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Triggers
Island Survivors.w3x
Variables
Initialization
Melee Initialization
Difficulty Easy
Difficulty Normal
Difficulty Hard
Game over p1
Game over p2
Game over p3
Victory P1
Victory P2
Victory P3
P1 Off
P2 Off
P3 Off
Floating Box Remove
Well Remove
Hunger Strike 1
Hunger Strike 2
Remove Mushroom
Use Item
Fish
Fish Pen 1
Fish Pen 2
Fish Pen 3
Sick
Survivor Lvlup
Shark Patrol
Shark Player kill
Cave
Learn Able Skills
Fire Pit
Hut
Well
Dig
Ingame Tips
Quest Tips
Hidden Treasure
Treasure On
Treasure Off
Dig Effect Treasure
Dig Effect 1
Dig Effect 2
Dig Effect 3
Weather Central
Weather start move
Weather unit move
Fire pit Wet Effect 1
Fire pit Wet Effect 2
Fire pit Relight
Wet Fire Pet Item Remove
Recipes
Axe
Pointed Rock
Spear
Cook Bird
Cook Crab
Cook Fish
Cook Seal
Extract Water
Remain Bottle
Crafting Skills
Stick
Flat Rock
Pirates
Pirate Frigate Patrol
Pirate Visit 1
Pirate Visit 2
Pirate Visit 3
Pirate Visit 4
Pirate Visit 5
Pirate Visit 6
Pirate arrive 1 E
Pirate arrive 1 N
Pirate arrive 1 H
Pirate arrive 2 E
Pirate arrive 2 N
Pirate arrive 2 H
Pirate arrive 3 E
Pirate arrive 3 N
Pirate arrive 3 H
Pirate arrive 4 E
Pirate arrive 4 N
Pirate arrive 4 H
Pirate arrive 5 E
Pirate arrive 5 N
Pirate arrive 5 H
Pirate arrive 6 E
Pirate arrive 6 N
Pirate arrive 6 H
Pirate path 1
Pirate path 2
Pirate path 3
Pirate path 4
Heavy treasure effect
Treasure Victory
Pirate Leader Death
Pirate Change
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
Well
unitcode
No
h003
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Game - Set the time of day to 5.30
Game - Set time of day speed to 100.00 % of the default speed
Unit - Hide Sick Unit 0085 <gen>
Unit - Pause Sick Unit 0085 <gen>
Environment - Set sky to Fogged Sky
Trigger - Turn off Pirate_Change <gen>
Unit - Pause all units
Game - Display to (All players) the text: Player 1 Select Game Difficulty:enter: -easy, -normal, -hard
Difficulty Easy
Events
Player - Player 1 (Red) types a chat message containing -easy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Difficulty_Easy <gen>
Trigger - Turn off Difficulty_Normal <gen>
Trigger - Turn off Difficulty_Hard <gen>
Wait 2 seconds
Hero - Set Pirate Captain 0086 <gen> Hero-level to 2 , Hide level-up graphics
Unit - Unpause all units
Trigger - Turn off Pirate_arrive_1_N <gen>
Trigger - Turn off Pirate_arrive_1_H <gen>
Trigger - Turn off Pirate_arrive_2_N <gen>
Trigger - Turn off Pirate_arrive_2_H <gen>
Trigger - Turn off Pirate_arrive_3_N <gen>
Trigger - Turn off Pirate_arrive_3_H <gen>
Trigger - Turn off Pirate_arrive_4_N <gen>
Trigger - Turn off Pirate_arrive_4_H <gen>
Trigger - Turn off Pirate_arrive_5_N <gen>
Trigger - Turn off Pirate_arrive_5_H <gen>
Trigger - Turn off Pirate_arrive_6_N <gen>
Trigger - Turn off Pirate_arrive_6_H <gen>
Difficulty Normal
Events
Player - Player 1 (Red) types a chat message containing -easy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Difficulty_Easy <gen>
Trigger - Turn off Difficulty_Normal <gen>
Trigger - Turn off Difficulty_Hard <gen>
Wait 2 seconds
Hero - Set Pirate Captain 0086 <gen> Hero-level to 4 , Hide level-up graphics
Unit - Unpause all units
Trigger - Turn off Pirate_arrive_1_E <gen>
Trigger - Turn off Pirate_arrive_1_H <gen>
Trigger - Turn off Pirate_arrive_2_E <gen>
Trigger - Turn off Pirate_arrive_2_H <gen>
Trigger - Turn off Pirate_arrive_3_E <gen>
Trigger - Turn off Pirate_arrive_3_H <gen>
Trigger - Turn off Pirate_arrive_4_E <gen>
Trigger - Turn off Pirate_arrive_4_H <gen>
Trigger - Turn off Pirate_arrive_5_E <gen>
Trigger - Turn off Pirate_arrive_5_H <gen>
Trigger - Turn off Pirate_arrive_6_E <gen>
Trigger - Turn off Pirate_arrive_6_H <gen>
Difficulty Hard
Events
Player - Player 1 (Red) types a chat message containing -easy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Difficulty_Easy <gen>
Trigger - Turn off Difficulty_Normal <gen>
Trigger - Turn off Difficulty_Hard <gen>
Wait 2 seconds
Hero - Set Pirate Captain 0086 <gen> Hero-level to 6 , Hide level-up graphics
Unit - Unpause all units
Trigger - Turn off Pirate_arrive_1_E <gen>
Trigger - Turn off Pirate_arrive_1_N <gen>
Trigger - Turn off Pirate_arrive_2_E <gen>
Trigger - Turn off Pirate_arrive_2_N <gen>
Trigger - Turn off Pirate_arrive_3_E <gen>
Trigger - Turn off Pirate_arrive_3_N <gen>
Trigger - Turn off Pirate_arrive_4_E <gen>
Trigger - Turn off Pirate_arrive_4_N <gen>
Trigger - Turn off Pirate_arrive_5_E <gen>
Trigger - Turn off Pirate_arrive_5_N <gen>
Trigger - Turn off Pirate_arrive_6_E <gen>
Trigger - Turn off Pirate_arrive_6_N <gen>
Default melee game initialization for all players
Game over p1
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Survivor 0011 <gen>
Actions
Wait 5.00 seconds
Game - Defeat Player 1 (Red) with the message: You died!! Please proceed to heaven.
Default melee game initialization for all players
Game over p2
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Survivor 0010 <gen>
Actions
Wait 5.00 seconds
Game - Defeat Player 2 (Blue) with the message: You died!! Please proceed to heaven.
Default melee game initialization for all players
Game over p3
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Survivor 0009 <gen>
Actions
Wait 5.00 seconds
Game - Defeat Player 3 (Teal) with the message: You died!! Please proceed to heaven.
Default melee game initialization for all players
Victory P1
Events
Unit - A unit enters Victory <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Small Ship
(Survivor 0011 <gen> is loaded into (Entering unit).) Equal to True
Actions
Game - Display to Player Group - Player 1 (Red) the text: Congratulation!!! You've survived and escaped the island.
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Default melee game initialization for all players
Victory P2
Events
Unit - A unit enters Victory <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Small Ship
(Survivor 0010 <gen> is loaded into (Entering unit).) Equal to True
Actions
Game - Display to Player Group - Player 2 (Blue) the text: Congratulation!!! You've survived and escaped the island.
Wait 10.00 seconds
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Default melee game initialization for all players
Victory P3
Events
Unit - A unit enters Victory <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Small Ship
(Survivor 0009 <gen> is loaded into (Entering unit).) Equal to True
Actions
Game - Display to Player Group - Player 3 (Teal) the text: Congratulation!!! You've survived and escaped the island.
Wait 10.00 seconds
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Default melee game initialization for all players
P1 Off
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Or - Any (Conditions) are true
Conditions
(Player 1 (Red) slot status) Equal to Is unused
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Remove Survivor 0011 <gen> from the game
Unit - Remove Hunger Unit 0013 <gen> from the game
Trigger - Turn off Game_over_p1 <gen>
Trigger - Turn off Victory_P1 <gen>
Default melee game initialization for all players
P2 Off
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Or - Any (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Equal to Is unused
(Player 2 (Blue) controller) Equal to Computer
Actions
Unit - Remove Survivor 0010 <gen> from the game
Unit - Remove Hunger Unit 0014 <gen> from the game
Trigger - Turn off Game_over_p2 <gen>
Trigger - Turn off Victory_P2 <gen>
Default melee game initialization for all players
P3 Off
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Or - Any (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
(Player 3 (Teal) controller) Equal to Computer
Actions
Unit - Remove Survivor 0009 <gen> from the game
Unit - Remove Hunger Unit 0015 <gen> from the game
Trigger - Turn off Game_over_p3 <gen>
Trigger - Turn off Victory_P3 <gen>
Floating Box Remove
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Floating Box
Actions
Wait 0.50 seconds
Unit - Remove (Dying unit) from the game
Well Remove
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Well
Actions
Wait 0.50 seconds
Unit - Remove (Dying unit) from the game
Hunger Strike 1
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit - Order Hunger Unit 0013 <gen> to Attack . Survivor 0011 <gen>
Unit - Order Hunger Unit 0014 <gen> to Attack . Survivor 0010 <gen>
Unit - Order Hunger Unit 0015 <gen> to Attack . Survivor 0009 <gen>
Hunger Strike 2
Events
Time - Every 58.00 seconds of game time
Conditions
Actions
Unit - Move Hunger Unit 0013 <gen> instantly to (Position of Survivor 0011 <gen>)
Unit - Move Hunger Unit 0014 <gen> instantly to (Position of Survivor 0010 <gen>)
Unit - Move Hunger Unit 0015 <gen> instantly to (Position of Survivor 0009 <gen>)
Wait 1.00 seconds
Unit - Order Hunger Unit 0013 <gen> to Attack . Survivor 0011 <gen>
Unit - Order Hunger Unit 0014 <gen> to Attack . Survivor 0010 <gen>
Unit - Order Hunger Unit 0015 <gen> to Attack . Survivor 0009 <gen>
Remove Mushroom
Events
Destructible - A destructible within Island <gen> dies
Conditions
(Destructible-type of (Dying destructible)) Equal to B004 (Unexpected type: 'destructablecode')
Actions
Wait 0.30 seconds
Destructible - Remove (Dying destructible)
Use Item
Events
Unit - A unit Uses an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Survivor
Actions
Animation - Play (Hero manipulating item) 's attack animation
Fish
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fish
Actions
Item - Create Raw Fish at (Position of (Dying unit))
Wait 0.10 seconds
Unit - Remove (Dying unit) from the game
Fish Pen 1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fish Pen
Actions
Item - Create Raw Fish at (Position of (Dying unit))
Wait 0.10 seconds
Unit - Remove (Dying unit) from the game
Fish Pen 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fish Pen
(Random integer number between 1 and 100) Less than or equal to 75
Actions
Item - Create Raw Fish at (Position of (Dying unit))
Fish Pen 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fish Pen
(Random integer number between 1 and 100) Less than or equal to 50
Actions
Item - Create Raw Fish at (Position of (Dying unit))
Sick
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Edible Mushroom?
Actions
Unit - Move Sick Unit 0085 <gen> instantly to (Position of (Hero manipulating item))
Unit - Unhide Sick Unit 0085 <gen>
Unit - Unpause Sick Unit 0085 <gen>
Unit - Order Sick Unit 0085 <gen> to Attack . (Hero manipulating item)
Wait 1.00 seconds
Unit - Hide Sick Unit 0085 <gen>
Unit - Pause Sick Unit 0085 <gen>
Survivor Lvlup
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Survivor
(Unit-type of (Killing unit)) Equal to Survivor
Actions
Item - Create Tome of Power at (Position of (Dying unit))
Hero - Give (Last created item) to (Killing unit)
Shark Patrol
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in Sharkbay <gen>) to Patrol To . (Random point in Sharkbay <gen>)
Shark Player kill
Events
Unit - A unit Dies
Conditions
(Unit-type of (Killing unit)) Equal to Shark
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Dying unit) using Objects\Spawnmodels\Human\HumanLargeDeathExplode\HumanLargeDeathExplode.mdl
Cave
Events
Unit - A unit enters Cave <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Survivor
Actions
Game - Display to (All players) the text: There's a cave. It may be low tide now but it's fooled inside. It's no use yet.
Trigger - Turn off (This trigger)
Fire Pit
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Fire Pit
Actions
Unit - Add Inventory 1 (Hero) to (Constructed structure)
Unit - Add Cook to (Constructed structure)
Unit - Add Relight to (Constructed structure)
Hut
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Hut
Actions
Unit - Add Inventory (Hero) to (Constructed structure)
Well
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Well
Actions
Unit - Add Inventory (Hero) to (Constructed structure)
Dig
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 4 (Purple)
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: A pirate has been killed! You've learned that a hidden treasure is somewhere in this island. Because of this, you also learned a new ability: "Dig"
Unit - Add Dig to Survivor 0011 <gen>
Unit - Add Dig to Survivor 0010 <gen>
Unit - Add Dig to Survivor 0009 <gen>
Quest Tips
Events
Time - Elapsed game time is 7.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Check the Quest Dialog for survival tips.
Quest - Flash the quest dialog button
Quest - Create a Required quest titled Survival Tips with the description These tips are somehow related to real life.1. Gather everything that you can Debris from your boat, bits of wood and other bits of what you think is general junk. Gather food to eat also.2. Gather all survivors There is safety and comfort in numbers.3. Tell everyone to put all of their belongings in a pile with your things.4. Elect people to search for food, build shelter or to do other chores.5. Never drink sea water. For every drop of sea water you drink, you need to drink 3 times that amount in pure water. Build a well.6. When your foraging friends come back, inspect what you have.7. Create a Fire Pit. It is use to cook food with bundles of lumber and a raw meat. Fire Pits become useless when wet by the rain. Remember that!8. Leaving the island. Gather large amount of food and lumber. And build a shipyard to obtain tiny ships for escaping the island.9. Avoid conflicts. Life is short so don't waste it. beware of pirates and run away from sharks. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Treasure On
Events
Unit - A unit enters X <gen>
Conditions
Actions
Trigger - Turn on Dig_Effect_Treasure <gen>
Treasure Off
Events
Unit - A unit leaves X <gen>
Conditions
Actions
Trigger - Turn off Dig_Effect_Treasure <gen>
Dig Effect Treasure
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dig
Actions
Wait 1.00 seconds
Item - Create Pirates' Treasure at (Position of (Casting unit))
Game - Display to (All players) the text: Hidden treasure found!!!
Dig Effect 1
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dig
(Random integer number between 1 and 100) Less than or equal to 20
Actions
Wait 1.00 seconds
Item - Create Pointed Rock at (Position of (Casting unit))
Dig Effect 2
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dig
(Random integer number between 1 and 100) Less than or equal to 30
Actions
Wait 1.00 seconds
Item - Create Rock at (Position of (Casting unit))
Dig Effect 3
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Dig
(Random integer number between 1 and 100) Less than or equal to 40
Actions
Wait 1.00 seconds
Item - Create Rock at (Position of (Casting unit))
Weather start move
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit - Order Weather Unit 0098 <gen> to Patrol To . (Random point in Island <gen>)
Unit - Order Weather Unit 0099 <gen> to Patrol To . (Random point in Island <gen>)
Weather unit move
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Move Weather Unit 0099 <gen> instantly to (Random point in Island <gen>)
Unit - Move Weather Unit 0098 <gen> instantly to (Random point in Island <gen>)
Fire pit Wet Effect 1
Events
Unit - A unit comes within 800.00 of Weather Unit 0098 <gen>
Unit - A unit comes within 800.00 of Weather Unit 0099 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Fire Pit
Actions
Hero - Drop the item from slot 1 of (Triggering unit) .
Wait 0.10 seconds
Hero - Create Wet Fire Pit and give it to (Triggering unit)
Fire pit Wet Effect 2
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Fire Pit
((Hero manipulating item) has an item of type Wet Fire Pit) Equal to True
Actions
Animation - Play (Triggering unit) 's death animation
Fire pit Relight
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Relight
((Casting unit) has an item of type Wet Fire Pit) Equal to True
((Owner of (Casting unit)) Current lumber) Greater than 2
Then - Actions
Player - Add -3 to (Owner of (Casting unit)) . Current lumber
Item - Remove (Item carried by (Casting unit) of type Wet Fire Pit)
Animation - Reset (Casting unit) 's animation
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Else - Actions
Do nothing
Wet Fire Pet Item Remove
Events
Unit - A unit Loses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wet Fire Pit
Actions
Item - Remove (Item being manipulated)
Axe
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Hut
((Hero manipulating item) has an item of type Flat Rock) Equal to True
((Hero manipulating item) has an item of type Stick) Equal to True
Actions
Item - Create Axe at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Flat Rock)
Item - Remove (Item carried by (Hero manipulating item) of type Stick)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Pointed Rock
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Hut
((Hero manipulating item) has an item of type Rock) Equal to True
Actions
Item - Create Pointed Rock at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Rock)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Spear
Events
Unit - A unit Acquires an item
Conditions
(Unit-type of (Hero manipulating item)) Equal to Hut
((Hero manipulating item) has an item of type Pointed Rock) Equal to True
((Hero manipulating item) has an item of type Stick) Equal to True
Actions
Item - Create Spear at (Position of (Hero manipulating item))
Item - Remove (Item carried by (Hero manipulating item) of type Pointed Rock)
Item - Remove (Item carried by (Hero manipulating item) of type Stick)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Hero manipulating item) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Cook Bird
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Cook
((Owner of (Casting unit)) Current lumber) Greater than 2
((Casting unit) has an item of type Raw Bird Meat) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Player - Add -3 to (Owner of (Casting unit)) . Current lumber
Item - Create Grilled Bird at (Position of (Casting unit))
Item - Remove (Item carried by (Casting unit) of type Raw Bird Meat)
Else - Actions
Do nothing
Cook Crab
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Cook
((Owner of (Casting unit)) Current lumber) Greater than 2
((Casting unit) has an item of type Crab) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Player - Add -3 to (Owner of (Casting unit)) . Current lumber
Item - Create Cooked Crab Meat at (Position of (Casting unit))
Item - Remove (Item carried by (Casting unit) of type Crab)
Else - Actions
Do nothing
Cook Fish
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Cook
((Owner of (Casting unit)) Current lumber) Greater than 2
((Casting unit) has an item of type Raw Fish) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Player - Add -3 to (Owner of (Casting unit)) . Current lumber
Item - Create Grilled Fish at (Position of (Casting unit))
Item - Remove (Item carried by (Casting unit) of type Raw Fish)
Else - Actions
Do nothing
Cook Seal
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Cook
((Owner of (Casting unit)) Current lumber) Greater than 2
((Casting unit) has an item of type Raw Seal Meat) Equal to True
Then - Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Other\Incinerate\FireLordDeathExplode.mdl
Player - Add -3 to (Owner of (Casting unit)) . Current lumber
Item - Create Cooked Seal Meat at (Position of (Casting unit))
Item - Remove (Item carried by (Casting unit) of type Raw Seal Meat)
Else - Actions
Do nothing
Extract Water
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Extract Water
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Casting unit) has an item of type Empty Bottle) Equal to True
Then - Actions
Item - Remove (Item carried by (Casting unit) of type Empty Bottle)
Hero - Create Bottled Water and give it to (Casting unit)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Casting unit) using Abilities\Spells\Items\AIma\AImaTarget.mdl
Else - Actions
Remain Bottle
Events
Unit - A unit Uses an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bottled Water
Actions
Hero - Create Empty Bottle and give it to (Hero manipulating item)
Stick
Events
Unit - A unit Uses an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Short Hoe
((Owner of (Hero manipulating item)) Current lumber) Greater than 2
Then - Actions
Player - Add -3 to (Owner of (Hero manipulating item)) . Current lumber
Item - Create Stick at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Else - Actions
Do nothing
Flat Rock
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Craft Stone
(Item-type of (Item carried by (Casting unit) in slot 1)) Equal to Rock
Actions
Item - Create Flat Rock at (Position of (Casting unit))
Item - Remove (Item carried by (Casting unit) in slot 1)
Hero - Give (Last created item) to (Casting unit)
Pirate Frigate Patrol
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
Unit - Order Pirate Frigate 0094 <gen> to Patrol To . (Random point in Pirate_Region <gen>)
Unit - Order Pirate Frigate 0095 <gen> to Patrol To . (Random point in Pirate_Region <gen>)
Unit - Order Pirate Frigate 0096 <gen> to Patrol To . (Random point in Pirate_Region <gen>)
Pirate Visit 1
Events
Time - Elapsed game time is 600.00 seconds
Conditions
Actions
Unit - Order Row Boat 0108 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate Visit 2
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Unit - Order Row Boat 0109 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate Visit 3
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Unit - Order Row Boat 0110 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate Visit 4
Events
Time - Elapsed game time is 2400.00 seconds
Conditions
Actions
Unit - Order Row Boat 0117 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate Visit 5
Events
Time - Elapsed game time is 3000.00 seconds
Conditions
Actions
Unit - Order Row Boat 0118 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate Visit 6
Events
Time - Elapsed game time is 3600.00 seconds
Conditions
Actions
Unit - Order Row Boat 0119 <gen> to Move To . (Random point in Pirate_Island_1 <gen>)
Pirate arrive 1 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0108 <gen>
Actions
Game - Display to (All players) the text: It seems something is at shore.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 1 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0108 <gen>
Actions
Game - Display to (All players) the text: It seems something is at shore.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 1 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0108 <gen>
Actions
Game - Display to (All players) the text: It seems something is at shore.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 2 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0109 <gen>
Actions
Game - Display to (All players) the text: I hear foot steps somewhere in this island.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 2 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0109 <gen>
Actions
Game - Display to (All players) the text: I hear foot steps somewhere in this island.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 2 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0109 <gen>
Actions
Game - Display to (All players) the text: I hear foot steps somewhere in this island.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 3 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0110 <gen>
Actions
Game - Display to (All players) the text: I think another group of pirates is here!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 3 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0110 <gen>
Actions
Game - Display to (All players) the text: I think another group of pirates is here!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 3 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0110 <gen>
Actions
Game - Display to (All players) the text: I think another group of pirates is here!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 4 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0117 <gen>
Actions
Game - Display to (All players) the text: I don't think their giving up!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 4 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0117 <gen>
Actions
Game - Display to (All players) the text: I don't think their giving up!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 4 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0117 <gen>
Actions
Game - Display to (All players) the text: I don't think their giving up!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 5 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0118 <gen>
Actions
Game - Display to (All players) the text: Oh ohhh... This is trouble.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 5 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0118 <gen>
Actions
Game - Display to (All players) the text: Oh ohhh... This is trouble.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 5 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0118 <gen>
Actions
Game - Display to (All players) the text: Oh ohhh... This is trouble.
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 6 E
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0119 <gen>
Actions
Game - Display to (All players) the text: Better be ready! An army of pirates is at bay!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 6 N
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0119 <gen>
Actions
Game - Display to (All players) the text: Better be ready! An army of pirates is at bay!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate arrive 6 H
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Entering unit) Equal to Row Boat 0119 <gen>
Actions
Game - Display to (All players) the text: Better be ready! An army of pirates is at bay!!
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Grunt for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Gunner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Pirate Cannoner for (Owner of (Entering unit)) at (Center of Pirate_Island_1 <gen>) facing Default building facing degrees
Pirate path 1
Events
Unit - A unit enters Pirate_Island_1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Unit-type of (Entering unit)) Not equal to Row Boat
Actions
Wait 4.00 seconds
Unit - Order (Entering unit) to Patrol To . (Center of Pirate_Island_2 <gen>)
Pirate path 2
Events
Unit - A unit enters Pirate_Island_2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Wait 4.00 seconds
Unit - Order (Entering unit) to Patrol To . (Center of Pirate_Island_3 <gen>)
Pirate path 3
Events
Unit - A unit enters Pirate_Island_3 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Wait 4.00 seconds
Unit - Order (Entering unit) to Patrol To . (Center of Pirate_Island_4 <gen>)
Pirate path 4
Events
Unit - A unit enters Pirate_Island_4 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Wait 4.00 seconds
Unit - Order (Entering unit) to Patrol To . (Center of Pirate_Island_1 <gen>)
Heavy treasure effect
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pirates' Treasure
((Hero manipulating item) has an item of type Pirates' Treasure) Equal to True
(Unit-type of (Hero manipulating item)) Not equal to Small Ship
Actions
Wait 2.00 seconds
Hero - Drop (Item carried by (Hero manipulating item) of type Pirates' Treasure) from (Hero manipulating item) .
Treasure Victory
Events
Unit - A unit enters Victory <gen>
Conditions
((Entering unit) has an item of type Pirates' Treasure) Equal to True
Actions
Game - Display to (All players) the text: Congratulations!!! You've won the game with the pirates' treasure.Passcode for my next map is: goodbyethirteenThanks for playing.
Pirate Leader Death
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Pirate Captain 0086 <gen>
Actions
Trigger - Turn on Pirate_Change <gen>
Pirate Change
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 4 (Purple)
Actions
Unit - Change ownership of (Attacking unit) to (Owner of (Attacked unit)) and Change color
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