Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
FvH Winter Beta 2.0.w3x
Variables
Initialization
Log
Initialization
Spawn Trees
Delete Trees
Win/Lose Scenerios
Monitering Hunter Lives
Hunters Lose
Farmers Lose
Hunters Dieing
Spawns and Income
Respawn Farmers
Spawn Players
Income
Leaver Hunter Income
Increase Hunter Income
Spells
Spell Suicide
Spell Teleportation
Spell Regrow Trees
Spell Create Tree
Spell Packup Infernal Machines
Others
CaveB
CaveA
Leavers
Display Income
Creepkill
Farmer Destroy Building
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
CountDown
timer
No
CountDown_Window
timerdialog
No
Hunter_Income
integer
No
0
Hunter_Lives
integer
No
0
July 04, 2009
Added basic needs to the map, Initialization, Spawns, Trees, Terrain, income, Win/Lose done
Did handful of walls, Started and Finished Farms, some towers, did heroes (Need balencing)
Some items for Hunter, Basics Basics Basics
Found Bugs... Fixed most of them starting work on towers full things. disabling ele towers for the time being
July 05, 2009
Game - Display to (All players) for 6.00 seconds the text: Please wait while game is setting up, This may lag the first couple of minutesAprox time remaining: 40 Seconds
Game - Display to (All players) for 50.00 seconds the text: |cffff0000Welcome to Farmers VS Hunters Winter Beta 2.0|r
Set Variable Set Hunter_Income = "25"
Quest - Create a Optional quest titled Extra Commands: with the description Hunters:-Income (displays the income of the team)Farmers:-Creepkill (kills all critters so u can unlag or such) , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Farmer Tips: with the description -Use base areas, look at the minimap to see areas with 1 or 2 small entrances and wall yourself in research blink to escape-attacking something will kill it- -creepkill will save urself from feeding hunters same with suicide ability-get a merc early in the game so it can level up , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Hunter Tips: with the description -Units are valuable but they cant attack farmers-theres a reason why potions are so cheat-take advantage of packup ability on siege units u can use it to micro em-object is not to kill farmers they respawn its to live throughout the game , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) slot status) Not equal to Is playing
Then - Actions
Set Variable Set Hunter_Income = (Hunter_Income + 25)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) slot status) Not equal to Is playing
Then - Actions
Set Variable Set Hunter_Income = (Hunter_Income + 25)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) slot status) Not equal to Is playing
Then - Actions
Set Variable Set Hunter_Income = (Hunter_Income + 25)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 12 (Brown) slot status) Not equal to Is playing
Then - Actions
Set Variable Set Hunter_Income = (Hunter_Income + 25)
Else - Actions
Do nothing
Else - Actions
Wait 0.50 seconds
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Countdown Timer - Show CountDown_Window for (Picked player)
Player - Turn Gives bounty On for (Picked player)
Player - Limit training of Money Mill to 1 for (Picked player)
Player - Limit training of Heroes to 1 for (Picked player)
Countdown Timer - Start CountDown as a One-shot timer that will expire in 2700.00 seconds
Countdown Timer - Pause CountDown
Countdown Timer - Create a timer window for CountDown with title Hunters Win In:
Set Variable Set CountDown_Window = (Last created timer window)
Game - Display to (All players) for 45.00 seconds the text: |caa55ff55Farmers: Run away from the Hunters hide build gain gold then hire a mercenary to attack the Hunters. The objective is to kill the hunters within the timelimit to win|r
Game - Display to (All players) for 45.00 seconds the text: |caa5555ffHunters: Harass the Farmers as much as possible to prevent them from farming, then when they get to strong or hire mercenarys run away and hide for the remaining time. the main objective is to survive at all cost until the time runs out.|r
Wait 2.00 seconds
Wait 30.00 seconds
Trigger - Run Spawn_Players <gen> (checking conditions)
Wait 0.50 seconds
Unit - Pause all units
Wait 1.00 seconds
Visibility - Disable fog of war
Visibility - Disable black mask
Wait 1.00 seconds
Visibility - Enable fog of war
Wait 5.00 seconds
Unit - Unpause all units
Game - Display to (All players) for 10.00 seconds the text: |cffff0000Game Start Farmers RUN, Hunters Kill them!|r
Countdown Timer - Change the color of the time for CountDown_Window to ( 0.00 %, 100.00 %, 0.00 %) with 0 % transparency
Countdown Timer - Resume CountDown
Trigger - Turn on Monitering_Hunter_Lives <gen>
Wait 900.00 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 0.00 %) with 0 % transparency
Wait 900.00 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 890.00 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 100.00 %, 100.00 %) with 0 % transparency
Wait 0.50 seconds
Countdown Timer - Change the color of the time for CountDown_Window to ( 100.00 %, 0.00 %, 0.00 %) with 0 % transparency
Wait 0.50 seconds
Default melee game initialization for all players
Spawn Trees
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Random point in (Playable map area)) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Wait 28.00 seconds
Trigger - Turn off (This trigger)
Delete Trees
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at (Position of (Picked destructible))) Equal to Lordaeron Winter - Grass
Then - Actions
Destructible - Remove (Picked destructible)
Else - Actions
Wait 31.00 seconds
Destructible - Pick every destructible in Delete_Trees <gen> and do (Actions)
Loop - Actions
Destructible - Remove (Picked destructible)
Trigger - Turn off (This trigger)
Monitering Hunter Lives
Events
Time - Every 2 seconds of game time
Conditions
Hunter_Lives Equal to 0
Actions
Trigger - Run Hunters_Lose <gen> (checking conditions)
Trigger - Turn off (This trigger)
Hunters Lose
Events
Conditions
Actions
Game - Display to (All players) the text: Thank you for playing, Sorry hunters you couldent survive. Congratulations farmers you killed the hunters within the timelimit. Game will end in 30 seconds so chat while you still can.
Wait 30.00 seconds
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Player Group - Pick every player in (All allies of Player 9 (Gray).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Failed to Survive!
Farmers Lose
Events
Time - CountDown expires
Conditions
Actions
Countdown Timer - Destroy CountDown_Window
Game - Display to (All players) the text: Thank you for playing, Sorry farmers you lost you didnt kill the hunters within the timelimit. Congratulations hunters you survived the entire game. Game will end in 30 seconds so chat while you still can.
Wait 30.00 seconds
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Failed to kill the hunters!
Player Group - Pick every player in (All allies of Player 9 (Gray).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Hunters Dieing
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to The Hunter
Actions
Set Variable Set Hunter_Lives = (Hunter_Lives - 1)
Respawn Farmers
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Farmer
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Dying unit))) and do (Actions)
Loop - Actions
Unit - Explode (Picked unit) .
Unit - Create 1 . Farmer for (Owner of (Dying unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Spawn Players
Events
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) 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
Unit - Create 1 . Farmer for (Picked player) at (Random point in Farmer_Spawn <gen>) facing 270.00 degrees
Else - Actions
Game - Display to (All players) the text: ((Name of (Picked player)) + Is not playing)
Player Group - Pick every player in (All allies of Player 9 (Gray).) 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
Unit - Create 1 . The Hunter for (Picked player) at (Random point in Hunter_Spawn <gen>) facing 270.00 degrees
Unit - Create 1 . lil Ugly Worker Dude for (Picked player) at (Random point in Hunter_Spawn <gen>) facing 270.00 degrees
Unit - Create 1 . lil Ugly Worker Dude for (Picked player) at (Random point in Hunter_Spawn <gen>) facing 270.00 degrees
Set Variable Set Hunter_Lives = (Hunter_Lives + 1)
Else - Actions
Game - Display to (All players) the text: ((Name of (Picked player)) + Is not playing)
Income
Events
Time - Every 45.00 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
((Picked unit) is A Hero) Equal to True
Then - Actions
Hero - Add 200 experience to (Picked unit) , Show level-up graphics
Else - Actions
Do nothing
Player Group - Pick every player in (All allies of Player 9 (Gray).) and do (Actions)
Loop - Actions
Player - Add Hunter_Income to (Picked player) . Current gold
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - Add 50 to (Picked player) . Current gold
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 Frog
Then - Actions
Player - Add 1 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Crab
Then - Actions
Player - Add 2 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Chicken
Then - Actions
Player - Add 4 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Penguin
Then - Actions
Player - Add 8 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Rabbit
Then - Actions
Player - Add 16 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Sheep
Then - Actions
Player - Add 32 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Seal
Then - Actions
Player - Add 64 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Pig
Then - Actions
Player - Add 128 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Fel Boar
Then - Actions
Player - Add 256 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV1
Then - Actions
Player - Add 5 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV2
Then - Actions
Player - Add 10 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV3
Then - Actions
Player - Add 20 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV4
Then - Actions
Player - Add 40 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV5
Then - Actions
Player - Add 80 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV6
Then - Actions
Player - Add 160 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV7
Then - Actions
Player - Add 320 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV8
Then - Actions
Player - Add 640 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Cash Farm LV9
Then - Actions
Player - Add 1280 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Money Mill
Then - Actions
Set Variable Set Hunter_Income = (Hunter_Income + 5)
Else - Actions
Do nothing
Leaver Hunter Income
Events
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Set Variable Set Hunter_Income = ((Hunter_Income / 2) + Hunter_Income)
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Increase Hunter Income
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Attacking unit)) Equal to The Hunter
(Owner of (Attacked unit)) Not equal to (Owner of (Attacking unit))
Then - Actions
Player - Add 5 to (Owner of (Attacking unit)) . Current gold
Hero - Add 5 experience to (Attacking unit) , Show level-up graphics
Else - Actions
Do nothing
Spell Suicide
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Suicide (Farmer New)
Actions
Unit - Kill (Casting unit)
Spell Teleportation
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Connect Teleportation Devices
(Unit-type of (Target unit of ability being cast)) Equal to Teleportation Device
Actions
Neutral Building - Set (Casting unit) destination to (Position of (Target unit of ability being cast))
Neutral Building - Enable (Casting unit)
Spell Regrow Trees
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Regrow Trees
Actions
Destructible - Resurrect (Target destructible of ability being cast) with (Max life of (Last created destructible)) life and Show birth animation
Spell Create Tree
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Plant Tree
Actions
Destructible - Create a WTst (Unexpected type: 'destructablecode') at (Target point of ability being cast) facing (Random angle) with scale (Random real number between 0.80 and 1.20) and variation 0
Spell Packup Infernal Machines
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Packup (Infernal Machine)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Infernal Siege Contraption
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Hero - Create Rebuild Siege Contraption and give it to (Target unit of ability being cast)
Unit - Kill (Casting unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Infernal Siege Machine
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Hero - Create Rebuild Siege Machine and give it to (Target unit of ability being cast)
Unit - Kill (Casting unit)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Casting unit)) Equal to Infernal Siege Juggernaut
((Target unit of ability being cast) is A Hero) Equal to True
Then - Actions
Hero - Create Rebuild Siege Juggernaut and give it to (Target unit of ability being cast)
Unit - Kill (Casting unit)
Else - Actions
Do nothing
CaveB
Events
Unit - A unit enters CaveB <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Random point in CaveB_Goto <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Center of CaveB_Goto <gen>) over 0 seconds
Selection - Select (Entering unit) for (Owner of (Entering unit))
CaveA
Events
Unit - A unit enters CaveA <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Random point in CaveA_Goto <gen>)
Camera - Pan camera for (Owner of (Entering unit)) to (Center of CaveA_Goto <gen>) over 0 seconds
Selection - Select (Entering unit) for (Owner of (Entering unit))
Leavers
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + Has Left the Game.)
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Display Income
Events
Player - Player 9 (Gray) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All allies of Player 9 (Gray).) the text: (Hunters Currently have + ((String(Hunter_Income)) + gold every 45 seconds for Income,))
Creepkill
Events
Player - Player 1 (Red) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -creepkill (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Picked unit)) Equal to Frog
(Unit-type of (Picked unit)) Equal to Chicken
(Unit-type of (Picked unit)) Equal to Rabbit
(Unit-type of (Picked unit)) Equal to Penguin
(Unit-type of (Picked unit)) Equal to Seal
(Unit-type of (Picked unit)) Equal to Fel Boar
(Unit-type of (Picked unit)) Equal to Pig
(Unit-type of (Picked unit)) Equal to Crab
(Unit-type of (Picked unit)) Equal to Sheep
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Do nothing
Farmer Destroy Building
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Not equal to Farmer
(Unit-type of (Attacked unit)) Not equal to The Hunter
(Owner of (Attacking unit)) Equal to (Owner of (Attacked unit))
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.