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Triggers
HumansVSBloodElfs.w3x
Variables
Summon
Human
Human Start
Blood Elf
Blood Elf Start
Attack
Humans
Blood Elfs
Hero Revive
Arthas
Kael
Animation
BarracksHumans
BHS Start
BH Start
BarrackHuman
BarrackBloodElf
BBE Start
BBES Start
BarracksBloodElfs
BH die
BBE die
Victory Condition
Vic COn
ViC Con2
Map Iniziliation
Gold Bounty Award
Heroes Attack
HArthas
HKael
THumans
TBlood Elfs
Dota Trigger
Names
Regrow Trees
Hero die gold 2
Text
Hero die gold
No attack
leave game
Start
Starting Gold
Unreal Tournament Sounds
First Blood
Double Kill
Killing Spree
Triple Kill
Dominating
MegaKill
Unstoppable
Monster Kill
Whicked Sick
Towers
H Towers
H Extra T
H Extra Towers
BE Towers
BE Extra T
BE Extra Towers
bross
triggers
playernone
bloodelf
human
ai
arthasai
kaelai
names
gray
brown
mapinfo
MIstory
OPcredits
gametime
minutes
seconds
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
Hero_Kills
integer
Yes
Human
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Footman for Player 10 (Light Blue) at (Center of Humans <gen>) facing Default building facing degrees
Unit - Create 2 . Priest for Player 10 (Light Blue) at (Center of Humans <gen>) facing Default building facing degrees
Human Start
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Unit - Create 3 . Footman for Player 10 (Light Blue) at (Center of Humans <gen>) facing Default building facing degrees
Unit - Create 2 . Priest for Player 10 (Light Blue) at (Center of Humans <gen>) facing Default building facing degrees
Blood Elf
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Swordsman for Player 1 (Red) at (Center of Blood_Elf <gen>) facing Default building facing degrees
Unit - Create 2 . Grand Mage for Player 1 (Red) at (Center of Blood_Elf <gen>) facing Default building facing degrees
Blood Elf Start
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Unit - Create 3 . Swordsman for Player 1 (Red) at (Center of Blood_Elf <gen>) facing Default building facing degrees
Unit - Create 2 . Grand Mage for Player 1 (Red) at (Center of Blood_Elf <gen>) facing Default building facing degrees
Humans
Events
Unit - A unit enters Humans <gen>
Conditions
Actions
Unit Group - Order (Units in Humans <gen>) to Attack-Move To . (Center of Blood_Elf <gen>)
Blood Elfs
Events
Unit - A unit enters Blood_Elf <gen>
Conditions
Actions
Unit Group - Order (Units in Blood_Elf <gen>) to Attack-Move To . (Center of Humans <gen>)
Arthas
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to Player 12 (Brown)
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Proper name of (Dying unit)) + ( revive in: + ((String((((Real((Hero level of (Dying unit)))) x 3.00) + 10.00))) + seconds)))
Wait (((Real((Hero level of (Dying unit)))) x 3.00) + 10.00) seconds
Hero - Instantly revive (Dying unit) at (Center of Arthas <gen>) , Show revival graphics
Camera - Pan camera for Player 9 (Gray) to (Center of Arthas <gen>) over 0 seconds
Selection - Select (Triggering unit) for (Owner of (Triggering unit))
Kael
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Not equal to Player 9 (Gray)
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 10.00 seconds the text: ((Proper name of (Dying unit)) + ( revive in: + ((String((((Real((Hero level of (Dying unit)))) x 3.00) + 10.00))) + seconds)))
Wait (((Real((Hero level of (Dying unit)))) x 3.00) + 10.00) seconds
Hero - Instantly revive (Dying unit) at (Center of Kael <gen>) , Show revival graphics
Camera - Pan camera for Player 12 (Brown) to (Center of Kael <gen>) over 0 seconds
Selection - Select (Triggering unit) for (Owner of (Triggering unit))
BarracksHumans
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Animation - Play Barracks 0001 <gen> 's stand work animation
BHS Start
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Animation - Play Barracks 0001 <gen> 's stand work animation
BH Start
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Animation - Play Barracks 0001 <gen> 's stand animation
BarrackHuman
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Animation - Play Barracks 0001 <gen> 's stand animation
BarrackBloodElf
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Animation - Play High Elven Barracks 0000 <gen> 's stand animation
BBE Start
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Animation - Play High Elven Barracks 0000 <gen> 's stand animation
BBES Start
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Animation - Play High Elven Barracks 0000 <gen> 's stand work animation
BarracksBloodElfs
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Animation - Play High Elven Barracks 0000 <gen> 's stand work animation
BH die
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Trigger - Turn off BarracksHumans <gen>
Trigger - Turn off BarrackHuman <gen>
BBE die
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Trigger - Turn off BarrackBloodElf <gen>
Trigger - Turn off BarracksBloodElfs <gen>
Vic COn
Events
Unit - High Elven Barracks 0000 <gen> Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
ViC Con2
Events
Unit - Barracks 0001 <gen> Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Defeat!
Gold Bounty Award
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Heroes Attack
Events
Time - Elapsed game time is 11.00 seconds
Conditions
Or - Any (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Owner of (Triggering unit)) slot status) Equal to Is unused
Actions
Unit - Order Paladin 0006 <gen> to Attack-Move To . (Center of Blood_Elf <gen>)
Unit - Order Blood Mage 0007 <gen> to Attack-Move To . (Center of Humans <gen>)
HArthas
Events
Unit - A unit enters Arthas <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Owner of (Triggering unit)) slot status) Equal to Is unused
Actions
Unit Group - Order (Units in Arthas <gen>) to Attack-Move To . (Center of Blood_Elf <gen>)
HKael
Events
Unit - A unit enters Kael <gen>
Conditions
Or - Any (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Owner of (Triggering unit)) slot status) Equal to Is unused
Actions
Unit Group - Order (Units in Kael <gen>) to Attack-Move To . (Center of Humans <gen>)
THumans
Events
Map initialization
Conditions
Actions
Unit - Make Barracks 0001 <gen> Invulnerable
Unit - Make Guard Tower 0014 <gen> Invulnerable
Unit - Make Guard Tower 0015 <gen> Invulnerable
Unit - Make Guard Tower 0017 <gen> Invulnerable
Unit - Make Guard Tower 0018 <gen> Invulnerable
TBlood Elfs
Events
Map initialization
Conditions
Actions
Unit - Make High Elven Barracks 0000 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0013 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0012 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0021 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0016 <gen> Invulnerable
Names
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Set name of Player 2 (Blue) to (|cff0000ff + ((Name of Player 2 (Blue)) + |r))
Player - Set name of Player 3 (Teal) to (|cff008080 + ((Name of Player 3 (Teal)) + |r))
Player - Set name of Player 4 (Purple) to (|cff800080 + ((Name of Player 4 (Purple)) + |r))
Player - Set name of Player 5 (Yellow) to (|cffffff00 + ((Name of Player 5 (Yellow)) + |r))
Player - Set name of Player 6 (Orange) to (|cffff7777 + ((Name of Player 6 (Orange)) + |r))
Player - Set name of Player 8 (Pink) to (|cffffc0cb + ((Name of Player 8 (Pink)) + |r))
Player - Set name of Player 9 (Gray) to (|CFF7EBFF1 + ((Name of Player 9 (Gray)) + |r))
Player - Set name of Player 10 (Light Blue) to (|cffadd8e6 + ((Name of Player 10 (Light Blue)) + |r))
Player - Set name of Player 11 (Dark Green) to (|cff006400 + ((Name of Player 11 (Dark Green)) + |r))
Player - Set name of Player 12 (Brown) to (|CFFFF0303 + ((Name of Player 12 (Brown)) + |r))
Regrow Trees
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Destructible - Pick every destructible within 999999.00 of (Center of (Playable map area)) and do (If (((Destructible-type of (Picked destructible)) Equal to LTlt (Unexpected type: 'destructablecode')) or ((Destructible-type of (Picked destructible)) Equal to ATtr (Unexpected type: 'destructablecode'))) then do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation) else do (Do nothing))
Hero die gold 2
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 10.00 seconds the text: (((Name of (Owner of (Killing unit))) + |cff122222powned|r ) + ((Name of (Owner of (Dying unit))) + ('s |cff87ceebhead! + ( |cffffcc00For + ((String((((Hero level of (Dying unit)) x 10) + 50))) + gold!)))))
Text
Events
Unit - A unit Dies
Conditions
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
((Dying unit) is A structure) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Not equal to (Random player from (All allies of (Owner of (Attacked unit)).))
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + ( destroys a tower + |cffffcc00200 gold is split.))
Player Group - Pick every player in (All allies of (Owner of (Killing unit)).) and do (Actions)
Loop - Actions
Player - Add 200 to (Picked player) . Current gold
Else - Actions
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + ( denied a tower! + ))
Hero die gold
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Player - Add (((Hero level of (Dying unit)) x 10) + 50) to (Owner of (Killing unit)) . Current gold
Player - Add (((Hero level of (Dying unit)) x -10) - 50) to (Owner of (Dying unit)) . Current gold
No attack
Events
Unit - A unit Is attacked
Conditions
(Integer((Life of (Attacked unit)))) Greater than or equal to 32
(Owner of (Attacking unit)) Equal to (Random player from (All allies of (Owner of (Attacked unit)).))
Actions
Unit - Order (Attacking unit) to Stop .
leave game
Events
Player - Player 2 (Blue) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 2 (Blue)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 3 (Teal)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 4 (Purple)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 5 (Yellow)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 6 (Orange)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 8 (Pink)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 9 (Gray)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 10 (Light Blue)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering player) Equal to Player 10 (Light Blue)
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of Player 12 (Brown).) Equal to True
Then - Actions
Else - Actions
Start
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 6.00
Starting Gold
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Player - Add 200 to (Player((Integer A))) . Current gold
First Blood
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Sound - Play firstblood <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + ( yust drew |cffff0000First Blood|r + for extra |cffffff00200 gold!|r))
Player - Add 500 to (Random player from (All allies of (Owner of (Killing unit)).)) . Current gold
Trigger - Turn off (This trigger)
Double Kill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 2
Actions
Sound - Play Double_Kill <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + has |cff00ff00Double Kill!)
Killing Spree
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 3
Actions
Sound - Play Killing_Spree <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + has |c00ff00ffTriple Kill!)
Triple Kill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 3
Actions
Sound - Play triple_kill <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + has |c00ff00ffTriple Kill!)
Dominating
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 4
Actions
Sound - Play Dominating <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + is |c00ff00ffDominoting!)
MegaKill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 5
Actions
Sound - Play MegaKill <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + has |cff800080MegaKill!)
Unstoppable
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 6
Actions
Sound - Play Unstoppable <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + is |cffffcc00Unstoppable!)
Monster Kill
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 7
Actions
Sound - Play monster_kill <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + has |cff0000ffMonster Kill!)
Whicked Sick
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Hero_Kills[(Player number of (Owner of (Killing unit)))] Equal to 8
Actions
Sound - Play WhickedSick <gen>
Game - Display to (All players) for 10.00 seconds the text: ((Name of (Owner of (Killing unit))) + is |cffffcc00Whicked Sick!)
H Towers
Events
Unit - Guard Tower 0014 <gen> Dies
Unit - Guard Tower 0015 <gen> Dies
Conditions
Actions
Unit - Make Barracks 0001 <gen> Vulnerable
H Extra T
Events
Unit - Guard Tower 0017 <gen> Dies
Unit - Guard Tower 0018 <gen> Dies
Conditions
Actions
Unit - Make Guard Tower 0014 <gen> Vulnerable
Unit - Make Guard Tower 0015 <gen> Vulnerable
H Extra Towers
Events
Unit - Guard Tower 0025 <gen> Dies
Conditions
Actions
Unit - Make Guard Tower 0017 <gen> Vulnerable
Unit - Make Guard Tower 0018 <gen> Vulnerable
BE Towers
Events
Unit - High Elven Guard Tower 0013 <gen> Dies
Unit - High Elven Guard Tower 0012 <gen> Dies
Conditions
Actions
Unit - Make High Elven Barracks 0000 <gen> Vulnerable
BE Extra T
Events
Unit - High Elven Guard Tower 0016 <gen> Dies
Unit - High Elven Guard Tower 0021 <gen> Dies
Conditions
Actions
Unit - Make High Elven Guard Tower 0013 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0012 <gen> Invulnerable
BE Extra Towers
Events
Unit - High Elven Guard Tower 0024 <gen> Dies
Conditions
Actions
Unit - Make High Elven Guard Tower 0021 <gen> Invulnerable
Unit - Make High Elven Guard Tower 0016 <gen> Invulnerable
bloodelf
Events
Map initialization
Conditions
Actions
Player - Set name of Player 1 (Red) to |c00FF0000Blood Elf|r
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision
human
Events
Map initialization
Conditions
Actions
Player - Set name of Player 10 (Light Blue) to |CFF7EBFF1Human|R
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision
arthasai
Events
Unit - A unit Gains a level
Conditions
(Triggering unit) Equal to Paladin 0006 <gen>
Or - Any (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Owner of (Triggering unit)) slot status) Equal to Is unused
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 1
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Devotion Aura
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 2
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Devotion Aura
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 3
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Holy Light
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 4
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Divine Shield
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 5
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Holy Light
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 6
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Resurrection
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 7
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Devotion Aura
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 8
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Holy Light
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 9
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Divine Shield
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 10
Then - Actions
Hero - Learn skill for Paladin 0006 <gen> : Human Paladin - Divine Shield
Else - Actions
kaelai
Events
Unit - A unit Gains a level
Conditions
(Triggering unit) Equal to Blood Mage 0007 <gen>
Or - Any (Conditions) are true
Conditions
((Owner of (Triggering unit)) controller) Equal to Computer
((Owner of (Triggering unit)) slot status) Equal to Is unused
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 1
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Flame Strike
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 2
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Flame Strike
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 3
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Siphon Mana
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 4
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Banish
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 5
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Banish
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 6
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Phoenix
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 7
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Flame Strike
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 8
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Siphon Mana
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 9
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Siphon Mana
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Triggering unit)) Equal to 10
Then - Actions
Hero - Learn skill for Blood Mage 0007 <gen> : Human Blood Mage - Banish
Else - Actions
gray
Events
Map initialization
Conditions
Or - Any (Conditions) are true
Conditions
(Player 9 (Gray) controller) Equal to Computer
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Player - Set name of Player 9 (Gray) to |CFF7EBFF1Player 1|R
brown
Events
Map initialization
Conditions
Or - Any (Conditions) are true
Conditions
(Player 12 (Brown) controller) Equal to Computer
(Player 12 (Brown) slot status) Equal to Is unused
Actions
Player - Set name of Player 12 (Brown) to |CFFFF0303Player 2|R
Main Information = [MI]
Optional Information = [OI]
MIstory
Events
Map initialization
Conditions
Actions
Quest - Flash the quest dialog button
Quest - Create a Required quest titled The Story with the description The |CFF7EBFF1humans|R don't like |CFFFF0303blood elfs|R, because |CFFFF0303blood elfs|R is in |CFF20C000Archimonde|R Command. Arthas lead the |CFF7EBFF1humans|R to destroy |CFFFF0303blood elfs|R and |CFF20C000Archimonde|R. , using icon path ReplaceableTextures\WorldEditUI\Doodad-Cinematic.blp
OPcredits
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Credits with the description Models/Skins - AuthorFootman - UnknownBlood Elf Lieutenant - CloudWolfGrand Mage - SkipperBlacksmith - Sliph-MAlchemist - Sliph-MSelection Circle - SituBrought to you by |cFF000000bross|rProblems?|n|c006969FFbrossdudemen.tk|r , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a quest requirement for (Last created quest) with the description |cff000000bross|r the creator
minutes
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add 1 to (Random player from (All players)) . Current lumber
seconds
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Random player from (All players)) Food used) Equal to 60
Then - Actions
Player - Set (Random player from (All players)) . Food used to 0
Else - Actions
Player - Add 1 to (Random player from (All players)) . Food used
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