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Triggers
RandomGame_JDL.w3x
Variables
Start
Spawn
Welcome
Quest
Float Ya Boat
Hero
Mana Explosion
Mana Explosion Revive
Revive
Revive 2
Revive 3
Revive 4
Hero 1
Hero 2
Hero 3
Hero 4
Hero 5
Hero 6
Hero 7
Hero 8
Victory
Souls
Win
Victory Red
Victory Blue
Victory Teal
Victory Purple
Doors
Door Invuln
Open South Door
Open North Door
Open East Door
Open West Door
Vision
Vision
Vision TD
Vision Town
Vision Arena
Peasants Working
Peasant hay start
Peasant working hay1
Peasant working hay2
Aos
Castle Invuln
Join Green
Join Orange
Green Castle
Oj Castle
Green Barracks 1
Green Barracks 2
Green Barracks 3
OJ Barracks 1
OJ Barracks 2
OJ Barracks 3
OJ Spawn 1
OJ Spawn 2
OJ Spawn 3
OJ Spawn 1 Move
OJ Spawn 1 Move 1
OJ Spawn 1 Move 2
Castle Invuloff
OJ Spawn 1 Move 3
OJ Spawn 2 Move
OJ Spawn 3 Move
Green Spawn 1
Green Spawn 2
Green Spawn 3
Castle Invuloff2
Green Spawn 1 Move
Green Spawn 1 Move 1
Green Spawn 1 Move 2
Green Spawn 1 Move 3
Green Spawn 2 Move
Green Spawn 3 Move
Places
Tower
Tower Sight
Tower Sight Take
Tower Test
Tower In
Tower Out
Tavern In
Crypt In
Crypt Out
Tavern Out
Casltle In
Casltle Out
Training In
Training Out
Arena
Cheat
Talk
Enter Level 1
Enter Level 2
Level 3 Win
Level 2 Win
TD
Turn On Spawns
Turn On Spawns 1
Turn On Spawns 2
Turn On Spawns 3
Spawn Level 1 Red
Spawn Level 1 Blue
Spawn Level 1 Teal
Spawn Level 1 Purple
Red Move
Blue Move
Teal Move
Purple Move
Red Lose
Blue Lose
Teal Lose
Purple Lose
Red Spawn
Red Spawn 1
Blue Spawn
Blue Spawn 1
Teal Spawn
Teal Spawn 1
Purple Spawn
Purple Spawn 1
Maze
Maze In
Maze In Out
Catapult
Death Walker
Death Copy 2
Death Copy 3
Death Copy 4
Death Copy 5
Death Copy 6
Death Copy 7
Death Copy 8
Death Copy 9
Death Copy 10
Death Copy 11
Death Copy 12
Death Copy 13
Death Copy 14
Death Copy 15
Death Copy 16
Death Copy 17
Death Copy 18
Death Copy 19
Death Copy 20
Death Copy 21
Death Copy 22
Death Copy 23
Death Copy 24
Death Copy 25
Death Copy 26
Death Copy 27
Death Copy 28
Death Copy 29
Death Copy 30
Death Copy 31
Death Copy 32
Death Copy 33
Death Copy 34
Death Copy 35
Death Copy 36
Death Copy 37
Death Copy 38
Death Copy 39
Job
Bartender
Bartender Income
King
King Income
Grave Keeper
Grave Keeper Income
Dock Worker
Grave Keeper Income Copy
Training
Spawn Creep 1
Spawn Creep 2
Spawn Creep 3
Spawn Creep 4
Spawn Creep 5
Spawn Creep 6
Spawn Creep 7
Spawn Creep 8
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
Spawn
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Hero Chooser for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . Hero Chooser for Player 2 (Blue) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . Hero Chooser for Player 4 (Purple) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . Hero Chooser for Player 3 (Teal) at (Player 1 (Red) start location) facing Default building facing degrees
Welcome
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: This is a game of randomness. Play a td. Go through a maze. Fight in a AOS. Or just go die in some dungeon. You make money from jobs you find. Make sure you read quest.
Wait 7.00 seconds
Cinematic - Clear the screen of text messages for (All players) .
Quest
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Story with the description You are a soul wandering the lands. You become a hero and do various tasks around. , using icon path ReplaceableTextures\CommandButtons\BTNSleep.blp
Quest - Create a Required quest titled Win with the description To Win this game you need to collect 1000 souls you can do this by killing units and collecting souls from bags. Good Luck. , using icon path ReplaceableTextures\CommandButtons\BTNHumanBarracks.blp
Quest - Create a Required quest titled Heroes with the description There are four heroes. Choose one and go do stuff, kill and do more stuff.Shadow WarriorThis hero is a shadow. He may use its quick power againsts his opponents. His speed is his weapon and shadow is his shield.Death DealerThis spellcaster specializes in destruciton arts. He may damage his enemies from afar and use powerful magic to demolish them.Ugly Ass ShitThis piece of crap only can come from hell. What kind of beast looks like that. Omg its ugliness can blind the seeing and kill the blind. Use its horrid abilites and looks to your advantage.Mind of MadnessThis hero is freaken CRAZY he can affect the enemies minds and screw them good. If his craziness doesn't kill than surely he can run you over.SorcererThis is a hero from Awesometon. He has been doing evil deeds and killing innocents. He wants to be a lumberjack but can't. He uses nunchucks and is actully a wolf in a glamour of a dwarf. , using icon path ReplaceableTextures\CommandButtons\BTNAcolyte.blp
Quest - Create a Required quest titled Doors with the description To open the doors type these words.-open arena-open battle-open forest-open mountain , using icon path UI\Minimap\MiniMap-Entrance.blp
Quest - Create a Required quest titled Jobs with the description You get gold from jobs.The jobs areKing-In the castleBartender Assistant-In the tavernGravekeeper-In the cryptDock Worker-In the docks , using icon path ReplaceableTextures\CommandButtons\BTNTransmute.blp
Quest - Create a Required quest titled AOS with the description There are two sides to this battle. Green and Orange. Choose who wins. -join green-join orangeYou get a prize. , using icon path ReplaceableTextures\CommandButtons\BTNSpellBreaker.blp
Quest - Create a Required quest titled Arena with the description This is the arena. You fight in it. First you buy the tickets. Then you walk to the circle of power. You then fight the monster. If you win you make money simple. Now go fight. , using icon path ReplaceableTextures\CommandButtons\BTNHumanBarracks.blp
Quest - Create a Required quest titled Tower Defence with the description The tower defence is bottom left. You build towers and kill the creeps for souls but for everyone that leaks you lose two souls.To activate the spawns type:-spawn 0 for level 0-spawn 1 for level 1 , using icon path ReplaceableTextures\CommandButtons\BTNGuardTower.blp
Quest - Create a Required quest titled Maze with the description Go through maze for souls. There will be danger. Also STAY OFF THE GRASS the gardener poisoned the grass. , using icon path ReplaceableTextures\CommandButtons\BTNDemolisher.blp
Quest - Create a Optional quest titled Creator with the description The creator of this map is Jdlagger or in battle net Zeraj. He is a inexperianced mapmaker that made this map. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Credits with the description I thank all these people for models and effects.Tenebis for his UndeadwarlordHappyTauren for Power LichDonut3.5 for his Wraith lordShamanyouranus for his shadowbind effectJetFangInferno for his Voodoo aura effect, priest missle, nagabirth Miasma, darklightningNecrokenis for his Teron Guard modelWILLTHEALMIGHTY for his ancient explode effectMr. Bob for his shipyard modelOlofmoleman for his trireme model.Tenebrae for his blackdwarf model.Hamsta for his katar model.Lord_Firage for his necrowsward model.Pyramidhe@d for his Pyramid Head model, greatknife, chainsword model, tau commander,DonDustin for his Puppetmaster model.Illidan(Evil)X for his laser model. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Float Ya Boat
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads The CityThis is a city. It has stuff. You do stuff here. at (Center of Hero_Spawn_Town <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Forest of Evil and StuffThis forest has stuff and Evil.Beware at (Center of Forest_of_Bandits_and_Stuff <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads ArenaDo you have the balls to challenge it! at (Center of Arena <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Castle at (Center of Castle_Gate <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Tavern at (Center of The_Tavern <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The BattlefieldsThis is where the two armies of the lands fight. at (Center of The_Battlefields <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads The Ice Mountains.This frozen mountains contains dangerous creatures of the cold. at (Center of Ice_Mountains <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Graveyard at (Center of Graveyard <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Maze at (Center of Maze <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads STAY OFF THE GRASS! at (Center of Maze_IN <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads End of Maze at (Center of Maze_Out <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Training RoomCome and fight creatures to train. at (Center of Training_Out <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads DocksDock stuff happens here. You can also get a boat. at (Center of Docks <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Coming Soon at (Center of Hero_9 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Coming Soon at (Center of Hero_10 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Coming Soon at (Center of Hero_11 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Coming Soon at (Center of Hero_12 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Mana Explosion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Mana Explosion
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Triggering unit) using war3mapImported\AncientExplode.mdx
Trigger - Turn on Mana_Explosion_Revive <gen>
Mana Explosion Revive
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Sorcerer
Actions
Hero - Instantly revive (Dying unit) at (Position of (Triggering unit)) , Hide revival graphics
Trigger - Turn off Mana_Explosion_Revive <gen>
Revive
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to Player Group - Player 1 (Red) the text: Your Hero Died please wait 30 seconds
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Hero_Spawn_Town <gen>) , Hide revival graphics
Revive 2
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to Player Group - Player 2 (Blue) the text: Your Hero Died please wait 30 seconds
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Hero_Spawn_Town <gen>) , Hide revival graphics
Revive 3
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to Player Group - Player 3 (Teal) the text: Your Hero Died please wait 30 seconds
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Hero_Spawn_Town <gen>) , Hide revival graphics
Revive 4
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to Player Group - Player 4 (Purple) the text: Your Hero Died please wait 30 seconds
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Hero_Spawn_Town <gen>) , Hide revival graphics
Hero 1
Events
Unit - A unit enters Hero_1 <gen>
Conditions
Actions
Unit - Create 1 . Shadow Warrior for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 2
Events
Unit - A unit enters Hero_2 <gen>
Conditions
Actions
Unit - Create 1 . Death Dealer for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 3
Events
Unit - A unit enters Hero_3 <gen>
Conditions
Actions
Unit - Create 1 . Ugly Ass Shit for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 4
Events
Unit - A unit enters Hero_4 <gen>
Conditions
Actions
Unit - Create 1 . Mind of Madness for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 5
Events
Unit - A unit enters Hero_5 <gen>
Conditions
Actions
Unit - Create 1 . Sorcerer for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 6
Events
Unit - A unit enters Hero_6 <gen>
Conditions
Actions
Unit - Create 1 . Puppeteer for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 7
Events
Unit - A unit enters Hero_7 <gen>
Conditions
Actions
Unit - Create 1 . Master of the Staff for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Hero 8
Events
Unit - A unit enters Hero_8 <gen>
Conditions
Actions
Unit - Create 1 . Tau Commander for (Owner of (Triggering unit)) at (Center of Hero_Spawn_Town <gen>) facing Default building facing degrees
Unit - Kill (Triggering unit)
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Hero_Spawn_Town <gen>) over 0 seconds
Souls
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Win
Events
Player - Player 1 (Red) types a chat message containing Win (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Add 1000 to Player 1 (Red) . Current lumber
Victory Red
Events
Player - Player 1 (Red) 's Current lumber becomes Greater than or equal to 1000
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
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!
Victory Blue
Events
Player - Player 2 (Blue) 's Current lumber becomes Greater than or equal to 1000
Conditions
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Victory Teal
Events
Player - Player 3 (Teal) 's Current lumber becomes Greater than or equal to 1000
Conditions
Actions
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Victory Purple
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than or equal to 1000
Conditions
Actions
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 1 (Red) with the message: Defeat!
Door Invuln
Events
Map initialization
Conditions
Actions
Destructible - Make Gate 0010 <gen> Invulnerable
Destructible - Make Demonic Gate 0763 <gen> Invulnerable
Destructible - Make Iron Gate 1169 <gen> Invulnerable
Destructible - Make Dungeon Gate 2836 <gen> Invulnerable
Open South Door
Events
Player - Player 1 (Red) types a chat message containing -open arena (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open arena (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open arena (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open arena (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Demonic Gate 0763 <gen>
Wait 10.00 seconds
Destructible - Close Demonic Gate 0763 <gen>
Open North Door
Events
Player - Player 1 (Red) types a chat message containing -open mountain (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open mountain (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open mountain (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open mountain (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Dungeon Gate 2836 <gen>
Wait 10.00 seconds
Destructible - Close Dungeon Gate 2836 <gen>
Open East Door
Events
Player - Player 1 (Red) types a chat message containing -open forest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open forest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open forest (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open forest (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0010 <gen>
Wait 10.00 seconds
Destructible - Close Gate 0010 <gen>
Open West Door
Events
Player - Player 1 (Red) types a chat message containing -open battle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open battle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open battle (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open battle (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Iron Gate 1169 <gen>
Wait 10.00 seconds
Destructible - Close Iron Gate 1169 <gen>
Vision
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_Spawn <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_Spawn <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_Spawn <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_Spawn <gen>
Vision TD
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_TD <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_TD <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_TD <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_TD <gen>
Vision Town
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_Town <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_Town <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_Town <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_Town <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_Town1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_Town1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_Town1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_Town1 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_Town2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_Town2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_Town2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_Town2 <gen>
Vision Arena
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Vision_Arena <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Vision_Arena <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Vision_Arena <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Vision_Arena <gen>
Peasants Working
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Animation - Play Dock Worker 0253 <gen> 's attack animation
Animation - Play Dock Worker 0252 <gen> 's attack animation
Animation - Play Dock Worker 0251 <gen> 's attack animation
Animation - Play Dock Worker 0246 <gen> 's attack animation
Animation - Play Dock Worker 0247 <gen> 's attack animation
Animation - Play Dock Worker 0248 <gen> 's attack animation
Animation - Play Dock Worker 0244 <gen> 's attack animation
Animation - Play Dock Worker 0242 <gen> 's attack animation
Animation - Play Dock Worker 0245 <gen> 's attack animation
Animation - Play Dock Worker 0254 <gen> 's attack animation
Animation - Play Dock Worker 0255 <gen> 's attack animation
Animation - Play Dock Worker 0256 <gen> 's attack animation
Peasant hay start
Events
Map initialization
Conditions
Actions
Wait 1.00 seconds
Unit - Order Dock Worker 0243 <gen> to Move To . (Center of Hay_fill_2 <gen>)
Peasant working hay1
Events
Unit - A unit enters Hay_fill_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Dock Worker
Actions
Unit - Order Dock Worker 0243 <gen> to Move To . (Center of Hay_fill <gen>)
Wait 1.00 seconds
Peasant working hay2
Events
Unit - A unit enters Hay_fill <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Dock Worker
Actions
Unit - Order Dock Worker 0243 <gen> to Move To . (Center of Hay_fill_2 <gen>)
Wait 1.00 seconds
Castle Invuln
Events
Map initialization
Conditions
Actions
Unit - Make Castle 0235 <gen> Invulnerable
Unit - Make Castle 0234 <gen> Invulnerable
Unit - Make Arcane Observatory 0257 <gen> Invulnerable
Join Green
Events
Player - Player 1 (Red) types a chat message containing -join green (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -join green (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -join green (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -join green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Make (Triggering player) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat (Triggering player) as an Ally with shared vision
Player - Make Player 6 (Orange) treat (Triggering player) as an Enemy
Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
Join Orange
Events
Player - Player 1 (Red) types a chat message containing -join orange (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -join orange (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -join orange (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -join orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Make (Triggering player) treat Player 6 (Orange) as an Ally with shared vision
Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
Player - Make Player 7 (Green) treat (Triggering player) as an Enemy
Player - Make Player 6 (Orange) treat (Triggering player) as an Ally with shared vision
(Item-type of (Item being manipulated)) Equal to Level 1
(Item-type of (Item being manipulated)) Equal to Level 2
Actions
Cinematic - Send transmission to (All players) from Arena Master 0186 <gen> named Arena Master : Play No sound and display Ok you got a ticket now go to the right and fight. Make sure the ticket is in slot 1.Oh yah don't die I need more money from you. . Modify duration: Add 5.00 seconds and Wait
Enter Level 1
Events
Unit - A unit enters Arena_Entrance <gen>
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Level 1
Actions
Unit - Move (Triggering unit) instantly to (Center of Arena_inside <gen>)
Item - Remove (Item carried by (Triggering unit) in slot 1)
Unit - Create 1 . Bandit Lord for Neutral Hostile at (Random point in Spawning_Arena <gen>) facing Default building facing degrees
Enter Level 2
Events
Unit - A unit enters Arena_Entrance <gen>
Conditions
(Item-type of (Item carried by (Triggering unit) in slot 1)) Equal to Level 2
Actions
Unit - Move (Triggering unit) instantly to (Center of Arena_inside <gen>)
Item - Remove (Item carried by (Triggering unit) in slot 1)
Unit - Create 1 . Blue Dragonspawn Overseer for Neutral Hostile at (Random point in Spawning_Arena <gen>) facing Default building facing degrees
Level 3 Win
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Bandit Lord
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Unit - Move (Killing unit) instantly to (Center of Arena <gen>)
Level 2 Win
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Blue Dragonspawn Overseer
(Owner of (Triggering unit)) Equal to Neutral Hostile
Actions
Unit - Move (Killing unit) instantly to (Center of Arena <gen>)
Turn On Spawns
Events
Player - Player 1 (Red) types a chat message containing -spawn 0 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Red_Spawn <gen>
Wait 30.00 seconds
Trigger - Turn off Red_Spawn <gen>
Turn On Spawns 1
Events
Player - Player 2 (Blue) types a chat message containing -spawn 0 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Blue_Lose <gen>
Wait 30.00 seconds
Trigger - Turn off Blue_Spawn <gen>
Turn On Spawns 2
Events
Player - Player 3 (Teal) types a chat message containing -spawn 0 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Teal_Spawn <gen>
Wait 30.00 seconds
Trigger - Turn off Teal_Move <gen>
Turn On Spawns 3
Events
Player - Player 4 (Purple) types a chat message containing -spawn 0 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Purple_Spawn <gen>
Wait 30.00 seconds
Trigger - Turn off Purple_Spawn <gen>
Spawn Level 1 Red
Events
Player - Player 1 (Red) types a chat message containing -spawn 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Red_Spawn_1 <gen>
Wait 30.00 seconds
Trigger - Turn off Red_Spawn_1 <gen>
Spawn Level 1 Blue
Events
Player - Player 2 (Blue) types a chat message containing -spawn 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Blue_Spawn_1 <gen>
Wait 30.00 seconds
Trigger - Turn off Blue_Spawn_1 <gen>
Spawn Level 1 Teal
Events
Player - Player 3 (Teal) types a chat message containing -spawn 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Teal_Spawn_1 <gen>
Wait 30.00 seconds
Trigger - Turn off Teal_Spawn_1 <gen>
Spawn Level 1 Purple
Events
Player - Player 4 (Purple) types a chat message containing -spawn 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Purple_Spawn_1 <gen>
Wait 30.00 seconds
Trigger - Turn off Purple_Spawn_1 <gen>
Red Move
Events
Unit - A unit enters Red_Spawn <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Unit - Order (Triggering unit) to Move To . (Center of Red_Lose <gen>)
Blue Move
Events
Unit - A unit enters Blue_Spawn <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Unit - Order (Triggering unit) to Move To . (Center of Blue_Lose <gen>)
Teal Move
Events
Unit - A unit enters Teal_Spawn <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Unit - Order (Triggering unit) to Move To . (Center of Teal_Lose <gen>)
Purple Move
Events
Unit - A unit enters Purple_Spawn <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Unit - Order (Triggering unit) to Move To . (Center of Purple_Lose <gen>)
Red Lose
Events
Unit - A unit enters Red_Lose <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Player - Add -2 to Player 1 (Red) . Current lumber
Unit - Remove (Triggering unit) from the game
Blue Lose
Events
Unit - A unit enters Blue_Lose <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Player - Add -2 to Player 2 (Blue) . Current lumber
Unit - Remove (Triggering unit) from the game
Teal Lose
Events
Unit - A unit enters Teal_Lose <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Player - Add -2 to Player 3 (Teal) . Current lumber
Unit - Remove (Triggering unit) from the game
Purple Lose
Events
Unit - A unit enters Purple_Lose <gen>
Conditions
(Color of (Owner of (Triggering unit))) Equal to (Color of Player 5 (Yellow))
Actions
Player - Add -2 to Player 4 (Purple) . Current lumber
Unit - Remove (Triggering unit) from the game
Red Spawn
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Chicken for Player 5 (Yellow) at (Center of Red_Spawn <gen>) facing Default building facing degrees
Red Spawn 1
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Monster Level 1 for Player 5 (Yellow) at (Center of Red_Spawn <gen>) facing Default building facing degrees
Blue Spawn
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Chicken for Player 5 (Yellow) at (Center of Blue_Spawn <gen>) facing Default building facing degrees
Blue Spawn 1
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Monster Level 1 for Player 5 (Yellow) at (Center of Blue_Spawn <gen>) facing Default building facing degrees
Teal Spawn
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Chicken for Player 5 (Yellow) at (Center of Teal_Spawn <gen>) facing Default building facing degrees
Teal Spawn 1
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Monster Level 1 for Player 5 (Yellow) at (Center of Teal_Spawn <gen>) facing Default building facing degrees
Purple Spawn
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Chicken for Player 5 (Yellow) at (Center of Purple_Spawn <gen>) facing Default building facing degrees
Purple Spawn 1
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Monster Level 1 for Player 5 (Yellow) at (Center of Purple_Spawn <gen>) facing Default building facing degrees
Maze In
Events
Unit - A unit enters Maze <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Maze_IN <gen>)
Maze In Out
Events
Unit - A unit enters Maze_Out <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Hero_Spawn_Town <gen>)
Catapult
Events
Map initialization
Conditions
Actions
Unit - Order Deathbringer 0572 <gen> to Attack Ground . (Center of Deathbringer <gen>)
Unit - Order Deathbringer 0573 <gen> to Attack Ground . (Center of deathbringer1 <gen>)
Unit - Order Deathbringer 0574 <gen> to Attack Ground . (Center of deathbringer23 <gen>)
Unit - Order Deathbringer 0575 <gen> to Attack Ground . (Center of deathbringer15213 <gen>)
Death Walker
Events
Map initialization
Conditions
Actions
Unit - Order Death Walker Guy 0576 <gen> to Patrol To . (Center of patrol <gen>)
Unit - Order Death Walker Guy 0577 <gen> to Patrol To . (Center of patrol2 <gen>)
Unit - Order Death Walker Guy 0578 <gen> to Patrol To . (Center of patrol3 <gen>)
Unit - Order Death Walker Guy 0579 <gen> to Patrol To . (Center of patrol4 <gen>)
Unit - Order Death Walker Guy 0580 <gen> to Patrol To . (Center of patrol5 <gen>)
Unit - Order Death Walker Guy 0581 <gen> to Patrol To . (Center of patrol6 <gen>)
Unit - Order Death Walker Guy 0582 <gen> to Patrol To . (Center of patrol7 <gen>)
Death Copy 2
Events
Unit - A unit enters death2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 3
Events
Unit - A unit enters death3 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 4
Events
Unit - A unit enters death4 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 5
Events
Unit - A unit enters death5 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 6
Events
Unit - A unit enters death6 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 7
Events
Unit - A unit enters death7 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 8
Events
Unit - A unit enters death8 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 9
Events
Unit - A unit enters death9 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 10
Events
Unit - A unit enters death10 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 11
Events
Unit - A unit enters death11 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 12
Events
Unit - A unit enters death12 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 13
Events
Unit - A unit enters death13 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 14
Events
Unit - A unit enters death14 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 15
Events
Unit - A unit enters death15 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 16
Events
Unit - A unit enters death16 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 17
Events
Unit - A unit enters death17 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 18
Events
Unit - A unit enters death18 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 19
Events
Unit - A unit enters death19 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 20
Events
Unit - A unit enters death20 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 21
Events
Unit - A unit enters death21 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 22
Events
Unit - A unit enters death22 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 23
Events
Unit - A unit enters death23 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 24
Events
Unit - A unit enters death24 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 25
Events
Unit - A unit enters death25 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 26
Events
Unit - A unit enters death26 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 27
Events
Unit - A unit enters death27 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 28
Events
Unit - A unit enters death28 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 29
Events
Unit - A unit enters death29 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 30
Events
Unit - A unit enters death30 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 31
Events
Unit - A unit enters death31 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 32
Events
Unit - A unit enters death32 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 33
Events
Unit - A unit enters death33 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 34
Events
Unit - A unit enters death34 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 35
Events
Unit - A unit enters death35 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 36
Events
Unit - A unit enters death36 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 37
Events
Unit - A unit enters death37 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 38
Events
Unit - A unit enters death38 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Death Copy 39
Events
Unit - A unit enters death39 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Kill (Triggering unit)
Bartender
Events
Unit - A unit enters Bartender <gen>
Conditions
Actions
Unit - Change ownership of Bartender Assistant 0583 <gen> to (Owner of (Triggering unit)) and Change color
Bartender Income
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add 100 to (Owner of Bartender Assistant 0583 <gen>) . Current gold
King
Events
Unit - A unit enters King <gen>
Conditions
Actions
Unit - Change ownership of King 0584 <gen> to (Owner of (Triggering unit)) and Change color
King Income
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Player - Add 2500 to (Owner of King 0584 <gen>) . Current gold
Grave Keeper
Events
Unit - A unit enters Grave_Keeper <gen>
Conditions
Actions
Unit - Change ownership of Grave Keeper 0585 <gen> to (Owner of (Triggering unit)) and Change color
Grave Keeper Income
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Add 15 to (Owner of Grave Keeper 0585 <gen>) . Current gold
Dock Worker
Events
Unit - A unit enters Dock_Worker <gen>
Conditions
Actions
Unit - Change ownership of Dock Worker 0586 <gen> to (Owner of (Triggering unit)) and Change color
Grave Keeper Income Copy
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add 200 to (Owner of Dock Worker 0586 <gen>) . Current gold
Spawn Creep 1
Events
Unit - A unit enters Creep_SPawn <gen>
Conditions
Actions
Unit - Create 1 . Furbolg Ursa Warrior for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 2
Events
Unit - A unit enters Creep_SPawn_Copy <gen>
Conditions
Actions
Unit - Create 1 . Razormane Chieftain for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 3
Events
Unit - A unit enters Creep_SPawn_Copy_2 <gen>
Conditions
Actions
Unit - Create 1 . Berserk Wildkin for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 4
Events
Unit - A unit enters Creep_SPawn_Copy_3 <gen>
Conditions
Actions
Unit - Create 1 . Granite Golem for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 5
Events
Unit - A unit enters Creep_SPawn_Copy_7 <gen>
Conditions
Actions
Unit - Create 1 . Satyr Hellcaller for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 6
Events
Unit - A unit enters Creep_SPawn_Copy_6 <gen>
Conditions
Actions
Unit - Create 1 . Elder Voidwalker for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 7
Events
Unit - A unit enters Creep_SPawn_Copy_5 <gen>
Conditions
Actions
Unit - Create 1 . Queen of Suffering for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
Spawn Creep 8
Events
Unit - A unit enters Creep_SPawn_Copy_4 <gen>
Conditions
Actions
Unit - Create 1 . Eredar Warlock for Player 5 (Yellow) at (Center of Spaning_Zone <gen>) facing Default building facing degrees
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