Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
City Of the Dead Official 1.0.w3x
Variables
Initialization
Initialization
Human Alliance Group
Countdown Timer
Gag Heroes
Leaderboard Creation
Leaderboard
Hero Triggers
Remove Pink Garrison
Remove Green Garrison
Hero Creation
Hero Creation 2
Swordsman Death
Ranger Death
Architect Death
Paladin Death
Archmage Death
Axemaster Death
Triage Mage Death
Demon Mage Death
Daedric Prince Death
Marine Death
Sniper Death
Angel Death
Experience Gain Rate
King Kyntha
Front Gate Pally
East Pally
West Pally
Pally General
Lord tharun
Kingdom hero triggers
Pally Deaths
Master AM Death
BM Death
King Death
Lord Tharun Death
Pally General Death
Defeat/Victory
Victory
Defeat
Spawns
Turn On Spawn 5
Spawn 5 Minute
Turn On Spawn 10
Crypt Lord Spawn
Spawn 10 Minute
Spawn 10 Tavern
Turn On Spawn 15
Spawn 15 Minutes
Spawn 15 Garrion East
Spawn 15 Garrison West
Spawn 15 Lumber Mill
Spawn 15 Farmstead A
Spawn 15 Farmstead B
Turn On Spawn 20
King Leoric Spawn
Spawn 20 Minutes
Spawn 20 Minutes MilitaryA
Spawn 20 Minutes MagesA
Turn On Spawn 25
Spawn 25 Minutes
Spawn 25 Minute MilitaryA
Spawn 25 Mages Spawn
Traige Cenetr Spawn Control
Zombie Kills
Zombie City Guard Kills
Zombie Rifleman Kills
Zombie Knight Kills
Zombie Peasant Kills
Zombie Peasant Kills 2
Zombie Priest Kills
Zombie Sorceress Kills
Zombie Captain Kills
Zombie Adguild Swordsman
Zombie Adguild Archer
Zombie Spellguard Kills
ZOmbie Peasant Kills
Dark green AI
Quadrunt 1A
Quadrunt 1A 25 Min
Quadrunt 1B
Quadrunt 1B 25 Min
Quadrunt 1C
Quadrunt 1C 25 Min
Quadrunt 1D
Quadrunt 1D 25 Min
Quadrunt 2A
Quadrunt 2A 25 Min
Quadrunt 2B
Quadrunt 2B 25 Min
Quadrunt 2C
Quadrunt 2C 25 Min
Quadrunt 2D
Quadrunt 2D 25 Min
Quadrunt 3A
Quadrunt 3B
Quadrunt 3C
Quadrunt 3D
Quadrunt 3E
Quadrunt 3F
Quadrunt 4A
Quadrunt 4B
Quadrunt 4C
Cathedral Square
City Points
Triage Center
Tavern
Tavern Spawn
East Garrison
East Garrison Spawn
West Garrison
West Garrison Spawn
Lumber Mill
Lumber Mill Spawn
Farmstead A
Farmstead A Spawn
Farmstead B
Farmstead B Spawn
Priest Lodging
Priest Lodging Spawn
Mages Academy 2
Mages Academy 2 Spawn
Military Academy
Military Academy Spawn
Adventurers Guild
Adventurers Guild Spawn
Player Triggers
Turn off Difficulty Triggers
Extra Life
Hard Mode
Very Hard Mode
Extreme Mode
Kingdom Gold Sharing
Kingdom Gold Sharing Trigger
Red Leaves
Blue Leaves
Teal Leaves
Purple Leaves
Yellow Leaves
Orange leaves
Green Leaves
Pink Leaves
Gray Leaves
Kingdom Unit Upgrades
Wagon Unloaded
Wagon at military academy
Wagon at point 2
Wagon at Castle Kyntha
Tax Horse Spawns
Tax horse at castle
Ping triggers
Ping Healing spots
Ping Important Points
Quest Information
General Information
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
DefenderTeam
force
No
OrcTeam
force
No
PlayerKills
integer
Yes
TimeLeft
timer
No
TimerWindow
timerdialog
No
ZombieTeam
force
No
Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Player - Add 250 to Player 1 (Red) . Current gold
Player - Add 250 to Player 2 (Blue) . Current gold
Player - Add 250 to Player 3 (Teal) . Current gold
Player - Add 250 to Player 4 (Purple) . Current gold
Player - Add 250 to Player 5 (Yellow) . Current gold
Player - Add 250 to Player 6 (Orange) . Current gold
Player - Add 250 to Player 7 (Green) . Current gold
Player - Add 100 to Player 7 (Green) . Current lumber
Player - Add 250 to Player 8 (Pink) . Current gold
Player - Add 100 to Player 8 (Pink) . Current lumber
Player - Add 250 to Player 9 (Gray) . Current gold
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Human Alliance Group
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Player Group - Add Player 1 (Red) to DefenderTeam
Player Group - Add Player 2 (Blue) to DefenderTeam
Player Group - Add Player 3 (Teal) to DefenderTeam
Player Group - Add Player 4 (Purple) to DefenderTeam
Player Group - Add Player 5 (Yellow) to DefenderTeam
Player Group - Add Player 6 (Orange) to DefenderTeam
Player Group - Add Player 7 (Green) to DefenderTeam
Player Group - Add Player 8 (Pink) to DefenderTeam
Player Group - Add Player 9 (Gray) to DefenderTeam
Player Group - Add Player 10 (Light Blue) to DefenderTeam
Player Group - Add Player 11 (Dark Green) to ZombieTeam
Player Group - Add Player 12 (Brown) to OrcTeam
Player Group - Make DefenderTeam treat DefenderTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make DefenderTeam treat OrcTeam as an Enemy
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Player Group - Make OrcTeam treat OrcTeam as an Ally with shared vision
Player Group - Make OrcTeam treat DefenderTeam as an Enemy
Trigger - Turn off (This trigger)
Countdown Timer
Events
Time - Elapsed game time is 0.02 seconds
Conditions
Actions
Wait 5.00 seconds
Cinematic - Turn cinematic mode On for (All players)
Sound - Play Doom .
Cinematic - Send transmission to (All players) from King 0149 <gen> named King Kyntha : Play No sound and display Kyntha is in peril and is in need of its most skilled warriors of its time. Our kingdom is under siege by an undead menace whom wants to slaughter and convert all our countrymen! They have snuck a disease into the city and plan to unleash it. The priests in the castle are looking for a cure, but they need time to study the disease!(Use the spirits near the alter to summon a hero.) . Modify duration: Add 10.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from High Paladin General 0102 <gen> named Paladin General : Play No sound and display Green and Pink have an added function. Other then their heroes, they control one garrison of military equipment each to build armies to fight the undead hordes. Use and defend these bases wisely. (If Green/Pink's heroes die, them and their units join the zombie team) . Modify duration: Add 10.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from Archmaster Mage 0086 <gen> named Archmage Master : Play No sound and display You must protect all the vital areas of the city. If they fall, the people stuck in those areas will be converted to zombies to be used against you! Oh and if you die, you will respawn as a zombie after 30 seconds. . Modify duration: Add 10.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Trigger - Turn on Triage_Center <gen>
Countdown Timer - Create a timer window for TimeLeft with title Time until Cure is Found
Set Variable Set TimerWindow = (Last created timer window)
Countdown Timer - Show TimerWindow
Countdown Timer - Start TimeLeft as a One-shot timer that will expire in 1920.00 seconds
Gag Heroes
Events
Player - Player 1 (Red) types a chat message containing Mehrunes-Dagon is a Daedric Prince (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Altar of Gag Heroes for Neutral Passive at (Center of Gag_Heroes_Spawn <gen>) facing Default building facing degrees
Leaderboard Creation
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Zombies Vanquished
Player Group - Pick every player in DefenderTeam and do (If (((Picked player) controller) Equal to User) then do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0) else do (Show (Last created leaderboard)))
Leaderboard
Events
Unit - A unit Dies
Conditions
((Killing unit) belongs to an ally of Player 10 (Light Blue).) Equal to True
Actions
Set Variable Set PlayerKills[(Player number of (Owner of (Killing unit)))] = (PlayerKills[(Player number of (Owner of (Killing unit)))] + 1)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to PlayerKills[(Player number of (Owner of (Killing unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Remove Pink Garrison
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Town Hall) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Garrison Bunks) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Garrison) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Garrison Lumber Yard) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Peasant) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Garrison Blacksmith) and do (Remove (Picked unit) from the game)
Else - Actions
Do nothing
Remove Green Garrison
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Then - Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Town Hall) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Garrison Bunks) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Garrison) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Garrison Lumber Yard) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Peasant) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Garrison Blacksmith) and do (Remove (Picked unit) from the game)
Else - Actions
Do nothing
Hero Creation
Events
Unit - A unit Sells a unit
Conditions
(Triggering unit) Equal to Altar of Heroes 0148 <gen>
Actions
Unit - Remove (Buying unit) from the game
Hero Creation 2
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Altar of Gag Heroes
Actions
Unit - Remove (Buying unit) from the game
Swordsman Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Swordsman
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Swordsman for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Ranger Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Ranger
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Ranger for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Architect Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Architect
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Arcane Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Guard Tower) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Garrison Bunks) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Garrison) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Barricade) and do (Remove (Picked unit) from the game)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) of type Medical Tent) and do (Remove (Picked unit) from the game)
Unit - Create 1 . Zombie Swordsman for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Paladin Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Swordsman for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Archmage Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Archmage
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Skeleton Lich for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Axemaster Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Crusader
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Knight for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Triage Mage Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Triage Mage
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Mage for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Demon Mage Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Demon Mage
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Mage for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Daedric Prince Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Daedric Prince of Destruction
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Mage for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Marine Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Marine
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Ranger for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Sniper Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Sniper
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Ranger for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Angel Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Angel
Then - Actions
Animation - Change (Triggering unit) 's animation speed to 25.00 % of its original speed
Sound - Play Lich King's Theme .
Wait 15.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Fallen Angel for (Owner of (Triggering unit)) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Player Group - Remove (Owner of (Triggering unit)) from DefenderTeam .
Player Group - Add (Owner of (Triggering unit)) to ZombieTeam
Player Group - Make ZombieTeam treat ZombieTeam as an Ally with shared vision
Player Group - Make DefenderTeam treat ZombieTeam as an Enemy
Player Group - Make ZombieTeam treat DefenderTeam as an Enemy
Else - Actions
Do nothing
Experience Gain Rate
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 150.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 150.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 150.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 150.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 150.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 150.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 150.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 150.00 % experience from future kills
Hero - Make Player 9 (Gray) Heroes gain 150.00 % experience from future kills
Hero - Make Player 10 (Light Blue) Heroes gain 150.00 % experience from future kills
King Kyntha
Events
Unit - A unit leaves Castle_Kyntha_Region <gen>
Conditions
(Triggering unit) Equal to King 0149 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of Castle_Kyntha_Region <gen>)
Front Gate Pally
Events
Unit - A unit leaves Front_Gate_Pally_Region <gen>
Conditions
(Triggering unit) Equal to Paladin 0714 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of Front_Gate_Pally_Region <gen>)
East Pally
Events
Unit - A unit leaves Quadrunt_1D <gen>
Conditions
(Triggering unit) Equal to Paladin 0711 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of East_Forward_Garrison_Spawn <gen>)
West Pally
Events
Unit - A unit leaves Quadrunt_1A <gen>
Conditions
(Triggering unit) Equal to Paladin 0712 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of West_Forward_Garrison_Spawn <gen>)
Pally General
Events
Unit - A unit leaves Quadrunt_3D <gen>
Conditions
(Triggering unit) Equal to High Paladin General 0102 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of Military_Academy_Spawn <gen>)
Lord tharun
Events
Unit - A unit leaves Quadrunt_2D <gen>
Conditions
(Triggering unit) Equal to Adventurer's Guild Leader 0295 <gen>
Actions
Unit - Move (Triggering unit) instantly to (Center of AdGuild_Spawn <gen>)
Pally Deaths
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Paladin
Then - Actions
Wait 30.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Swordsman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
Master AM Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Archmaster Mage
Then - Actions
Wait 30.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Mage for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
BM Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Demon Mage
Then - Actions
Wait 30.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Mage for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
King Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to King
Then - Actions
Wait 30.00 seconds
Unit - Create 1 . Zombie Swordsman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Else - Actions
Do nothing
Lord Tharun Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Adventurer's Guild Leader
Then - Actions
Wait 30.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Guildlord for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
Pally General Death
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to High Paladin General
Then - Actions
Wait 30.00 seconds
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Zombie Swordsman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Do nothing
Victory
Events
Time - TimeLeft expires
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from a Player 10 (Light Blue) . Priest Student named Priest Researcher at (Center of (Playable map area)) : Play No sound and display Your Lordship, we have a cure, and we are ready to distribute it through the city. . Modify duration: Add 15.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from a Player 10 (Light Blue) . King named King Kyntha at (Center of (Playable map area)) : Play No sound and display Excellent work Priest. We can finally end this nightmare. Distribute the cure immedietly, and clean the streets of the dead. . Modify duration: Add 15.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Defeat
Events
Unit - Castle Kyntha 0141 <gen> Dies
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from (Attacking unit) named King Kyntha : Play No sound and display Braaaaaains...... We want more Braaaaaaaiiins! . Modify duration: Add 15.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Send transmission to (All players) from Medivh 0626 <gen> named Medivh : Play No sound and display And so, yet another human kingdom falls to the plagues of the scourge. How many more have to die before we can finally be rid of these abominations? . Modify duration: Add 15.00 seconds and Wait
Wait 10.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Defeat Player 1 (Red) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 2 (Blue) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 3 (Teal) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 4 (Purple) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 5 (Yellow) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 6 (Orange) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 7 (Green) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 8 (Pink) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Game - Defeat Player 9 (Gray) with the message: The Capitol city has fallen to the undead hordes and will soon consume the entire kingdom!
Turn On Spawn 5
Events
Time - Elapsed game time is 420.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_5_Minute <gen>
Spawn 5 Minute
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Stalker for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit - Create 4 . Greater Zombie for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Turn On Spawn 10
Events
Time - Elapsed game time is 720.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_10_Minute <gen>
Trigger - Turn on Spawn_10_Tavern <gen>
Trigger - Turn off Triage_Center <gen>
Trigger - Turn off Tavern_Spawn <gen>
Crypt Lord Spawn
Events
Time - Elapsed game time is 720.00 seconds
Conditions
Actions
Unit - Create 1 . Crypt Lord for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Spawn 10 Minute
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Abomination for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit - Create 4 . Greater Necromancer for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 10 Tavern
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Tavern 0002 <gen> is alive) Equal to True
(Owner of Tavern 0002 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 3 . Greater Zombie for Player 11 (Dark Green) at (Center of Tavern_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Tavern_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Turn On Spawn 15
Events
Time - Elapsed game time is 1020.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_15_Minutes <gen>
Trigger - Turn on Spawn_15_Garrion_East <gen>
Trigger - Turn on Spawn_15_Garrison_West <gen>
Trigger - Turn on Spawn_15_Lumber_Mill <gen>
Trigger - Turn on Spawn_15_Farmstead_A <gen>
Trigger - Turn on Spawn_15_Farmstead_B <gen>
Trigger - Turn off Tavern_Spawn <gen>
Trigger - Turn off Farmstead_A_Spawn <gen>
Trigger - Turn off Farmstead_B_Spawn <gen>
Spawn 15 Minutes
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 4 . Mutant Zombie for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Hunter for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 15 Garrion East
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Garrison 0029 <gen> is alive) Equal to True
(Owner of City Garrison 0029 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 4 . Greater Zombie for Player 11 (Dark Green) at (Center of East_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Mutant Zombie for Player 11 (Dark Green) at (Center of East_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in East_Forward_Garrison_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 15 Garrison West
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Garrison 0003 <gen> is alive) Equal to True
(Owner of City Garrison 0003 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 4 . Greater Zombie for Player 11 (Dark Green) at (Center of West_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Mutant Zombie for Player 11 (Dark Green) at (Center of West_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in West_Forward_Garrison_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 15 Lumber Mill
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Lumber Mill 0168 <gen> is alive) Equal to True
(Owner of Lumber Mill 0168 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Ressurecter for Player 11 (Dark Green) at (Center of Lumber_Mill_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Skeletal Peasant for Player 11 (Dark Green) at (Center of Lumber_Mill_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Lumber_Mill_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 15 Farmstead A
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Farmstead 0166 <gen> is alive) Equal to True
(Owner of Farmstead 0166 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Skeletal Peasant for Player 11 (Dark Green) at (Center of Farmhouse_A_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Farmhouse_A_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 15 Farmstead B
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Farmstead 0167 <gen> is alive) Equal to True
(Owner of Farmstead 0167 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Skeletal Peasant for Player 11 (Dark Green) at (Center of Farmhouse_B_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Farmhouse_B_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Turn On Spawn 20
Events
Time - Elapsed game time is 1320.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_20_Minutes <gen>
Trigger - Turn on Spawn_20_Minutes_MilitaryA <gen>
Trigger - Turn on Spawn_20_Minutes_MagesA <gen>
King Leoric Spawn
Events
Time - Elapsed game time is 1320.00 seconds
Conditions
Actions
Unit - Create 1 . Skeleton King for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Spawn 20 Minutes
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Hunter for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Greater Abomination for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 20 Minutes MilitaryA
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Imperial Military Academy 0095 <gen> is alive) Equal to True
(Owner of Imperial Military Academy 0095 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Hunter for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Abomination for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Military_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 20 Minutes MagesA
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mages Academy 0055 <gen> is alive) Equal to True
(Owner of Mages Academy 0055 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Greater Necromancer for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Ressurecter for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Mages_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Turn On Spawn 25
Events
Time - Elapsed game time is 1620.00 seconds
Conditions
Actions
Trigger - Turn on Spawn_25_Minutes <gen>
Trigger - Turn on Spawn_25_Minute_MilitaryA <gen>
Trigger - Turn on Spawn_25_Mages_Spawn <gen>
Trigger - Turn on Quadrunt_1A_25_Min <gen>
Trigger - Turn on Quadrunt_1B_25_Min <gen>
Trigger - Turn on Quadrunt_1C_25_Min <gen>
Trigger - Turn on Quadrunt_1D_25_Min <gen>
Trigger - Turn on Quadrunt_2A_25_Min <gen>
Trigger - Turn on Quadrunt_2B_25_Min <gen>
Trigger - Turn on Quadrunt_2C_25_Min <gen>
Trigger - Turn on Quadrunt_2D_25_Min <gen>
Trigger - Turn off Quadrunt_1A <gen>
Trigger - Turn off Quadrunt_1B <gen>
Trigger - Turn off Quadrunt_1C <gen>
Trigger - Turn off Quadrunt_1D <gen>
Trigger - Turn off Quadrunt_2A <gen>
Trigger - Turn off Quadrunt_2B <gen>
Trigger - Turn off Quadrunt_2C <gen>
Trigger - Turn off Quadrunt_2D <gen>
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Zombie) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Spawn 25 Minutes
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Walker for Player 11 (Dark Green) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Flesh Lord for Player 11 (Dark Green) at (Center of Orchish_Invasion_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Orchish_Invasion_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 25 Minute MilitaryA
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Imperial Military Academy 0095 <gen> is alive) Equal to True
(Owner of Imperial Military Academy 0095 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 3 . Hunter for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Greater Abomination for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Military_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Spawn 25 Mages Spawn
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mages Academy 0055 <gen> is alive) Equal to True
(Owner of Mages Academy 0055 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 3 . Greater Necromancer for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Mutant Zombie for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Mages_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Traige Cenetr Spawn Control
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in MED_TRG_CNTR <gen> owned by Player 11 (Dark Green))) Greater than or equal to 20
Then - Actions
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen>) and do (Move (Picked unit) instantly to (Random point in Quadrunt_1C <gen>))
Unit Group - Order (Units in Quadrunt_1B <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Else - Actions
Do nothing
Zombie City Guard Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to City Guard
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeletal Footman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Rifleman Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to City Rifleman
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeletal Peasant for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Knight Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Knight
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Greater Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Peasant Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Villager (Male)
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Peasant Kills 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Villager (Female)
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Zombie for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Priest Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Priest Student
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Lesser Necromancer for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Sorceress Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Sorceress Student
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Lesser Necromancer for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Captain Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to City Guard Captain
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeletal Swordsman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Adguild Swordsman
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Adventurer's Guild Swordman
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeletal Swordsman for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Adguild Archer
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Adventurer Guild Archer
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeleton Archer for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Zombie Spellguard Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Spellsword
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Ressurecter for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
ZOmbie Peasant Kills
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Race of (Killing unit)) Equal to Undead
Actions
Unit - Create 1 . Skeletal Peasant for Player 11 (Dark Green) at (Position of (Triggering unit)) facing Default building facing degrees
Quadrunt 1A
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 1A 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_1A <gen>))
Quadrunt 1B
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 1B 25 Min
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 1C
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 1C 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 1D
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1D <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 1D 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_1D <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3D <gen>))
Quadrunt 2A
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 2A 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3A <gen>))
Quadrunt 2B
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 2B 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 2C
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 2C 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 2D
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2D <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 2D 25 Min
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_2D <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3D <gen>))
Quadrunt 3A
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_4A <gen>))
Quadrunt 3B
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3A <gen>))
Quadrunt 3C
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3D <gen>))
Quadrunt 3D
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3D <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_4C <gen>))
Quadrunt 3E
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3E <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 3F
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_3F <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Quadrunt 4A
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_4A <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 4B
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_4B <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Quadrunt 4C
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Quadrunt_4C <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Cathedral Square
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Cathedral_Square <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_1D <gen>))
Triage Center
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Military Triage Center 0001 <gen> is alive) Equal to True
(Owner of City Military Triage Center 0001 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 4 . Zombie for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Greater Zombie for Player 11 (Dark Green) at (Center of MED_TRG_CNTR_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in MED_TRG_CNTR_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
Tavern
Events
Unit - Tavern 0002 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the tavern!
Unit - Change ownership of Tavern 0002 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Tavern Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Tavern 0002 <gen> is alive) Equal to True
(Owner of Tavern 0002 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 3 . Zombie for Player 11 (Dark Green) at (Center of Tavern_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Tavern_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
East Garrison
Events
Unit - City Garrison 0029 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the east garrison!
Unit - Change ownership of City Garrison 0029 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
East Garrison Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Garrison 0029 <gen> is alive) Equal to True
(Owner of City Garrison 0029 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Skeletal Footman for Player 11 (Dark Green) at (Center of East_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in East_Forward_Garrison_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
West Garrison
Events
Unit - City Garrison 0003 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the West Garrison!
Unit - Change ownership of City Garrison 0003 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
West Garrison Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(City Garrison 0003 <gen> is alive) Equal to True
(Owner of City Garrison 0003 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Skeletal Footman for Player 11 (Dark Green) at (Center of West_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in West_Forward_Garrison_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
Lumber Mill
Events
Unit - Lumber Mill 0168 <gen> 's life becomes Less than 250.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the Lumber Mill!
Unit - Change ownership of Lumber Mill 0168 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Lumber Mill Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Lumber Mill 0168 <gen> is alive) Equal to True
(Owner of Lumber Mill 0168 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Skeletal Peasant for Player 11 (Dark Green) at (Center of Lumber_Mill_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Lumber_Mill_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
Farmstead A
Events
Unit - Farmstead 0166 <gen> 's life becomes Less than 250.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost a farm!
Unit - Change ownership of Farmstead 0166 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Farmstead A Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Farmstead 0166 <gen> is alive) Equal to True
(Owner of Farmstead 0166 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Zombie for Player 11 (Dark Green) at (Center of Farmhouse_A_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Lumber_Mill_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
Farmstead B
Events
Unit - Farmstead 0167 <gen> 's life becomes Less than 250.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost a farm!
Unit - Change ownership of Farmstead 0167 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Farmstead B Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Farmstead 0167 <gen> is alive) Equal to True
(Owner of Farmstead 0167 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Zombie for Player 11 (Dark Green) at (Center of Farmhouse_B_Spawn <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Priest Lodging
Events
Unit - Priest's Lodgings 0175 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the Priests' Lodgings!
Unit - Change ownership of Priest's Lodgings 0175 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Priest Lodging Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Priest's Lodgings 0175 <gen> is alive) Equal to True
(Owner of Priest's Lodgings 0175 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 1 . Lesser Necromancer for Player 11 (Dark Green) at (Center of Priest_House_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Priest_House_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Else - Actions
Do nothing
Mages Academy 2
Events
Unit - Mages Academy 0055 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the Mages Academy!
Unit - Change ownership of Mages Academy 0055 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Mages Academy 2 Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mages Academy 0055 <gen> is alive) Equal to True
(Owner of Mages Academy 0055 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Lesser Necromancer for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Ressurecter for Player 11 (Dark Green) at (Center of Mages_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Mages_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Military Academy
Events
Unit - Imperial Military Academy 0095 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: We have lost the Military Academy!
Unit - Change ownership of Imperial Military Academy 0095 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Military Academy Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Imperial Military Academy 0095 <gen> is alive) Equal to True
(Owner of Imperial Military Academy 0095 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Skeletal Footman for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Stalker for Player 11 (Dark Green) at (Center of Military_Academy_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Military_Academy_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Castle_Kyntha_Region <gen>))
Else - Actions
Do nothing
Adventurers Guild
Events
Unit - Adventurer's Guild Castle 0294 <gen> 's life becomes Less than 500.00
Conditions
Actions
Game - Display to DefenderTeam for 15.00 seconds the text: |cff7777aaCity Guard|r: The Adventurer's Guild has been destroyed!
Unit - Change ownership of Adventurer's Guild Castle 0294 <gen> to Player 11 (Dark Green) and Change color
Unit - Set life of (Triggering unit) to 50.00 %
Trigger - Turn off (This trigger)
Adventurers Guild Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Adventurer's Guild Castle 0294 <gen> is alive) Equal to True
(Owner of Adventurer's Guild Castle 0294 <gen>) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Create 2 . Skeletal Swordsman for Player 11 (Dark Green) at (Center of AdGuild_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Skeleton Archer for Player 11 (Dark Green) at (Center of AdGuild_Spawn <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units in AdGuild_Spawn <gen> owned by Player 11 (Dark Green)) and do (Order (Picked unit) to Attack-Move To.(Random point in Quadrunt_3D <gen>))
Else - Actions
Do nothing
Turn off Difficulty Triggers
Events
Time - Elapsed game time is 180.00 seconds
Conditions
Actions
Trigger - Turn off Extra_Life <gen>
Trigger - Turn off Hard_Mode <gen>
Trigger - Turn off Very_Hard_Mode <gen>
Trigger - Turn off Extreme_Mode <gen>
Trigger - Turn off Kingdom_Gold_Sharing <gen>
Extra Life
Events
Player - Player 1 (Red) types a chat message containing -extra life (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 1 (Red)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 2 (Blue)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 3 (Teal)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 4 (Purple)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 5 (Yellow)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 6 (Orange)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 7 (Green)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 8 (Pink)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to 1 for Player 9 (Gray)
Hard Mode
Events
Player - Player 1 (Red) types a chat message containing -zombie level 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set the current research level of Rume (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of Ruar (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 1 for Player 11 (Dark Green)
Very Hard Mode
Events
Player - Player 1 (Red) types a chat message containing -zombie level 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set the current research level of Rume (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of Ruar (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 2 for Player 11 (Dark Green)
Extreme Mode
Events
Player - Player 1 (Red) types a chat message containing -zombie level 3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player - Set the current research level of Rume (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of Ruar (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Player - Set the current research level of R002 (Unexpected type: 'techcode') to 3 for Player 11 (Dark Green)
Kingdom Gold Sharing
Events
Player - Player 1 (Red) types a chat message containing -Gold Sharing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Kingdom_Gold_Sharing_Trigger <gen>
Kingdom Gold Sharing Trigger
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 1 (Red)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 2 (Blue)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 3 (Teal)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 4 (Purple)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 5 (Yellow)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 6 (Orange)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 7 (Green)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 8 (Pink)
Player - Divert 10 % of the Gold income of Player 10 (Light Blue) to Player 9 (Gray)
Red Leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 1 (Red) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Blue Leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 2 (Blue) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Teal Leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 3 (Teal) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Purple Leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 4 (Purple) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Yellow Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 5 (Yellow) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Orange leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 6 (Orange) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Green Leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 7 (Green) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Pink Leaves
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 8 (Pink) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Gray Leaves
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Leaderboard - Remove Player 9 (Gray) from (Last created leaderboard) .
Trigger - Turn off (This trigger)
Wagon Unloaded
Events
Time - Every 315.00 seconds of game time
Conditions
Actions
Cinematic - Ping minimap for DefenderTeam at (Center of Wagon_Spawn <gen>) for 6.00 seconds
Game - Display to DefenderTeam for 30.00 seconds the text: |cff7777aaPort Authority|r: We have unloaded an equipment wagon from the battleship. If the wagon can make it to the castle, the Kingdom's units will be upgraded.
Unit - Create 1 . Supply Wagon for Player 10 (Light Blue) at (Center of Wagon_Spawn <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Military_Academy_Spawn <gen>)
Wagon at military academy
Events
Unit - A unit enters Military_Academy_Spawn <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Supply Wagon
Actions
Unit - Order (Triggering unit) to Move To . (Center of Wagon_Point_2 <gen>)
Wagon at point 2
Events
Unit - A unit enters Wagon_Point_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Supply Wagon
Actions
Unit - Order (Triggering unit) to Move To . (Center of Castle_Kyntha_Region <gen>)
Wagon at Castle Kyntha
Events
Unit - A unit enters Castle_Kyntha_Region <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Supply Wagon
Actions
Game - Display to DefenderTeam for 30.00 seconds the text: |cff7777aaCity Guard|r: We have recieved our supplies and will spread the equipment around immedietly!
Unit - Remove (Triggering unit) from the game
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to ((Current research level of Rhme (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Player - Set the current research level of Rhra (Unexpected type: 'techcode') to ((Current research level of Rhra (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Player - Set the current research level of Rhar (Unexpected type: 'techcode') to ((Current research level of Rhar (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Player - Set the current research level of Rhla (Unexpected type: 'techcode') to ((Current research level of Rhla (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Player - Set the current research level of Rhan (Unexpected type: 'techcode') to ((Current research level of Rhan (Unexpected type: 'techcode') for Player 10 (Light Blue)) + 1) for Player 10 (Light Blue)
Tax Horse Spawns
Events
Time - Elapsed game time is 1030.00 seconds
Conditions
Actions
Cinematic - Ping minimap for DefenderTeam at (Center of Church_Tithe_Spawn <gen>) for 6.00 seconds
Cinematic - Ping minimap for DefenderTeam at (Center of East_Forward_Garrison_Spawn <gen>) for 6.00 seconds
Cinematic - Ping minimap for DefenderTeam at (Center of West_Forward_Garrison_Spawn <gen>) for 6.00 seconds
Game - Display to DefenderTeam for 30.00 seconds the text: |cff7777aaKing Kyntha|r: The Cathedral and the forward garrisons are attempting to send the local taxes up to the castle. If they make it, ill give every hero an extra 500 gold per horse.
Unit - Create 1 . Tax Carrying Horse for Player 10 (Light Blue) at (Center of Church_Tithe_Spawn <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Castle_Kyntha_Region <gen>)
Unit - Create 1 . Tax Carrying Horse for Player 10 (Light Blue) at (Center of West_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Castle_Kyntha_Region <gen>)
Unit - Create 1 . Tax Carrying Horse for Player 10 (Light Blue) at (Center of East_Forward_Garrison_Spawn <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . (Center of Castle_Kyntha_Region <gen>)
Tax horse at castle
Events
Unit - A unit enters Castle_Kyntha_Region <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Tax Carrying Horse
Actions
Game - Display to DefenderTeam for 30.00 seconds the text: |cff7777aaKing Kyntha|r: A tax horse has arrived at the castle!
Unit - Remove (Triggering unit) from the game
Player - Add 500 to Player 1 (Red) . Current gold
Player - Add 500 to Player 2 (Blue) . Current gold
Player - Add 500 to Player 3 (Teal) . Current gold
Player - Add 500 to Player 4 (Purple) . Current gold
Player - Add 500 to Player 5 (Yellow) . Current gold
Player - Add 500 to Player 6 (Orange) . Current gold
Player - Add 500 to Player 7 (Green) . Current gold
Player - Add 500 to Player 8 (Pink) . Current gold
Player - Add 500 to Player 9 (Gray) . Current gold
Ping Healing spots
Events
Player - Player 1 (Red) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -Healing (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Position of Fountain of Health 0223 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Fountain 0734 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Fountain 0737 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Fountain 0287 <gen>) for 10.00 seconds
Ping Important Points
Events
Player - Player 1 (Red) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -Vital areas (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Ping minimap for (All players) at (Position of City Garrison 0029 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Adventurer's Guild Castle 0294 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Imperial Military Academy 0095 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Castle Kyntha 0141 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Priest's Lodgings 0175 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Tavern 0002 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Lumber Mill 0168 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of City Garrison 0003 <gen>) for 10.00 seconds
Cinematic - Ping minimap for (All players) at (Position of Mages Academy 0055 <gen>) for 10.00 seconds
General Information
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled General Information with the description City of the Dead Official 1.0Welcome to City of the Dead. This game takes you into the Kingdom of Kyntha, where a zombie outbreak has occured at the Medical Triage Center. You must defend as much of the capitol city as possible while the priests look for a cure.Notes for heroes: Use the wisp near your alter to summon a hero. Your hero can buy units at the nearby marketplace that CAN be destroyed by the zombies. If your hero dies, he shall respawn as a zombie hero and work toward defeating the kingdom.1.0-Final map changes and officially released as a completed map.0.97 Changes-Added a leaderboard-Halved Damage of Ranger Mine, Flamestrike and Blizzard-Blizzard no longer hits allies-Added the Adventurer's Guild defense Point-New Undead, Undead Swordsman and Undead Archer-New Undead hero, Undead Guildlord-More undead, but they are a surprise-Changed the Swordsman model to a custom oneFixes: Removed Death Cinematics until problem can be resolved-Fixed alliance problems between Zombie heroes and Light Blue-Fixed Public Domain Problem0.3 FixesFixed Garrison so Pink/Green can train unitsRemoved Mountain Giant from Feel No Pain DescriptionSpellchecked Menace in the opening cinematic0.4 Fixes:-Nerfed Undead Heroes by cutting their strength in half-Slightly rose the primary stat of all human heroes by 3-Added Cannbalism to Undead heroes/removed Flesh Eater-Reduced Feel no Pain damage mitigation from 25-15-Increased Ressurect Ability on undead from a 60 second to a 180 second cooldown-Added a garrison removal trigger for Pink and green when their heroes die.0.5-Mutated Strength Gain reduced to 3 strength per level-Fixed Cannibalism-Rose City Guard HP-Reduced Resurrector HP and Damage-Doubled Levels of all zombie units for better experience gainVersion 0.6 Changelog-Doubled Hero experience gain-Rose Demon Mage's Level 6 spawns health-Reduced Stalker Damage-Reduced Armor values on Mages Academy, Castle Kyntha and Military Academy-Reduced Item prices-Reduced the Primary market area health and armor-Allowed Green/Pink to build item selling buildings-Allowed Zombie heroes to summon zombies for Dark Green-Moved Zombie Hero Spawn/Walker Spawn to Front Gate-Reduced spawns at Triage center-Removed Flesh Lord from the game-Increased th conversion range of the Triage Mage's level 20 ability.0.7 Changes-Decreased Zombie Levels-Increased HP on Abomination and Mutant Zombie-Increased Damage on latter zombie levels-Added heroes to Light Blues team0.8 Changes-Added new hero abilities to zombie heroes-Changed Light Blue Paladin/Demon Mage abilities to match player heroes-Changed Triage Center triggers to move units upon "clustering"-Added Barricade and medical tent to Architect's buildables-Decreased Guard Tower and Arcane Tower costs for the Architect-Changed Arcane Tower's armor type to siege-Added new models to the game-When Archmage Dies, she now becomes a Lich0.9 Changelog-AI improvement for better Castle Kyntha Assaults-Changed spawn at Lumber Mill at 15 minute mark , using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.blp
Quest - Create a Required quest titled Mode of Play Commands with the description These Commands can be used to agment the game modes. They must be used within 180 seconds of the beginning of the mapPing Healing areas-HealingPing Vital Areas-vital areasOne extra life for all heroes-Extra LifeIncreases difficulty of the game.-Zombie Level 1-Zombie Level 2-Zombie Level 3-Gold SharingEvery 180 seconds, 10% of Light blues gold income is diverted to the other 9 players. , using icon path ReplaceableTextures\CommandButtons\BTNArchimonde.blp
Quest - Create a Required quest titled Strategies with the description This game is a bit different then some games most people are used to. The "Leeroy Jenkins" strategy will leave you as a zombie. My advice first of all is to split into groups. Everyone should stick together.A good strategy for easy levels is to stick by the towers, Building Kills Grant Experience is on, so towers and Light Blue kills will grant you experience.Another strategy for focusing in teams is to have either the Paladin and/or the Triage Mage handy. Both units have powerful healing spells. Be warned, the Paladin cant heal himself.Later in the game, it may be prudent to destroy easy access areas like the Lumber mill and the farmsteads, or send a team after the tavern. These "Control Points" spawn additional zombies. , using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
Quest - Create a Required quest titled Model Credits with the description These are the credits for any custom models I use in the map:Wight Lord (Zombie Mage): Model created by Tarn JDeath Knight on Foot: Model Created by Dan van OhllusKing Leoric: Model Created by Dan van OhllusSkeleton Peasant: Model Created by CavmanSkeleton Footman: Model Created by KitabatakeKing: Model by TranquilRoyal Captain: Model by TranquilAngel: Made by: expresso / TranquilSniper (Rifleman Elite): Made by TurielSwordsman Model: General Frank , using icon path ReplaceableTextures\CommandButtons\BTNKiljaedin.blp
Quest - Create a Required quest titled Human Hero Deaths with the description If you have died as a human, fret not, in 15 seconds you will revive as an undead zombie hero. Depending on your hero you will get 1 out of 5 different zombie heroesSwordsman/Paladin/Architect - Zombie SwordsmanDemon Mage/Triage Mage - Zombie MageRanger/Sniper - Zombie RangerAxemaster - Zombie KnightArchmage - Zombie LichAngel - Fallen AngelThe zombie heroes were meant to be played as if you were a regular zombie, dumb, with only regards for brains. I only put them in because of the fact that two human lives isnt a lot of room for screwing up. The zombie heroes are not the focus of the game, and that is why they have no significant skills. , using icon path ReplaceableTextures\CommandButtons\BTNZombie.blp
Quest - Create a Required quest titled Beta Questions Asked with the description First of all, I would like to thank everyone who played with me during public Beta tests. Unfortunately, I did not keep a list of names or I would post everyone who gave me thorough feedback and advice. I did not make every change requested, but I will attempt to answer some general questions.FAQs:Why can't the Paladin hero heal himself?This is partially because I made a triage mage class, who serves as a support healer class. Since the Paladin can already heal other units as well as other Paladins, by making holy light target self as well, this would make the Triage Mage nearly useless. This also helps enforce group play over Lone Wolfing.2. Why are the markets destroyable?It forces the players in the game to adopt new kinds of tactics instead of the hack and slash sort of game. With all the different City Points in the game, players have to choose what they can abandon and what they can protect.3. How come a 3rd of the city is lost in the first 5 minutes of gameplay?These areas arent well protected. Once the zombies hack through the populace, there is a tendancy for the zombies to have a "swarm effect" this leads to rapid depopulation of areas of the city early in the game. I may try to slow the zombies down in the future.4. Why are the zombie heroes so crudely built?TO be honest, I intended this game to have one side for players, that is to be humans. However, in early tests, I noticed people had a tendancy to die and not like having no respawn which ended the game for them. So I added zombie heroes. However, I take the traditional view of a zombie as some mindless creature bent on eating flesh, with little to no intelligence. Therefore, skills were limited to zombie like, and no major skill development was ever made for them. , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Create a Required quest titled Credits/Thank You with the description I would like to thank the following people whom have helped me greatly in map development.OMG-Hanna - Late development consultant on balances and changesKevwierd - You figured out the Server split bug, you are a God to me dude.Masterchief### - I forgot the numbers on the end of your nameXokjjviper10488And everyone else who has helped me between versions 0.1-0.99 I thank you for playing my map and I appreciate all the player response you gave me. This map would probably have never come as far as it did without your help. , using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.