Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
moretesting.w3x
Variables
Initialization
Untitled Trigger 001
lvl 5 passing of
moves
arenaexit
arena
respawn Copy
respawn Copy Copy
respawn Copy Copy 2
respawn Copy Copy 3
respawn Copy Copy 4
respawn Copy Copy 5
respawn Copy Copy 6
respawn Copy Copy 7
respawn Copy Copy 8
respawn Copy Copy 9
skills?
build human buildings
Flamedeath
Chaotic Combustion Animation
roots
roots2
lake Copy
Creep Control
Grave
Grave Copy
moveidea
Grave1
Grave2
Grave3
moveidea Copy
Area1
Area2
Area3
Area4
Area5
Area6
Area7
Area8
Area9
Survival
Untitled Trigger 001 Copy
more items
make items
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
death
ubersplattype
No
Earlygravetimer
timer
No
eviltorchdeathtimer
timer
No
lake
terraintype
No
Roots
unitcode
No
survival
force
No
weather
rect
No
wood
item
No
Untitled Trigger 001
Events
Map initialization
Conditions
Actions
Melee Game - Set starting resources (for all players)
Player - Set Player 1 (Red) . Current lumber to 1000
Neutral Building - Add Tome of Experience to all marketplaces with 1 in stock and a max stock of 5
Neutral Building - Add Khadgar's Gem of Health to all marketplaces with 1 in stock and a max stock of 1
Floating Text - Create floating text that reads (hint) typing -arena allows entrance to the arena above (Random unit from (Random 9999 units from (Units in (Playable map area) owned by Player 1 (Red)))) with Z offset 0 , using font size 10 , color ( (Random real number between 0.00 and 100.00) %, (Random real number between 0 and 100.00) %, (Random real number between 0 and 100.00) %), and (Random real number between 0.00 and 100.00) % transparency
Set Variable Set Roots = "e000"
Wait 30.00 seconds
Floating Text - Destroy (Last created floating text)
lvl 5 passing of
Events
Unit - A unit Gains a level
Conditions
(Real((Hero level of (Triggering unit)))) Equal to 4.00
Actions
Hero - Enable experience gain for (Triggering unit) .
Hero - Make (Owner of (Triggering unit)) Heroes gain 1000.00 % experience from future kills
arenaexit
Events
Player - Player 1 (Red) types a chat message containing -reset (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in Region_029 <gen> owned by Neutral Hostile) and do (Explode (Picked unit).)
arena
Events
Unit - A unit enters Region_029 <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Create (Random integer number between 5 and 10) . (Random level -1 creep unit-type) for Neutral Hostile at (Random point in Region_029 <gen>) facing Default building facing degrees
respawn Copy
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Dark Troll 0005 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main2 <gen>) facing Default building facing degrees
respawn Copy Copy
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Spider 0004 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main1 <gen>) facing Default building facing degrees
respawn Copy Copy 2
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Satyr Shadowdancer 0010 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main3 <gen>) facing Default building facing degrees
respawn Copy Copy 3
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Dark Troll Berserker 0012 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main6 <gen>) facing Default building facing degrees
respawn Copy Copy 4
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Draenei Darkslayer 0040 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main5 <gen>) facing Default building facing degrees
respawn Copy Copy 5
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Overlord 0043 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main4 <gen>) facing Default building facing degrees
respawn Copy Copy 6
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Polar Furbolg Champion 0045 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main7 <gen>) facing Default building facing degrees
respawn Copy Copy 7
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Granite Golem 0056 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main8 <gen>) facing Default building facing degrees
respawn Copy Copy 8
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of uDNR 0060 <gen>)
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for Neutral Hostile at (Center of main9 <gen>) facing Default building facing degrees
respawn Copy Copy 9
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
Actions
Hero - Instantly revive (Triggering unit) at (Center of Region_058 <gen>) , Hide revival graphics
build human buildings
Events
Unit - A unit Learns a skill
Conditions
Actions
Flamedeath
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Evil Torch
Actions
Special Effect - Create a special effect at (Position of (Triggering unit)) using Abilities\Spells\Orc\Disenchant\DisenchantSpecialArt.mdl
Chaotic Combustion Animation
Events
Unit - A unit Begins channeling an ability
Conditions
(Ability being cast) Equal to Chaotic Combustion
Actions
Sound - Play HeroFirelordPissed1 <gen> at 100.00 % volume, attached to (Triggering unit)
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit) flying height to 1000.00 at 200.00
Wait 0.90 seconds
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit) flying height to 1000.00 at 200.00
Wait 0.90 seconds
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit) flying height to 1000.00 at 200.00
Wait 0.90 seconds
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit) flying height to 1000.00 at 200.00
Wait 0.90 seconds
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Animation - Change (Last created unit) flying height to 1000.00 at 200.00
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Evil Torch for (Owner of (Triggering unit)) at (Random point in (Playable map area)) facing Default building facing degrees
Wait 10.00 seconds
Unit Group - Pick every unit in (Units of type Evil Torch) and do (Kill (Picked unit))
roots
Events
Unit - A unit Stops casting an ability
Conditions
(Ability being cast) Equal to Roots
Actions
Unit - Add Rooted to (Summoned unit)
Unit - Set (Triggering unit) movement speed to 0.00
Environment - Change terrain type at (Target point of ability being cast) to Ashenvale - Vines using variation -1 in an area of size 1 and shape Circle
Region - Center Region_059 <gen> on (Target point of ability being cast)
roots2
Events
Conditions
Actions
lake Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Lake (Archimonde)
Actions
Region - Center Region_059 <gen> on (Target point of ability being cast)
Environment - Create at Region_059 <gen> the weather effect Wind (Heavy)
Grave
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Future Sight
Actions
Destructible - Create a LTcr (Unexpected type: 'destructablecode') at (Position of (Target unit of ability being cast)) facing (Facing of (Triggering unit)) with scale 1 and variation 0
Unit - Hide (Target unit of ability being cast)
Wait 4.00 seconds
Unit - Unhide (Target unit of ability being cast)
Unit - Set (Target unit of ability being cast) movement speed to ((Current movement speed of (Target unit of ability being cast)) - 50.00)
Unit - Add Frightened to (Target unit of ability being cast)
Wait 6.00 seconds
Unit - Remove Frightened from (Target unit of ability being cast)
Unit - Set (Target unit of ability being cast) movement speed to ((Current movement speed of (Target unit of ability being cast)) + 50.00)
Grave Copy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Future Sight
Actions
Destructible - Create a LTcr (Unexpected type: 'destructablecode') at (Position of (Target unit of ability being cast)) facing (Facing of (Triggering unit)) with scale 1 and variation 0
Unit - Add Burrow to (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Undead Crypt Fiend - Burrow .
Wait 4.00 seconds
Unit - Hide (Target unit of ability being cast)
Unit - Order (Target unit of ability being cast) to Undead Crypt Fiend - Unburrow .
Unit - Set (Target unit of ability being cast) movement speed to ((Current movement speed of (Target unit of ability being cast)) - 50.00)
Unit - Add Frightened to (Target unit of ability being cast)
Unit - Remove Burrow from (Target unit of ability being cast)
Wait 6.00 seconds
Unit - Remove Frightened from (Target unit of ability being cast)
Unit - Set (Target unit of ability being cast) movement speed to ((Current movement speed of (Target unit of ability being cast)) + 50.00)
moveidea
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Select/Deselect
Actions
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Actions)
Loop - Actions
Selection - Select (Triggering unit) for (Picked player)
Selection - Clear selection for (Picked player) .
Grave1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Early Grave
Actions
Countdown Timer - Start Earlygravetimer as a One-shot timer that will expire in 30 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Run or die!
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Else - Actions
Wait 30.00 seconds
Countdown Timer - Destroy (Last created timer window)
Unit - Add Safety to (Target unit of ability being cast)
Wait 1.00 seconds
Unit - Remove Safety from (Target unit of ability being cast)
Grave2
Events
Time - Earlygravetimer expires
Conditions
Actions
Unit - Kill Early Grave Tester 0047 <gen>
Grave3
Events
Unit - A unit Dies
Conditions
Actions
moveidea Copy
Events
Unit - NEWGUY 0086 <gen> Is deselected
Conditions
((Triggering player) controller) Equal to (Player 1 (Red) controller)
Actions
Animation - Play NEWGUY 0086 <gen> 's spell animation
Ubersplat - Create ubersplat at (Position of NEWGUY 0086 <gen>) of type Thunder Clap with color ( 100 %, 100 %, 100 %) and 0 % transparency ( Disable paused state, Disable skipping birth time)
Player Group - Pick every player in (All enemies of Player 1 (Red).) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Picked player)) and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Cause NEWGUY 0086 <gen> to damage (Picked unit), dealing 300.00 damage of attack type Spells and damage type Normal)
Area1
Events
Unit - A unit enters entry1 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main1 <gen>)
Area2
Events
Unit - A unit enters entry2 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main2 <gen>)
Area3
Events
Unit - A unit enters entry3 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main3 <gen>)
Area4
Events
Unit - A unit enters entry4 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main4 <gen>)
Area5
Events
Unit - A unit enters entry5 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main5 <gen>)
Area6
Events
Unit - A unit enters entry6 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main6 <gen>)
Area7
Events
Unit - A unit enters entry7 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main7 <gen>)
Area8
Events
Unit - A unit enters entry8 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main8 <gen>)
Area9
Events
Unit - A unit enters entry9 <gen>
Conditions
((Triggering unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of main9 <gen>)
Untitled Trigger 001 Copy
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Player Group - Add Player 7 (Green) to survival
Player Group - Add Player 8 (Pink) to survival
Player Group - Add Player 9 (Gray) to survival
Player Group - Add Player 10 (Light Blue) to survival
Player Group - Add Player 11 (Dark Green) to survival
Player Group - Add Player 12 (Brown) to survival
Player Group - Pick every player in survival and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 100
Player - Set (Picked player) . Current lumber to 3
Unit - Create 1 . Villager (Male) for (Picked player) at (Random point in Survival_placement <gen>) facing Default building facing degrees
more items
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
Item - Create Rock at (Random point in Survival_placement <gen>)
Item - Create Tinder at (Random point in Survival_placement <gen>)
Item - Create Wood at (Random point in Survival_placement <gen>)
make items
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to make
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has an item of type Wood) Equal to True
((Target unit of ability being cast) has an item of type Flint) Equal to True
((Target unit of ability being cast) has an item of type Tinder) Equal to True
Then - Actions
Hero - Drop (Item carried by (Target unit of ability being cast) of type Wood) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Tinder) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Flint) from (Target unit of ability being cast) .
Hero - Create Fire and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has an item of type Wood) Equal to True
((Target unit of ability being cast) has an item of type Wood) Equal to True
((Target unit of ability being cast) has an item of type Tinder) Equal to True
Then - Actions
Hero - Drop (Item carried by (Target unit of ability being cast) of type Wood) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Tinder) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Wood) from (Target unit of ability being cast) .
Hero - Create Tent and give it to (Triggering unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Target unit of ability being cast) has an item of type Wood) Equal to True
(((Target unit of ability being cast) has an item of type Rock) Equal to True) or (((Target unit of ability being cast) has an item of type Wood) Equal to True)
((Target unit of ability being cast) has an item of type Rock) Equal to True
((Target unit of ability being cast) has an item of type Rock) Equal to True
Then - Actions
Hero - Drop (Item carried by (Target unit of ability being cast) of type Wood) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Rock) from (Target unit of ability being cast) .
Hero - Drop (Item carried by (Target unit of ability being cast) of type Rock) from (Target unit of ability being cast) .
If (((Target unit of ability being cast) has an item of type Rock) Equal to False) then do (If (((Target unit of ability being cast) has an item of type Wood) Equal to True) then do (Drop (Item carried by (Target unit of ability being cast) of type Wood) from (Target unit of ability being cast).) else do (Do nothing)) else do (Drop (Item carried by (Target unit of ability being cast) of type Rock) from (Target unit of ability being cast).)
Hero - Create Workshop and give it to (Triggering unit)
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.