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Hero - Learn skill for (Picked unit) : Siphon Mana
Hero - Learn skill for (Picked unit) : Bash
Hero - Learn skill for (Picked unit) : Summon Water Elemental
Hero - Learn skill for (Picked unit) : Mirror Image
Hero - Learn skill for (Picked unit) : Shockwave (me)
Hero - Learn skill for (Picked unit) : Critical Strike
Hero - Learn skill for (Picked unit) : War Stomp (me)
Hero - Learn skill for (Picked unit) : Wind Walk
Hero - Learn skill for (Picked unit) : Endurance Aura
Hero - Learn skill for (Picked unit) : Devotion Aura
Hero - Learn skill for (Picked unit) : Blizzard
Hero - Learn skill for (Picked unit) : Holy Light
Hero - Learn skill for (Picked unit) : Brilliance Aura
Hero - Learn skill for (Picked unit) : God's Strength
Creating Hero
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Set Variable Set HeroAITeam1[1] = "H007"
Set Variable Set HeroAITeam1[2] = "H008"
Set Variable Set HeroAITeam1[3] = "H00E"
Set Variable Set HeroAITeam1[4] = "H00F"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 1 and 4)] for Player 1 (Red) at (Center of AI_Team_1_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 1 and 4)] for Player 2 (Blue) at (Center of AI_Team_1_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 1 and 4)] for Player 3 (Teal) at (Center of AI_Team_1_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 1 and 4)] for Player 4 (Purple) at (Center of AI_Team_1_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 1 and 4)] for Player 5 (Yellow) at (Center of AI_Team_1_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Anti Betrayed
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of (Attacked unit)) is an ally of Player 1 (Red).) Equal to True
((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
((Owner of (Attacked unit)) controller) Equal to Computer
Actions
Game - Display to (Player group((Owner of (Attacking unit)))) the text: ((Name of (Triggering unit)) + : Fuck you attacking me, you shall Die!!!!!)
Unit - Order (Attacked unit) to Attack . (Attacking unit)
Move 1
Events
Unit - A unit enters AI_Team_1_Hero_Created <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set AIPreapreRegions[1] = AI_Preapre_1 <gen>
Set Variable Set AIPreapreRegions[2] = AI_Preapre_2 <gen>
Set Variable Set AIPreapreRegions[3] = AI_Preapre_3 <gen>
Set Variable Set AIPreapreRegions[4] = AI_Preapre_4 <gen>
Unit - Order (Triggering unit) to Move To . (Center of AIPreapreRegions[(Random integer number between 1 and 4)])
Preapre To Attack
Events
Unit - A unit enters AI_Preapre_1 <gen>
Unit - A unit enters AI_Preapre_2 <gen>
Unit - A unit enters AI_Preapre_3 <gen>
Unit - A unit enters AI_Preapre_4 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
(Percentage life of (Triggering unit)) Greater than 35.00
Actions
Wait 6.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_2 <gen>)
Preapre To Attack Live
Events
Unit - A unit enters AI_Preapre_1 <gen>
Unit - A unit enters AI_Preapre_2 <gen>
Unit - A unit enters AI_Preapre_3 <gen>
Unit - A unit enters AI_Preapre_4 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
(Percentage life of (Triggering unit)) Greater than 35.00
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_2 <gen>)
Attack after Regaining
Events
Unit - A unit enters Center_1 <gen>
Unit - A unit enters Right_1 <gen>
Unit - A unit enters Left_1 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
(Percentage life of (Triggering unit)) Greater than 35.00
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_2 <gen>)
Retreat
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
((Owner of (Triggering unit)) is an ally of Player 1 (Red).) Equal to True
(Percentage life of (Triggering unit)) Less than or equal to 25.00
Actions
Game - Display to (All allies of Player 1 (Red).) the text: ((Name of (Triggering unit)) + needs Help!!!!!!)
Hero - Order (Triggering unit) to use (Item carried by (Triggering unit) of type Kelen's Dagger of Escape) on (Center of Gate_2 <gen>)
Wait 1.00 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gate_2 <gen>)
Regain and Back
Events
Unit - A unit enters Gate_2 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set AITeleportBack[1] = Right_Teleporter_1 <gen>
Set Variable Set AITeleportBack[2] = Center_Teleporter_1 <gen>
Set Variable Set AITeleportBack[3] = Left_Teleporter_1 <gen>
Unit - Order (Triggering unit) to Move To . (Center of AITeleportBack[(Random integer number between 1 and 3)])
Relived Back
Events
Unit - A unit enters Revive_Team_1 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Order (Triggering unit) to Move To . (Center of AIPreapreRegions[(Random integer number between 1 and 4)])
Buying Tomes
Events
Player - Player 1 (Red) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 2 (Blue) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 3 (Teal) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 4 (Purple) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 5 (Yellow) 's Current gold becomes Greater than or equal to 2000.00
Conditions
((Triggering player) controller) Equal to Computer
Actions
Player - Set (Triggering player) . Current gold to -1950
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Paladin
Then - Actions
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Mountain King
Then - Actions
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Archmage
Then - Actions
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Blood Mage
Then - Actions
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Else - Actions
Do nothing
Creating Hero 2
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Set Variable Set HeroAITeam1[90] = "O000"
Set Variable Set HeroAITeam1[91] = "O002"
Set Variable Set HeroAITeam1[92] = "O003"
Set Variable Set HeroAITeam1[93] = "O004"
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 90 and 93)] for Player 7 (Green) at (Center of AI_Team_2_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 90 and 93)] for Player 8 (Pink) at (Center of AI_Team_2_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 9 (Gray) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 90 and 93)] for Player 9 (Gray) at (Center of AI_Team_2_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 10 (Light Blue) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 90 and 93)] for Player 10 (Light Blue) at (Center of AI_Team_2_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) controller) Equal to Computer
Then - Actions
Unit - Create 1 . HeroAITeam1[(Random integer number between 90 and 93)] for Player 11 (Dark Green) at (Center of AI_Team_2_Hero_Created <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Anti Betrayed 2
Events
Unit - A unit Is attacked
Conditions
((Triggering unit) is A Hero) Equal to True
((Owner of (Attacked unit)) is an ally of Player 7 (Green).) Equal to True
((Owner of (Attacking unit)) is an ally of (Owner of (Attacked unit)).) Equal to True
((Owner of (Attacked unit)) controller) Equal to Computer
Actions
Game - Display to (Player group((Owner of (Attacking unit)))) the text: ((Name of (Triggering unit)) + : Fuck you attacking me, you shall die!!!!!!)
Unit - Order (Attacked unit) to Attack . (Attacking unit)
Move 1 2
Events
Unit - A unit enters AI_Team_2_Hero_Created <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set AIPreapreRegions[5] = AI_Preapre_5 <gen>
Set Variable Set AIPreapreRegions[6] = AI_Preapre_6 <gen>
Set Variable Set AIPreapreRegions[7] = AI_Preapre_7 <gen>
Set Variable Set AIPreapreRegions[8] = AI_Preapre_8 <gen>
Unit - Order (Triggering unit) to Move To . (Center of AIPreapreRegions[(Random integer number between 5 and 8)])
Preapre To Attack 2
Events
Unit - A unit enters AI_Preapre_5 <gen>
Unit - A unit enters AI_Preapre_6 <gen>
Unit - A unit enters AI_Preapre_7 <gen>
Unit - A unit enters AI_Preapre_8 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
(Percentage life of (Triggering unit)) Greater than 35.00
((Triggering unit) is A Hero) Equal to True
Actions
Wait 6.00 seconds
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_1 <gen>)
Preapre To Attack Live 2
Events
Unit - A unit enters AI_Preapre_5 <gen>
Unit - A unit enters AI_Preapre_6 <gen>
Unit - A unit enters AI_Preapre_7 <gen>
Unit - A unit enters AI_Preapre_8 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
(Percentage life of (Triggering unit)) Greater than 35.00
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_1 <gen>)
Attack after Regaining 2
Events
Unit - A unit enters Right_2 <gen>
Unit - A unit enters Center_2 <gen>
Unit - A unit enters Left_2 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
(Percentage life of (Triggering unit)) Greater than 35.00
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Random point in Target_2 <gen>)
Retreat 2
Events
Unit - A unit Is attacked
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
((Owner of (Triggering unit)) is an ally of Player 12 (Brown).) Equal to True
(Percentage life of (Triggering unit)) Less than or equal to 25.00
Actions
Game - Display to (All allies of Player 12 (Brown).) the text: ((Name of (Triggering unit)) + needs Help!!!!!!)
Hero - Order (Triggering unit) to use (Item carried by (Triggering unit) of type Kelen's Dagger of Escape) on (Center of Gate_4 <gen>)
Wait 1.00 seconds
Unit - Order (Triggering unit) to Move To . (Center of Gate_4 <gen>)
Regain and Back 2
Events
Unit - A unit enters Gate_4 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set AITeleportBack[4] = Right_Teleporter <gen>
Set Variable Set AITeleportBack[5] = Center_Teleporter <gen>
Set Variable Set AITeleportBack[6] = Left_Teleproter <gen>
Unit - Order (Triggering unit) to Move To . (Center of AITeleportBack[(Random integer number between 4 and 6)])
Relived Back 2
Events
Unit - A unit enters Revival_Team_2 <gen>
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Order (Triggering unit) to Move To . (Center of AIPreapreRegions[(Random integer number between 5 and 8)])
Buying Tomes 2
Events
Player - Player 7 (Green) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 8 (Pink) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 9 (Gray) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 10 (Light Blue) 's Current gold becomes Greater than or equal to 2000.00
Player - Player 11 (Dark Green) 's Current gold becomes Greater than or equal to 2000.00
Conditions
((Triggering player) controller) Equal to Computer
Actions
Player - Set (Triggering player) . Current gold to -1950
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Tauren Chieftain
Then - Actions
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Hero - Create Tome of Strength and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Blademaster
Then - Actions
Hero - Create Tome of Agility and give it to (Picked unit)
Hero - Create Tome of Agility and give it to (Picked unit)
Hero - Create Tome of Agility and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Far Seer
Then - Actions
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Hero - Create Tome of Intelligence and give it to (Picked unit)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Picked unit)) Less than 20
(Unit-type of (Picked unit)) Equal to Shadow Hunter
Then - Actions
Hero - Create Tome of Agility and give it to (Picked unit)
Hero - Create Tome of Agility and give it to (Picked unit)
Hero - Create Tome of Agility and give it to (Picked unit)
Else - Actions
Do nothing
Get Items
Events
Unit - A unit enters (Playable map area)
Conditions
((Triggering unit) has an item of type Kelen's Dagger of Escape) Equal to False
((Triggering unit) is A Hero) Equal to True
Actions
Hero - Create Kelen's Dagger of Escape and give it to (Triggering unit)
Lost Money
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
((Killing unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: ((Name of (Triggering unit)) + ( has been killed by + (Name of (Killing unit))))
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You lost 300 golds
Player - Set (Owner of (Triggering unit)) . Current gold to (((Owner of (Triggering unit)) Current gold) - 300)
Shared
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
((Killing unit) is A Hero) Equal to False
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is an ally of Player 6 (Orange).) Equal to True
Then - Actions
Player - Set Player 1 (Red) . Current gold to ((Player 1 (Red) Current gold) + 50)
Player - Set Player 2 (Blue) . Current gold to ((Player 2 (Blue) Current gold) + 50)
Player - Set Player 3 (Teal) . Current gold to ((Player 3 (Teal) Current gold) + 50)
Player - Set Player 4 (Purple) . Current gold to ((Player 4 (Purple) Current gold) + 50)
Player - Set Player 5 (Yellow) . Current gold to ((Player 5 (Yellow) Current gold) + 50)
Game - Display to (All players) the text: All Team 1 Players got 50 gold
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Killing unit)) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Player - Set Player 7 (Green) . Current gold to ((Player 7 (Green) Current gold) + 50)
Player - Set Player 8 (Pink) . Current gold to ((Player 8 (Pink) Current gold) + 50)
Player - Set Player 9 (Gray) . Current gold to ((Player 9 (Gray) Current gold) + 50)
Player - Set Player 10 (Light Blue) . Current gold to ((Player 10 (Light Blue) Current gold) + 50)
Player - Set Player 11 (Dark Green) . Current gold to ((Player 11 (Dark Green) Current gold) + 50)
Game - Display to (All players) the text: All Team 1 Players got 50 gold
Else - Actions
Do nothing
Revive
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 1 (Red) to (Center of Revive_Team_1 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revive_Team_1 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 2 (Blue) to (Center of Revive_Team_1 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revive_Team_1 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Center of Revive_Team_1 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revive_Team_1 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 4 (Purple) to (Center of Revive_Team_1 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revive_Team_1 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Center of Revive_Team_1 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revive_Team_1 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 6 (Orange) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 7 (Green) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 8 (Pink) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 10 (Light Blue) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Then - Actions
Wait 5.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Center of Revival_Team_2 <gen>) over 0 seconds
Hero - Instantly revive (Triggering unit) at (Center of Revival_Team_2 <gen>) , Show revival graphics
Else - Actions
Do nothing
Recovering
Events
Unit - A unit enters Recover_Area <gen>
Unit - A unit enters Recover_Area_2 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Set life of (Triggering unit) to 100 %
Unit - Set mana of (Triggering unit) to 100 %
Bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Intialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Reseurces
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current lumber to 1
Player - Set (Picked player) . Current gold to 350
Fully Recovered
Events
Unit - A unit enters Recover_Area <gen>
Unit - A unit enters Recover_Area_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your HP and Mana is Fully Recovered
Castle Under Attack
Events
Unit - Castle 0017 <gen> Is attacked
Conditions
Actions
Game - Display to (All allies of Player 1 (Red).) the text: The Castle is Under Attack!!!!!!!!!
CHARGE
Events
Time - Every 100.00 seconds of game time
Time - Elapsed game time is 25.00 seconds
Conditions
Actions
Game - Display to (All players) the text: CHAAAAAARGEEE
Floating Text
Events
Time - Every 8.00 seconds of game time
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Floating Text - Create floating text that reads Left at (Center of Left_Teleporter_1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Left at (Center of Left_Teleproter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Center at (Center of Center_Teleporter_1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Center at (Center of Center_Teleporter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Right at (Center of Right_Teleporter_1 <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads Right at (Center of Right_Teleporter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Right
Events
Unit - A unit enters Right_Teleporter_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Right_1 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Right_1 <gen>)
Center
Events
Unit - A unit enters Center_Teleporter_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Center_1 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Center_1 <gen>)
Left
Events
Unit - A unit enters Left_Teleporter_1 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Left_1 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Left_1 <gen>)
Right 2
Events
Unit - A unit enters Right_Teleporter <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Right_2 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Right_2 <gen>)
Center 2
Events
Unit - A unit enters Center_Teleporter <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Center_2 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Center_2 <gen>)
Left 2
Events
Unit - A unit enters Left_Teleproter <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Left_2 <gen>) over 0 seconds
Unit - Move (Triggering unit) instantly to (Center of Left_2 <gen>)
Creating Footmans
Events
Time - Elapsed game time is 25.00 seconds
Time - Every 100.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Unit - Create 1 . Footman for Player 6 (Orange) at (Random point in Footman_Spawn_Region <gen>) facing Default building facing degrees
Creating Grunts
Events
Time - Elapsed game time is 25.00 seconds
Time - Every 100.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Unit - Create 1 . Grunt for Player 12 (Brown) at (Random point in Grunt_Spawn_Area <gen>) facing Default building facing degrees
Creating Trolls Headhunter
Events
Conditions
Actions
Attacking T2
Events
Unit - A unit enters Footman_Spawn_Region <gen>
Unit - A unit enters Archer_Spawn_Region <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Target_2 <gen>)
Attacking T1
Events
Unit - A unit enters Grunt_Spawn_Area <gen>
Unit - A unit enters Troll_Headhunter_Spawn_Area <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Target_1 <gen>)
Attacking Castle T2
Events
Unit - A unit enters Target_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Fortress 0065 <gen>)
Attacking Castle T1
Events
Unit - A unit enters Target_1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Position of Castle 0017 <gen>)
Team 1
Events
Unit - Castle 0017 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 7 (Green).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Team 2
Events
Unit - Fortress 0065 <gen> Dies
Conditions
Actions
Player Group - Pick every player in (All allies of Player 7 (Green).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
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)
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