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Triggers
Human vs Undead ver. 1.00.w3x
Variables
Start
Turn off Kill system
Extra
Lich
Light
Barrel
Barrels Invulnerable
Remove barrels
Unused player
player 1 used
player 2 used
player 2 used Copy
player 2 used Copy Copy
player 2 used Copy Copy Copy
player 2 used Copy Copy Copy Copy
player 2 used Copy Copy Copy Copy Copy
player 2 used Copy Copy Copy Copy Copy Copy
Orcs
Orcs Copy
Orcs Copy Copy
Orcs Copy Copy Copy
start abilitys
Paladin unavable
Visibility spawn places
ALL
Undead die
Lich worker die 9
Lich worker die 10
Lich worker die 11
Lich worker die 12
RED
BLUE
TEAL
PURPLE
YELLOW
ORANGE
GREEN
PINK
BACK RED
BACK BLUE
BACK TEAL
BACK PURPLE
BACK YELLOW
BACK ORANGE
BACK GREEN
BACK PINK
Back to game
left high
left down
right down
right high
Human die
P9
P10
P11
P12
Back 9
Back 10
Back 11
Back 12
Win or Lose
Undead win start
Human Win start
Undead Win
Human Win
Undead
Food red plus
Food blue plus
Food teal plus
Food purple plus
Food yellow plus
Food orange plus
Food green plus
Food pink plus
Food red minus left
Food blue minus left
Food teal minus left
Food red minus left Copy 2
Food red minus left Copy 3
Food red minus left Copy 4
Food red minus left Copy 5
Food red minus left Copy 6
Food red minus lich die
Food red minus lich die Copy
Food red minus lich die Copy 2
Food red minus lich die Copy 3
Food red minus lich die Copy 4
Food red minus lich die Copy 5
Food red minus lich die Copy 6
Food red minus lich die Copy 7
Food plus of back
Orc
Food red plus Copy
Food red plus Copy Copy
Food red plus Copy Copy 2
Food red plus Copy Copy 3
Food red minus left Copy
Food red minus left Copy 7
Food red minus left Copy 8
Food red minus left Copy 9
Food red minus lich die Copy 8
Food red minus lich die Copy 8 Copy
Food red minus lich die Copy 8 Copy 2
Food red minus lich die Copy 8 Copy 3
Food plus of back Copy
Unit stopper
Worker limit
Training
tree 1
tree 1 Copy
tree 1 Copy 2
tree 1 Copy 3
Destroy
Kill red
KIll blue
Kill Teal
Kill Purple
Kill Yellow
Kill Orange
KIll Green
Kill Pink
Gold
Goldmines
HUMAN GOLD STEAL
Lich worker 1
Lich worker 2
Lich worker 3
Lich worker 4
Lich worker 5
Lich worker 6
Lich worker 7
Lich worker 8
Lich worker 9
Lich worker 10
Spider 1
Spider 2
Spider 3
Spider 4
Spider 5
Spider 6
Spider 7
Spider 8
Spider 9
Spider 10
Abom 1
Abom 2
Abom 3
Abom 4
Abom 5
Abom 6
Abom 7
Abom 8
Abom 9
Abom 10
Gargoyl 1
Gargoyl 2
Gargoyl 3
Gargoyl 4
Gargoyl 5
Gargoyl 6
Gargoyl 7
Gargoyl 8
Gargoyl 9
Gargoyl 10
Worker 1
Worker 2
Worker 3
Worker 4
Worker 5
Worker 6
Worker 7
Worker 8
Worker 9
Worker 10
Human die
Human 9
Human 10
Human 11
Human 12
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
Blocker
unitcode
No
usep
Turn off Kill system
Events
Map initialization
Conditions
Actions
Trigger - Turn off Kill_red <gen>
Trigger - Turn off KIll_blue <gen>
Trigger - Turn off Kill_Teal <gen>
Trigger - Turn off Kill_Purple <gen>
Trigger - Turn off Kill_Yellow <gen>
Trigger - Turn off Kill_Orange <gen>
Trigger - Turn off KIll_Green <gen>
Trigger - Turn off Kill_Pink <gen>
Lich
Events
Map initialization
Conditions
Actions
Player - Make Lich Worker Unavailable for training/construction by Player 1 (Red)
Player - Make Lich Worker Unavailable for training/construction by Player 2 (Blue)
Player - Make Lich Worker Unavailable for training/construction by Player 3 (Teal)
Player - Make Lich Worker Unavailable for training/construction by Player 4 (Purple)
Player - Make Lich Worker Unavailable for training/construction by Player 5 (Yellow)
Player - Make Lich Worker Unavailable for training/construction by Player 6 (Orange)
Player - Make Lich Worker Unavailable for training/construction by Player 7 (Green)
Player - Make Lich Worker Unavailable for training/construction by Player 8 (Pink)
Light
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Region_002 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Region_002 <gen>
Barrels Invulnerable
Events
Map initialization
Conditions
Actions
Destructible - Make Barrel 0000 <gen> Invulnerable
Destructible - Make Barrel 0001 <gen> Invulnerable
Destructible - Make Barrel 0002 <gen> Invulnerable
Destructible - Make Barrel 0003 <gen> Invulnerable
Destructible - Make Barrel 0004 <gen> Invulnerable
Destructible - Make Barrel 0005 <gen> Invulnerable
Destructible - Make Barrel 0006 <gen> Invulnerable
Destructible - Make Barrel 0007 <gen> Invulnerable
Destructible - Make Barrel 0008 <gen> Invulnerable
Destructible - Make Barrel 0009 <gen> Invulnerable
Destructible - Make Barrel 0010 <gen> Invulnerable
Destructible - Make Barrel 0011 <gen> Invulnerable
Destructible - Make Barrel 0012 <gen> Invulnerable
Destructible - Make Barrel 0013 <gen> Invulnerable
Destructible - Make Barrel 0014 <gen> Invulnerable
Destructible - Make Barrel 0015 <gen> Invulnerable
Remove barrels
Events
Map initialization
Conditions
Actions
Wait 10.00 seconds
Destructible - Remove Barrel 0000 <gen>
Destructible - Remove Barrel 0001 <gen>
Destructible - Remove Barrel 0002 <gen>
Destructible - Remove Barrel 0003 <gen>
Destructible - Remove Barrel 0004 <gen>
Destructible - Remove Barrel 0005 <gen>
Destructible - Remove Barrel 0006 <gen>
Destructible - Remove Barrel 0007 <gen>
Destructible - Remove Barrel 0008 <gen>
Destructible - Remove Barrel 0009 <gen>
Destructible - Remove Barrel 0010 <gen>
Destructible - Remove Barrel 0011 <gen>
Destructible - Remove Barrel 0012 <gen>
Destructible - Remove Barrel 0013 <gen>
Destructible - Remove Barrel 0014 <gen>
Destructible - Remove Barrel 0015 <gen>
player 1 used
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 1 (Red) at (Center of red_blue <gen>) facing Default building facing degrees
player 2 used
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 2 (Blue) at (Center of red_blue <gen>) facing Default building facing degrees
player 2 used Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 3 (Teal) at (Center of teal_purple <gen>) facing Default building facing degrees
player 2 used Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 4 (Purple) at (Center of teal_purple <gen>) facing Default building facing degrees
player 2 used Copy Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 5 (Yellow) at (Center of yellow_orange <gen>) facing Default building facing degrees
player 2 used Copy Copy Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 6 (Orange) at (Center of yellow_orange <gen>) facing Default building facing degrees
player 2 used Copy Copy Copy Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 7 (Green) at (Center of green_pink <gen>) facing Default building facing degrees
player 2 used Copy Copy Copy Copy Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Unit - Create 1 . Lich Worker for Player 8 (Pink) at (Center of green_pink <gen>) facing Default building facing degrees
Orcs
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Unit - Create 1 . Paladin for Player 9 (Gray) at (Center of orcs <gen>) facing Default building facing degrees
Orcs Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Unit - Create 1 . Paladin for Player 10 (Light Blue) at (Center of orcs <gen>) facing Default building facing degrees
Orcs Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Unit - Create 1 . Paladin for Player 11 (Dark Green) at (Center of orcs <gen>) facing Default building facing degrees
Orcs Copy Copy Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 12 (Brown) slot status) Equal to Is playing
Actions
Unit - Create 1 . Paladin for Player 12 (Brown) at (Center of orcs <gen>) facing Default building facing degrees
Paladin unavable
Events
Map initialization
Conditions
Actions
Player - Make Paladin Unavailable for training/construction by Player 9 (Gray)
Player - Make Paladin Unavailable for training/construction by Player 10 (Light Blue)
Player - Make Paladin Unavailable for training/construction by Player 11 (Dark Green)
Player - Make Paladin Unavailable for training/construction by Player 12 (Brown)
Player - Make Master Paladin Unavailable for training/construction by Player 9 (Gray)
Player - Make Master Paladin Unavailable for training/construction by Player 10 (Light Blue)
Player - Make Master Paladin Unavailable for training/construction by Player 11 (Dark Green)
Player - Make Master Paladin Unavailable for training/construction by Player 12 (Brown)
ALL
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across left_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across left_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across right_down_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across right_high_end <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across right_high_end <gen>
Lich worker die 9
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Lich Worker) and (((Unit-type of (Killing unit)) Equal to Paladin) and ((Owner of (Killing unit)) Equal to Player 9 (Gray)))
Actions
Game - Display to (All players) the text: Player 9 got a Undead...He gets 30 gold and rest Humans get 10.
Player - Add 30 to Player 9 (Gray) . Current gold
Player - Add 10 to Player 10 (Light Blue) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 12 (Brown) . Current gold
Lich worker die 10
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Lich Worker) and (((Unit-type of (Killing unit)) Equal to Paladin) and ((Owner of (Killing unit)) Equal to Player 10 (Light Blue)))
Actions
Game - Display to (All players) the text: Player 10 got a Undead...He gets 30 gold and rest Humans get 10.
Player - Add 10 to Player 9 (Gray) . Current gold
Player - Add 30 to Player 10 (Light Blue) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 12 (Brown) . Current gold
Lich worker die 11
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Lich Worker) and (((Unit-type of (Killing unit)) Equal to Paladin) and ((Owner of (Killing unit)) Equal to Player 11 (Dark Green)))
Actions
Game - Display to (All players) the text: Player 11 got a Undead...He gets 30 gold and rest Humans get 10.
Player - Add 10 to Player 9 (Gray) . Current gold
Player - Add 10 to Player 10 (Light Blue) . Current gold
Player - Add 30 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 12 (Brown) . Current gold
Lich worker die 12
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Lich Worker) and (((Unit-type of (Killing unit)) Equal to Paladin) and ((Owner of (Killing unit)) Equal to Player 12 (Brown)))
Actions
Game - Display to (All players) the text: Player 11 got a Undead...He gets 30 gold and rest Humans get 10.
Player - Add 10 to Player 9 (Gray) . Current gold
Player - Add 10 to Player 10 (Light Blue) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 30 to Player 12 (Brown) . Current gold
RED
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Trigger - Turn on Kill_red <gen>
Player - Make Lich Worker Available for training/construction by Player 1 (Red)
BLUE
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 2 (Blue)
Trigger - Turn on KIll_blue <gen>
TEAL
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 3 (Teal)
Trigger - Turn on Kill_Teal <gen>
PURPLE
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 4 (Purple)
Trigger - Turn on Kill_Purple <gen>
YELLOW
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 5 (Yellow)
Trigger - Turn on Kill_Yellow <gen>
ORANGE
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 6 (Orange)
Trigger - Turn on Kill_Orange <gen>
GREEN
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 7 (Green)
Trigger - Turn on KIll_Green <gen>
PINK
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Make Lich Worker Available for training/construction by Player 8 (Pink)
Trigger - Turn on Kill_Pink <gen>
BACK RED
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 1 (Red))
Actions
Trigger - Turn off Kill_red <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 1 (Red)
BACK BLUE
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 2 (Blue))
Actions
Trigger - Turn off KIll_blue <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 2 (Blue)
BACK TEAL
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 3 (Teal))
Actions
Trigger - Turn off Kill_Teal <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 3 (Teal)
BACK PURPLE
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 4 (Purple))
Actions
Trigger - Turn off Kill_Purple <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 4 (Purple)
BACK YELLOW
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 5 (Yellow))
Actions
Trigger - Turn off Kill_Yellow <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 5 (Yellow)
BACK ORANGE
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 6 (Orange))
Actions
Trigger - Turn off Kill_Orange <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 6 (Orange)
BACK GREEN
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 7 (Green))
Actions
Trigger - Turn off KIll_Green <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 7 (Green)
BACK PINK
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
((Unit-type of (Triggering unit)) Equal to Lich Worker) and ((Owner of (Triggering unit)) Equal to Player 8 (Pink))
Actions
Trigger - Turn off Kill_Pink <gen>
Player - Make Lich Worker Unavailable for training/construction by Player 8 (Pink)
left high
Events
Unit - A unit enters left_high <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of left_high_end <gen>)
left down
Events
Unit - A unit enters left_down <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of left_down_end <gen>)
right down
Events
Unit - A unit enters right_down <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of right_down_end <gen>)
right high
Events
Unit - A unit enters right_high <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of right_high_end <gen>)
P9
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Make Paladin Available for training/construction by Player 9 (Gray)
P10
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Make Paladin Available for training/construction by Player 10 (Light Blue)
P11
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Make Paladin Available for training/construction by Player 11 (Dark Green)
P12
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Make Paladin Available for training/construction by Player 12 (Brown)
Back 9
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Player - Make Paladin Unavailable for training/construction by Player 9 (Gray)
Unit - Move (Triggering unit) instantly to (Position of Heal Tower 0126 <gen>)
Back 10
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Player - Make Paladin Unavailable for training/construction by Player 9 (Gray)
Unit - Move (Triggering unit) instantly to (Position of Heal Tower 0126 <gen>)
Back 11
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
Actions
Player - Make Paladin Unavailable for training/construction by Player 9 (Gray)
Unit - Move (Triggering unit) instantly to (Position of Heal Tower 0126 <gen>)
Back 12
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Player - Make Paladin Unavailable for training/construction by Player 9 (Gray)
Unit - Move (Triggering unit) instantly to (Position of Heal Tower 0126 <gen>)
Undead win start
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Trigger - Add to Undead_Win <gen> the event (Player 9 (Gray)'s Current lumber becomes Less than or equal to 0.00)
Human Win start
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Trigger - Add to Human_Win <gen> the event (Player 1 (Red)'s Current lumber becomes Less than or equal to 0.00)
Undead Win
Events
Conditions
Actions
Unit - Explode Heal Tower 0126 <gen> .
Unit - Explode Workshop 0035 <gen> .
Unit - Explode Workshop 0038 <gen> .
Unit - Explode Workshop 0039 <gen> .
Unit - Explode Workshop 0040 <gen> .
Unit - Explode Altar of Kings 0000 <gen> .
Unit - Explode Altar of Kings 0080 <gen> .
Unit - Explode Altar of Kings 0082 <gen> .
Unit - Explode Altar of Kings 0084 <gen> .
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Now the Earth will be the Undeads.
Game - Defeat Player 10 (Light Blue) with the message: Now the Earth will be the Undeads.
Game - Defeat Player 11 (Dark Green) with the message: Now the Earth will be the Undeads.
Game - Defeat Player 12 (Brown) with the message: Now the Earth will be the Undeads.
Human Win
Events
Conditions
Actions
Unit - Explode Revive Place 0043 <gen> .
Unit - Explode Revive Place 0044 <gen> .
Unit - Explode Revive Place 0045 <gen> .
Unit - Explode Revive Place 0046 <gen> .
Unit - Explode Revive Place 0047 <gen> .
Unit - Explode Revive Place 0048 <gen> .
Unit - Explode Revive Place 0049 <gen> .
Unit - Explode Revive Place 0050 <gen> .
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Food red plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food blue plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food teal plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food purple plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food yellow plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food orange plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food green plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food pink plus
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food red minus left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food blue minus left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food teal minus left
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus left Copy 2
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus left Copy 3
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus left Copy 4
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus left Copy 5
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus left Copy 6
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 2
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 3
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 4
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 5
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 6
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food red minus lich die Copy 7
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add -1 to Player 1 (Red) . Current lumber
Food plus of back
Events
Unit - A unit enters sPAWN_UNDEAD <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Lich Worker
Actions
Player - Add 1 to Player 1 (Red) . Current lumber
Food red plus Copy
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 9 (Gray) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Food red plus Copy Copy
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 10 (Light Blue) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Food red plus Copy Copy 2
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 11 (Dark Green) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Food red plus Copy Copy 3
Events
Time - Elapsed game time is 0.00 seconds
Conditions
(Player 12 (Brown) slot status) Equal to Is playing
Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Food red minus left Copy
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 9 (Gray) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus left Copy 7
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus left Copy 8
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus left Copy 9
Events
Time - Every 0.01 seconds of game time
Conditions
(Player 12 (Brown) slot status) Equal to Has left the game
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus lich die Copy 8
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus lich die Copy 8 Copy
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus lich die Copy 8 Copy 2
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food red minus lich die Copy 8 Copy 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Add -1 to Player 9 (Gray) . Current lumber
Food plus of back Copy
Events
Unit - A unit enters Region_001 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Actions
Player - Add 1 to Player 9 (Gray) . Current lumber
Worker limit
Events
Map initialization
Conditions
Actions
Player - Limit training of Worker to 2 for Player 1 (Red)
Player - Limit training of Worker to 2 for Player 2 (Blue)
Player - Limit training of Worker to 2 for Player 3 (Teal)
Player - Limit training of Worker to 2 for Player 4 (Purple)
Player - Limit training of Worker to 2 for Player 5 (Yellow)
Player - Limit training of Worker to 2 for Player 6 (Orange)
Player - Limit training of Worker to 2 for Player 7 (Green)
Player - Limit training of Worker to 2 for Player 8 (Pink)
tree 1
Events
Unit - Training 0079 <gen> 's life becomes Less than or equal to 1000.00
Conditions
Actions
Special Effect - Create a special effect at (Position of Training 0079 <gen>) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Set life of Training 0079 <gen> to 100 %
tree 1 Copy
Events
Unit - Training 0081 <gen> 's life becomes Less than or equal to 1000.00
Conditions
Actions
Special Effect - Create a special effect at (Position of Training 0081 <gen>) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Set life of Training 0081 <gen> to 100 %
tree 1 Copy 2
Events
Unit - Training 0083 <gen> 's life becomes Less than or equal to 1000.00
Conditions
Actions
Special Effect - Create a special effect at (Position of Training 0083 <gen>) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Set life of Training 0083 <gen> to 100 %
tree 1 Copy 3
Events
Unit - Training 0085 <gen> 's life becomes Less than or equal to 1000.00
Conditions
Actions
Special Effect - Create a special effect at (Position of Training 0085 <gen>) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Unit - Set life of Training 0085 <gen> to 100 %
Kill red
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 1 (Red))) .
KIll blue
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 2 (Blue))) .
Kill Teal
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 3 (Teal))) .
Kill Purple
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 4 (Purple))) .
Kill Yellow
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 5 (Yellow))) .
Kill Orange
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 6 (Orange))) .
KIll Green
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 7 (Green))) .
Kill Pink
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Unit - Explode (Random unit from (Units in Region_039 <gen> owned by Player 8 (Pink))) .
Goldmines
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units of type Gold Mine) and do (Actions)
Loop - Actions
Neutral Building - Set (Picked unit) to 1000000000 gold
Lich worker 1
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 1.00 and 10.00))
Actions
Player - Add 16 to (Owner of (Attacking unit)) . Current gold
Lich worker 2
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 10.10 and 15.00))
Actions
Player - Add 22 to (Owner of (Attacking unit)) . Current gold
Lich worker 3
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 15.10 and 20.00))
Actions
Player - Add 28 to (Owner of (Attacking unit)) . Current gold
Lich worker 4
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 20.10 and 25.00))
Actions
Player - Add 32 to (Owner of (Attacking unit)) . Current gold
Lich worker 5
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 25.10 and 30.00))
Actions
Player - Add 36 to (Owner of (Attacking unit)) . Current gold
Lich worker 6
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 30.10 and 35.00))
Actions
Player - Add 40 to (Owner of (Attacking unit)) . Current gold
Lich worker 7
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 35.10 and 40.00))
Actions
Player - Add 44 to (Owner of (Attacking unit)) . Current gold
Lich worker 8
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 40.10 and 45.00))
Actions
Player - Add 48 to (Owner of (Attacking unit)) . Current gold
Lich worker 9
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 45.10 and 50.00))
Actions
Player - Add 51 to (Owner of (Attacking unit)) . Current gold
Lich worker 10
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Lich Worker)) and ((Damage taken) Equal to (Random real number between 50.10 and 1000000000.00))
Actions
Player - Add 55 to (Owner of (Attacking unit)) . Current gold
Spider 1
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 1.00 and 10.00))
Actions
Player - Add 3 to (Owner of (Attacking unit)) . Current gold
Spider 2
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 10.10 and 15.00))
Actions
Player - Add 5 to (Owner of (Attacking unit)) . Current gold
Spider 3
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 15.10 and 20.00))
Actions
Player - Add 7 to (Owner of (Attacking unit)) . Current gold
Spider 4
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 20.10 and 25.00))
Actions
Player - Add 10 to (Owner of (Attacking unit)) . Current gold
Spider 5
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 25.10 and 30.00))
Actions
Player - Add 12 to (Owner of (Attacking unit)) . Current gold
Spider 6
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 30.10 and 35.00))
Actions
Player - Add 14 to (Owner of (Attacking unit)) . Current gold
Spider 7
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 35.10 and 40.00))
Actions
Player - Add 17 to (Owner of (Attacking unit)) . Current gold
Spider 8
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 40.10 and 45.00))
Actions
Player - Add 19 to (Owner of (Attacking unit)) . Current gold
Spider 9
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 45.10 and 50.00))
Actions
Player - Add 22 to (Owner of (Attacking unit)) . Current gold
Spider 10
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Crypt Fiend)) and ((Damage taken) Equal to (Random real number between 50.10 and 1000000000.00))
Actions
Player - Add 25 to (Owner of (Attacking unit)) . Current gold
Abom 1
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 1.00 and 10.00))
Actions
Player - Add 5 to (Owner of (Attacking unit)) . Current gold
Abom 2
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 10.10 and 15.00))
Actions
Player - Add 9 to (Owner of (Attacking unit)) . Current gold
Abom 3
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 15.10 and 20.00))
Actions
Player - Add 15 to (Owner of (Attacking unit)) . Current gold
Abom 4
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 20.10 and 25.00))
Actions
Player - Add 19 to (Owner of (Attacking unit)) . Current gold
Abom 5
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 25.10 and 30.00))
Actions
Player - Add 22 to (Owner of (Attacking unit)) . Current gold
Abom 6
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 30.10 and 35.00))
Actions
Player - Add 26 to (Owner of (Attacking unit)) . Current gold
Abom 7
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 35.10 and 40.00))
Actions
Player - Add 29 to (Owner of (Attacking unit)) . Current gold
Abom 8
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 40.10 and 45.00))
Actions
Player - Add 33 to (Owner of (Attacking unit)) . Current gold
Abom 9
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 45.10 and 50.00))
Actions
Player - Add 35 to (Owner of (Attacking unit)) . Current gold
Abom 10
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Abomination)) and ((Damage taken) Equal to (Random real number between 50.10 and 1000000000.00))
Actions
Player - Add 37 to (Owner of (Attacking unit)) . Current gold
Gargoyl 1
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 1.00 and 10.00))
Actions
Player - Add 3 to (Owner of (Attacking unit)) . Current gold
Gargoyl 2
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 10.10 and 15.00))
Actions
Player - Add 5 to (Owner of (Attacking unit)) . Current gold
Gargoyl 3
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 15.10 and 20.00))
Actions
Player - Add 8 to (Owner of (Attacking unit)) . Current gold
Gargoyl 4
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 20.10 and 25.00))
Actions
Player - Add 11 to (Owner of (Attacking unit)) . Current gold
Gargoyl 5
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 25.10 and 30.00))
Actions
Player - Add 13 to (Owner of (Attacking unit)) . Current gold
Gargoyl 6
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 30.10 and 35.00))
Actions
Player - Add 15 to (Owner of (Attacking unit)) . Current gold
Gargoyl 7
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 35.10 and 40.00))
Actions
Player - Add 18 to (Owner of (Attacking unit)) . Current gold
Gargoyl 8
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 40.10 and 45.00))
Actions
Player - Add 20 to (Owner of (Attacking unit)) . Current gold
Gargoyl 9
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 45.10 and 50.00))
Actions
Player - Add 23 to (Owner of (Attacking unit)) . Current gold
Gargoyl 10
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 50.10 and 100000000.00))
Actions
Player - Add 25 to (Owner of (Attacking unit)) . Current gold
Worker 1
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 1.00 and 10.00))
Actions
Player - Add 1 to (Owner of (Attacking unit)) . Current gold
Worker 2
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 10.10 and 15.00))
Actions
Player - Add 2 to (Owner of (Attacking unit)) . Current gold
Worker 3
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 15.10 and 20.00))
Actions
Player - Add 4 to (Owner of (Attacking unit)) . Current gold
Worker 4
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 20.10 and 25.00))
Actions
Player - Add 6 to (Owner of (Attacking unit)) . Current gold
Worker 5
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 25.10 and 30.00))
Actions
Player - Add 9 to (Owner of (Attacking unit)) . Current gold
Worker 6
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 30.10 and 35.00))
Actions
Player - Add 11 to (Owner of (Attacking unit)) . Current gold
Worker 7
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 35.10 and 40.00))
Actions
Player - Add 13 to (Owner of (Attacking unit)) . Current gold
Worker 8
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 41.10 and 45.00))
Actions
Player - Add 15 to (Owner of (Attacking unit)) . Current gold
Worker 9
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 45.10 and 50.00))
Actions
Player - Add 17 to (Owner of (Attacking unit)) . Current gold
Worker 10
Events
Unit - A unit Is attacked
Conditions
(((Unit-type of (Attacking unit)) Equal to Paladin) and ((Unit-type of (Attacked unit)) Equal to Gargoyle)) and ((Damage taken) Equal to (Random real number between 50.10 and 1000000000.00))
Actions
Player - Add 21 to (Owner of (Attacking unit)) . Current gold
Human 9
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Paladin) and ((Owner of (Dying unit)) Equal to Player 9 (Gray))
Actions
Game - Display to (All players) the text: The Grey Human have died....He will now be in heaven until he is Revived...
Human 10
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Paladin) and ((Owner of (Dying unit)) Equal to Player 10 (Light Blue))
Actions
Game - Display to (All players) the text: The Light Blue Human have died....He will now be in heaven until he is Revived...
Human 11
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Paladin) and ((Owner of (Dying unit)) Equal to Player 11 (Dark Green))
Actions
Game - Display to (All players) the text: The Dark Green Human have died....He will now be in heaven until he is Revived...
Human 12
Events
Unit - A unit Dies
Conditions
((Unit-type of (Dying unit)) Equal to Paladin) and ((Owner of (Dying unit)) Equal to Player 12 (Brown))
Actions
Game - Display to (All players) the text: The Brown Human have died....He will now be in heaven until he is Revived...
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