(Level of Confuze for (Attacked unit)) Greater than or equal to 1
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 100) Less than or equal to 6
Then - Actions
Unit - Create 1 . Dummy caster (Level 1) for (Owner of (Attacked unit)) at (Position of (Attacking unit)) facing Default building facing degrees
Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
Unit - Add Confuze Eff to (Last created unit)
Unit - Set level of Confuze Eff for (Last created unit) to (Level of Confuze for (Attacked unit))
Unit - Order (Last created unit) to Human Mountain King - Thunder Clap .
Else - Actions
Confuze Eff
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Confuze Eff
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Points of abilitiez
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Human
Then - Actions
Wait 0.50 seconds
Dialog - Change the title of Dialog to Select race:
Dialog - Create a dialog button for Dialog labelled Alliance
Set Variable Set Alliance = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Blood Elves
Set Variable Set Bloodelves = (Last created dialog Button)
Dialog - Show Dialog for Player 1 (Red)
Else - Actions
Button on
Events
Dialog - A dialog button is clicked for Dialog
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Alliance
Then - Actions
Dialog - Hide Dialog for (Triggering player)
Dialog - Clear Dialog
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Bloodelves
Then - Actions
Dialog - Hide Dialog for (Triggering player)
Dialog - Clear Dialog
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Peasant) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Architect using The new unit's max life and mana
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Town Hall) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Holy Keep using The new unit's max life and mana
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Set Variable Set UnitMass[5] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set UnitMass[13] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set UnitMass[14] = (Last replaced unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set UnitMass[15] = (Last replaced unit)
Else - Actions
Unit - Create 1 . Town Hall for (Triggering player) at (Position of (Last replaced unit)) facing Default building facing degrees
Unit - Remove Return Gold and Lumber from (Last created unit)
Unit - Remove Blight Dispel Large from (Last created unit)
Unit - Remove Call To Arms (Town Hall) from (Last created unit)
Unit - Hide (Last created unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 1 (Red)
Then - Actions
Set Variable Set UnitMass[6] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Set Variable Set UnitMass[10] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set UnitMass[11] = (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Set Variable Set UnitMass[12] = (Last created unit)
Else - Actions
Else - Actions
Do nothing
Player1 BE
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Triggering unit) Equal to UnitMass[5]
(Triggering unit) Equal to UnitMass[13]
(Triggering unit) Equal to UnitMass[14]
(Triggering unit) Equal to UnitMass[15]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to UnitMass[5]
Then - Actions
Unit - Unhide UnitMass[6]
Unit - Kill UnitMass[6]
Unit - Hide UnitMass[6]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to UnitMass[13]
Then - Actions
Unit - Unhide UnitMass[10]
Unit - Kill UnitMass[10]
Unit - Hide UnitMass[10]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to UnitMass[14]
Then - Actions
Unit - Unhide UnitMass[11]
Unit - Kill UnitMass[11]
Unit - Hide UnitMass[11]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to UnitMass[15]
Then - Actions
Unit - Unhide UnitMass[12]
Unit - Kill UnitMass[12]
Unit - Hide UnitMass[12]
Else - Actions
Building Art 1
Events
Unit - A unit Begins construction
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Constructing structure)) Equal to Altar of Chaos
(Unit-type of (Constructing structure)) Equal to Chaos Halls
(Unit-type of (Constructing structure)) Equal to Outland Gates
Actions
Unit Group - Add (Triggering unit) to DemonBuildingArtGroup
Building Art 2
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in DemonBuildingArtGroup and do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Other\Doom\DoomDeath.mdl
Special Effect - Destroy (Last created special effect)
Building Art 3
Events
Unit - A unit Finishes construction
Conditions
((Triggering unit) is in DemonBuildingArtGroup.) Equal to True
Actions
Unit Group - Remove (Triggering unit) from DemonBuildingArtGroup .
Building Art 4
Events
Unit - A unit Cancels construction
Conditions
((Triggering unit) is in DemonBuildingArtGroup.) Equal to True
Actions
Unit Group - Remove (Triggering unit) from DemonBuildingArtGroup .
Building Art 5
Events
Unit - A unit Dies
Conditions
((Triggering unit) is in DemonBuildingArtGroup.) Equal to True
Actions
Unit Group - Remove (Triggering unit) from DemonBuildingArtGroup .
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