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Triggers
Imperial.w3x
Variables
Intizalitze
Loading
UnitDisabling
Start Set Up
WolfResearch
Player Colors
Unit Unlock
Footman
Crossbow
Knight
Seige
Spellcaster
Golem
Air Force
Unit Abilties
PaladinAuraLevel
PaladinAuraSelect
Random Tome
P1 Wolf
P2 Wolf
P3 Wolf
P4 Wolf
P5 Wolf
P6 Wolf
P7 Wolf
P8 Wolf
DirtKing
Generator
Name
Type
is_array
initial_value
ActualPlayers
force
No
DirtKingGen
integer
No
1
PaladinAuraLevel
integer
Yes
PaladinAuraSelect
integer
Yes
RandomTomeRoll
integer
No
SpellCastSelect
integer
Yes
1
Loading
Events
Map initialization
Conditions
Actions
Melee Game - Remove creeps and critters from used start locations (for all players)
Quest - Create a Required quest titled Commands with the description Here is a list of commands that you can utilize. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Quest - Create a quest requirement for (Last created quest) with the description ( -color [color] ) Allows you to change your team color
Quest - Create a Optional quest titled Commands with the description Here is a list of commands that you can utilize. , using icon path ReplaceableTextures\CommandButtons\BTNBansheeAdept.blp
Trigger - Run UnitDisabling <gen> (checking conditions)
Trigger - Run Start_Set_Up <gen> (checking conditions)
Game - Set Lock alliance settings to Off
Destructible - Make ForceWall 0727 <gen> Invulnerable
Wait 20.00 seconds
Quest - Display to (All players) the Quest Update message: |c00640000NOTICE:|r You cannot train any units at this time. Use the unit selectors at the top-left of the map to decide what kind of units to recruit into your army.
UnitDisabling
Events
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Player - Make Footman Unavailable for training/construction by (Picked player)
Player - Make Defender Unavailable for training/construction by (Picked player)
Player - Make Brawler Unavailable for training/construction by (Picked player)
Player - Set the max research level of Rhde (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R000 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Crossbowyer Unavailable for training/construction by (Picked player)
Player - Make Axe-serker Unavailable for training/construction by (Picked player)
Player - Make Archer Unavailable for training/construction by (Picked player)
Player - Set the max research level of R007 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of Rhri (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R00A (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Knight Unavailable for training/construction by (Picked player)
Player - Make Holy Knights Unavailable for training/construction by (Picked player)
Player - Make Executioner Unavailable for training/construction by (Picked player)
Player - Set the max research level of Rhan (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R009 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Catapult Unavailable for training/construction by (Picked player)
Player - Make Cannon Unavailable for training/construction by (Picked player)
Player - Make Battering Ram Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00B (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of Rhfs (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R00K (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Battle Golem Unavailable for training/construction by (Picked player)
Player - Make Bronze Golem Unavailable for training/construction by (Picked player)
Player - Make Steam Golem Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00H (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R00Z (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R010 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Gryphon Knight (Ground) Unavailable for training/construction by (Picked player)
Player - Make Pegasus Rider Unavailable for training/construction by (Picked player)
Player - Make Imperial Airship Unavailable for training/construction by (Picked player)
Player - Set the max research level of R014 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R015 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Set the max research level of R016 (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Arcanist Unavailable for training/construction by (Picked player)
Player - Set the max research level of Rhst (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Pyromancer Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00C (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Cryomancer Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00D (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Necromancer (Imperial) Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00I (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Make Conjurer Unavailable for training/construction by (Picked player)
Player - Set the max research level of R00L (Unexpected type: 'techcode') to 0 for (Picked player)
Player - Limit training of Heroes to 3 for (Picked player)
Player - Limit training of Paladin to 1 for (Picked player)
Player - Limit training of Archmage to 1 for (Picked player)
Player - Limit training of Master Assassin to 1 for (Picked player)
Player - Limit training of High Cleric to 1 for (Picked player)
Player - Limit training of Alchemist to 1 for (Picked player)
Player - Limit training of Sea Witch to 1 for (Picked player)
Player - Limit training of Tinker to 1 for (Picked player)
Player - Limit training of Beastmaster to 1 for (Picked player)
Player - Limit training of Dark Ranger to 1 for (Picked player)
Player - Limit training of Firelord to 1 for (Picked player)
Player - Limit training of Brewmaster to 1 for (Picked player)
Player - Limit training of Pit Lord to 1 for (Picked player)
Player - Limit training of Ogre Archmage to 1 for (Picked player)
Player - Limit training of Ranger to 1 for (Picked player)
Start Set Up
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Player - Set Player 1 (Red) . Current gold to 1000
Player - Set Player 1 (Red) . Current lumber to 750
Melee Game - Create Human starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Player - Set Player 2 (Blue) . Current gold to 1000
Player - Set Player 2 (Blue) . Current lumber to 750
Melee Game - Create Human starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Player - Set Player 3 (Teal) . Current gold to 1000
Player - Set Player 3 (Teal) . Current lumber to 750
Melee Game - Create Human starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Player - Set Player 4 (Purple) . Current gold to 1000
Player - Set Player 4 (Purple) . Current lumber to 750
Melee Game - Create Human starting units for Player 4 (Purple) at (Player 4 (Purple) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Player - Set Player 5 (Yellow) . Current gold to 1000
Player - Set Player 5 (Yellow) . Current lumber to 750
Melee Game - Create Human starting units for Player 5 (Yellow) at (Player 5 (Yellow) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Player - Set Player 6 (Orange) . Current gold to 1000
Player - Set Player 6 (Orange) . Current lumber to 750
Melee Game - Create Human starting units for Player 6 (Orange) at (Player 6 (Orange) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) slot status) Equal to Is playing
Then - Actions
Player - Set Player 7 (Green) . Current gold to 1000
Player - Set Player 7 (Green) . Current lumber to 750
Melee Game - Create Human starting units for Player 7 (Green) at (Player 7 (Green) start location) ( Include Heroes)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) slot status) Equal to Is playing
Then - Actions
Player - Set Player 8 (Pink) . Current gold to 1000
Player - Set Player 8 (Pink) . Current lumber to 750
Melee Game - Create Human starting units for Player 8 (Pink) at (Player 8 (Pink) start location) ( Include Heroes)
Else - Actions
Do nothing
WolfResearch
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Researched tech-type) Equal to R006 (Unexpected type: 'techcode')
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Trigger - Turn on P1_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Trigger - Turn on P2_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Then - Actions
Trigger - Turn on P3_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Then - Actions
Trigger - Turn on P4_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Then - Actions
Trigger - Turn on P5_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Then - Actions
Trigger - Turn on P6_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Trigger - Turn on P7_Wolf <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Trigger - Turn on P8_Wolf <gen>
Else - Actions
Player Colors
Events
Player - Player 1 (Red) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 5 (Yellow) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 6 (Orange) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 7 (Green) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Player - Player 8 (Pink) types a chat message containing -color (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 10)) Equal to red
Then - Actions
Player - Change color of (Triggering player) to Red , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 11)) Equal to blue
Then - Actions
Player - Change color of (Triggering player) to Blue , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 11)) Equal to teal
Then - Actions
Player - Change color of (Triggering player) to Teal , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 13)) Equal to purple
Then - Actions
Player - Change color of (Triggering player) to Purple , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 13)) Equal to yellow
Then - Actions
Player - Change color of (Triggering player) to Yellow , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 13)) Equal to orange
Then - Actions
Player - Change color of (Triggering player) to Orange , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 12)) Equal to green
Then - Actions
Player - Change color of (Triggering player) to Green , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 11)) Equal to pink
Then - Actions
Player - Change color of (Triggering player) to Pink , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 11)) Equal to gray
Then - Actions
Player - Change color of (Triggering player) to Gray , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 17)) Equal to light blue
Then - Actions
Player - Change color of (Triggering player) to Light Blue , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 17)) Equal to dark green
Then - Actions
Player - Change color of (Triggering player) to Dark Green , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 12)) Equal to brown
Then - Actions
Player - Change color of (Triggering player) to Brown , Changing color of existing units
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 8, 12)) Equal to black
Then - Actions
Player - Change color of (Triggering player) to Maroon , Changing color of existing units
Else - Actions
Footman
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Footman Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00E (Unexpected type: 'techcode')
Then - Actions
Player - Make Footman Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhde (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00F (Unexpected type: 'techcode')
Then - Actions
Player - Make Defender Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhde (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00G (Unexpected type: 'techcode')
Then - Actions
Player - Make Brawler Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R000 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Crossbow
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Crossbow Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00J (Unexpected type: 'techcode')
Then - Actions
Player - Make Crossbowyer Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R007 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00M (Unexpected type: 'techcode')
Then - Actions
Player - Make Axe-serker Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00A (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Player - Set the max research level of Rhri (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00N (Unexpected type: 'techcode')
Then - Actions
Player - Make Archer Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R008 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Player - Set the max research level of R006 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Knight
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Knight Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00O (Unexpected type: 'techcode')
Then - Actions
Player - Make Knight Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhan (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00P (Unexpected type: 'techcode')
Then - Actions
Player - Make Holy Knights Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhan (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Player - Set the max research level of R005 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00Q (Unexpected type: 'techcode')
Then - Actions
Player - Make Executioner Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R009 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Seige
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00R (Unexpected type: 'techcode')
Then - Actions
Player - Make Catapult Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00B (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00S (Unexpected type: 'techcode')
Then - Actions
Player - Make Cannon Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhfs (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00T (Unexpected type: 'techcode')
Then - Actions
Player - Make Battering Ram Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00K (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Spellcaster
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Spellcaster Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00U (Unexpected type: 'techcode')
Then - Actions
Player - Make Arcanist Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of Rhst (Unexpected type: 'techcode') to 3 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00V (Unexpected type: 'techcode')
Then - Actions
Player - Make Pyromancer Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00C (Unexpected type: 'techcode') to 3 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00W (Unexpected type: 'techcode')
Then - Actions
Player - Make Cryomancer Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00D (Unexpected type: 'techcode') to 3 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00X (Unexpected type: 'techcode')
Then - Actions
Player - Make Necromancer (Imperial) Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00I (Unexpected type: 'techcode') to 3 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R00Y (Unexpected type: 'techcode')
Then - Actions
Player - Make Conjurer Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00L (Unexpected type: 'techcode') to 3 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
SpellCastSelect[(Player number of (Owner of (Triggering unit)))] Equal to 0
Then - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Player - Set the max research level of R00U (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00V (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00W (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00X (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Player - Set the max research level of R00Y (Unexpected type: 'techcode') to 0 for (Owner of (Triggering unit))
Else - Actions
Set Variable Set SpellCastSelect[(Player number of (Owner of (Triggering unit)))] = (SpellCastSelect[(Player number of (Owner of (Triggering unit)))] - 1)
Golem
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Golem Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R011 (Unexpected type: 'techcode')
Then - Actions
Player - Make Battle Golem Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00H (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R012 (Unexpected type: 'techcode')
Then - Actions
Player - Make Bronze Golem Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R00Z (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R013 (Unexpected type: 'techcode')
Then - Actions
Player - Make Steam Golem Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R010 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
Air Force
Events
Unit - A unit Finishes research
Conditions
(Unit-type of (Triggering unit)) Equal to Air Force Selector
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R017 (Unexpected type: 'techcode')
Then - Actions
Player - Make Gryphon Knight (Ground) Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R014 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R018 (Unexpected type: 'techcode')
Then - Actions
Player - Make Pegasus Rider Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R015 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Researched tech-type) Equal to R019 (Unexpected type: 'techcode')
Then - Actions
Player - Make Imperial Airship Available for training/construction by (Owner of (Triggering unit))
Player - Set the max research level of R016 (Unexpected type: 'techcode') to 1 for (Owner of (Triggering unit))
Else - Actions
Unit - Replace (Triggering unit) with a Chicken using The new unit's max life and mana
PaladinAuraLevel
Events
Unit - A unit Learns a skill
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
(Learned Hero Skill) Equal to Paladin's Auras
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 0
Then - Actions
Set Variable Set PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] = "1"
Unit - Add Devotion Aura (Paladin's Auras Level 1) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
Set Variable Set PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] = "2"
Unit - Remove Devotion Aura (Paladin's Auras Level 1) from (Triggering unit)
Unit - Remove Justice Aura (Level 1) from (Triggering unit)
Unit - Remove Retribution Aura (Level 1) from (Triggering unit)
Unit - Add Devotion Aura (Paladin's Auras Level 2) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
Set Variable Set PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] = "3"
Unit - Remove Devotion Aura (Paladin's Auras Level 2) from (Triggering unit)
Unit - Remove Justice Aura (Level 2) from (Triggering unit)
Unit - Remove Retribution Aura (Level 2) from (Triggering unit)
Unit - Add Devotion Aura (Paladin's Auras Level 3) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
PaladinAuraSelect
Events
Unit - A unit Finishes casting an ability
Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
(Ability being cast) Equal to Paladin's Auras
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
Unit - Remove Devotion Aura (Paladin's Auras Level 1) from (Triggering unit)
Unit - Add Justice Aura (Level 1) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "2"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
Unit - Remove Justice Aura (Level 1) from (Triggering unit)
Unit - Add Retribution Aura (Level 1) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "3"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 3
Then - Actions
Unit - Remove Retribution Aura (Level 1) from (Triggering unit)
Unit - Add Devotion Aura (Paladin's Auras Level 1) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
Unit - Remove Devotion Aura (Paladin's Auras Level 2) from (Triggering unit)
Unit - Add Justice Aura (Level 2) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "2"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
Unit - Remove Justice Aura (Level 2) from (Triggering unit)
Unit - Add Retribution Aura (Level 2) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "3"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 3
Then - Actions
Unit - Remove Retribution Aura (Level 2) from (Triggering unit)
Unit - Add Devotion Aura (Paladin's Auras Level 2) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraLevel[(Player number of (Owner of (Triggering unit)))] Equal to 3
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 1
Then - Actions
Unit - Remove Devotion Aura (Paladin's Auras Level 3) from (Triggering unit)
Unit - Add Justice Aura (Level 3) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "2"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 2
Then - Actions
Unit - Remove Justice Aura (Level 3) from (Triggering unit)
Unit - Add Retribution Aura (Level 3) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "3"
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] Equal to 3
Then - Actions
Unit - Remove Retribution Aura (Level 3) from (Triggering unit)
Unit - Add Devotion Aura (Paladin's Auras Level 3) to (Triggering unit)
Set Variable Set PaladinAuraSelect[(Player number of (Owner of (Triggering unit)))] = "1"
Else - Actions
Else - Actions
Random Tome
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Random Tome
Actions
Set Variable Set RandomTomeRoll = (Random integer number between 1 and 10)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
RandomTomeRoll Equal to 1
RandomTomeRoll Equal to 4
RandomTomeRoll Equal to 7
Then - Actions
Item - Create Tome of Strength at (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
RandomTomeRoll Equal to 2
RandomTomeRoll Equal to 5
RandomTomeRoll Equal to 8
Then - Actions
Item - Create Tome of Agility at (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
RandomTomeRoll Equal to 3
RandomTomeRoll Equal to 6
RandomTomeRoll Equal to 9
Then - Actions
Item - Create Tome of Intelligence at (Position of (Triggering unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
RandomTomeRoll Equal to 10
Then - Actions
Item - Create Tome of Experience at (Position of (Triggering unit))
Else - Actions
P1 Wolf
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 1 (Red) at (Position of (Trained unit)) facing Default building facing degrees
P2 Wolf
Events
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 2 (Blue) at (Position of (Trained unit)) facing Default building facing degrees
P3 Wolf
Events
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 3 (Teal) at (Position of (Trained unit)) facing Default building facing degrees
P4 Wolf
Events
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 4 (Purple) at (Position of (Trained unit)) facing Default building facing degrees
P5 Wolf
Events
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 5 (Yellow) at (Position of (Trained unit)) facing Default building facing degrees
P6 Wolf
Events
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 6 (Orange) at (Position of (Trained unit)) facing Default building facing degrees
P7 Wolf
Events
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 7 (Green) at (Position of (Trained unit)) facing Default building facing degrees
P8 Wolf
Events
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks
(Unit-type of (Trained unit)) Equal to Archer
Actions
Unit - Create 1 . Hunting Dog for Player 8 (Pink) at (Position of (Trained unit)) facing Default building facing degrees
Generator
Events
Unit - Power Generator 0445 <gen> Dies
Unit - Power Generator 0444 <gen> Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
DirtKingGen Equal to 0
Then - Actions
Destructible - Kill ForceWall 0727 <gen>
Quest - Display to (All players) the Warning message: (|c00640000NOTICE:|r + A all generator have been destoryed! The barrier is down!)
Wait 5.00 seconds
Cinematic - Send transmission to (All players) from Bandit Overlord 0006 <gen> named King Barniok : Play No sound and display The imperial bastards have destroyed the barrier! Protect me at all costs! . Modify duration: Add 0 seconds and Wait
Else - Actions
Set Variable Set DirtKingGen = (DirtKingGen - 1)
Quest - Display to (All players) the Warning message: (|c00640000NOTICE:|r + A generator has been destoryed!)
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