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Triggers
KodoKaptureV1.1.w3x
Variables
Capture
Lasoo End
Leaderboard Creation
Brand
Slaves
Wonder
Killing Noose
Tauren Uses
Gameplay
Death
Victory
New Map
Begining
Set Score Begin
Set Score 25
Set Score 50
Set Score 75
Set Score 100
Set Event no
Set Event 10
Set Event 30
Set Event 60
Set Event 120
World Events
World Events
World Event Randomizer
Lasoo
Lasoo01
Lasoo02
Lasoo03
Lasoo04
Lasoo05
Lasoo06
Lasoo07
Lasoo08
Lasoo09
Lasoo10
Lasoo11
Lasoo12
Items
Manipulus Device
Fury of Air
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
Branded_Kodos
integer
Yes
Score
integer
No
World_Event
integer
No
World_Event_Time
timer
No
Lasoo End
Events
Unit - A unit owned by Neutral Passive . Finishes casting an ability
Conditions
(Ability being cast) Equal to Siphon Mana
Actions
Wait 3.00 seconds
Unit - Set the custom value of (Casting unit) to 0
Leaderboard Creation
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kodos Branded:
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) controller) Equal to User
((Picked player) slot status) Equal to Is playing
Then - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
Else - Actions
Do nothing
Leaderboard - Show (Last created leaderboard)
Brand
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Brand Kodo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Unit - Replace (Target unit of ability being cast) with a Branded Kodo using The old unit's relative life and mana
Unit - Set the custom value of (Last replaced unit) to 2
Set Variable Set Branded_Kodos[(Player number of (Owner of (Casting unit)))] = (Branded_Kodos[(Player number of (Owner of (Casting unit)))] + 1)
Leaderboard - Change the value for (Owner of (Casting unit)) in (Last created leaderboard) to Branded_Kodos[(Player number of (Owner of (Casting unit)))]
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Wild Kodo units owned by Neutral Passive) Less than 25
Then - Actions
Unit - Create 1 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by Neutral Passive.) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Equal to 2
Then - Actions
Unit - Order (Picked unit) to Patrol To . (Center of Village <gen>)
Else - Actions
Do nothing
Slaves
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units of type Branded Kodo) to Move To . (Center of Village <gen>)
Wonder
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Wild Kodo) and do (Actions)
Loop - Actions
Hero - Learn skill for (Picked unit) : Siphon Mana
Unit Group - Pick every unit in (Units owned by Neutral Passive.) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Custom value of (Picked unit)) Equal to 0
Then - Actions
Unit - Order (Picked unit) to Move To . (Random point in (Playable map area))
Else - Actions
Do nothing
Killing Noose
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 (Dying unit)) Equal to Wild Kodo
Then - Actions
Item - Create Kodo Horns at (Position of (Dying unit))
Hero - Give (Last created item) to (Killing unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Wild Kodo units owned by Neutral Passive) Less than 25
Then - Actions
Unit - Create 1 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Kodo Bull
Then - Actions
Item - Create Kodo Horns at (Position of (Dying unit))
Hero - Give (Last created item) to (Killing unit)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Wild Kodo units owned by Neutral Passive) Less than 25
Then - Actions
Unit - Create 1 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Else - Actions
Do nothing
Else - Actions
Do nothing
Tauren Uses
Events
Unit - A unit enters Village <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Branded Kodo
Actions
Unit - Kill (Entering unit)
Animation - Play The Butcher 0102 <gen> 's attack animation
Wait 1.46 seconds
Animation - Reset The Butcher 0102 <gen> 's animation
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 (Dying unit)) Equal to Young Tauren (Hero)
Then - Actions
Hero - Instantly revive (Dying unit) at (Random point in Rez <gen>) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to (Position of The Butcher 0102 <gen>) over 4.00 seconds
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Dying unit)) Equal to Wild Kodo
(Number of living Wild Kodo units owned by Neutral Passive) Less than 25
Then - Actions
Unit - Create 1 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Else - Actions
Do nothing
Victory
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Brand Kodo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 1 (Red)
Branded_Kodos[(Player number of Player 1 (Red))] Greater than Score
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 1 (Red))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 2 (Blue)
Branded_Kodos[(Player number of Player 2 (Blue))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 2 (Blue))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 3 (Teal)
Branded_Kodos[(Player number of Player 3 (Teal))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 3 (Teal))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 4 (Purple)
Branded_Kodos[(Player number of Player 4 (Purple))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 4 (Purple))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 5 (Yellow)
Branded_Kodos[(Player number of Player 5 (Yellow))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 5 (Yellow))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 6 (Orange)
Branded_Kodos[(Player number of Player 6 (Orange))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 6 (Orange))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 7 (Green)
Branded_Kodos[(Player number of Player 7 (Green))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 7 (Green))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 8 (Pink)
Branded_Kodos[(Player number of Player 8 (Pink))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 8 (Pink))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 9 (Gray)
Branded_Kodos[(Player number of Player 9 (Gray))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 9 (Gray))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 10 (Light Blue)
Branded_Kodos[(Player number of Player 10 (Light Blue))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 10 (Light Blue))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 11 (Dark Green)
Branded_Kodos[(Player number of Player 11 (Dark Green))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 11 (Dark Green))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player in position 1 of (Last created leaderboard).) Equal to Player 12 (Brown)
Branded_Kodos[(Player number of Player 12 (Brown))] Greater than 24
Then - Actions
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Thank you, + (Name of Player 12 (Brown))) + , due to your heroic acts, we now have enough supplies to last for another year...) . Modify duration: Add 0 seconds and Wait
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Branded_Kodos[(Player number of (Picked player))] Less than 25
Then - Actions
Game - Defeat (Picked player) with the message: Defeat!
Else - Actions
Do nothing
Else - Actions
Do nothing
Begining
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
Quest - Create a Required quest titled Instructions: with the description You have to use your Kodo Boy to brand Wild Kodos. These Kodos are always on the move, so you'll usually have to use your lasoo to stop one, and brand it. Others from the Tauren Village have also gone to brand Kodos. If you're the first one to brand 25, you'll win an honorary place within the tribe , using icon path ReplaceableTextures\CommandButtons\BTNTauren.blp
Quest - Create a Required quest titled Dangers: with the description Stampede: Kodos and their relatives, the thunder lizards, are peacful in general, but, when riled, they stampede over anything that stand in their way. When you hear a rumbling, you better run!Sand Storm: One of the greatest dangers of the Barrens is not its inhabitants, but it's natural winds that can reach up to 200 mph speeds. Sands hurling around at this speed can be fatal!Lighting Storm: Storms make rare but deadly apearances in the Barrens. Carrying a hundred truckloads of static electricity, when these babies strike, they strike hard...Tornado: A tornado is created when two great winds meet. These whirwinds rip out trees, and lift grow kodos off the ground with ease...Earthquake: One of the most common natural events in the Barrens are earhquakes, sending everything tumbling around, making footing unstable.Migration: While kodos travel in huge groups, smaller families usually stay together. When a small group like this enters tauren territory, it means that a witty tauren can capture a small herd of kodos, for they stay together...Plague: When something bad starts rotting, it can start an epidemic of sickness, capable of weakening and killing off whole ecosystems!Centaur Raid: Centaurs are the hated enemies of the Tauren. Sometimes Centaurs raid Tauren Territory, loot, kill pillage and burn everything in their way, and then simply leave. , using icon path ReplaceableTextures\CommandButtons\BTNTornado.blp
Quest - Create a Optional quest titled Credits: with the description Idea, Map, and System from: Deloctyte (aka Matyko)Reterrained by: Mr. TutorialTesters: Ljusdahl, RED-BARON, lordgriffenExtra Credits go to: The Hive Workshop, one of my favorite Wc3 sites on the net!Clan CBS for letting me in ^^ , using icon path ReplaceableTextures\CommandButtons\BTNShade.blp
Quest - Create a Optional quest titled Vital Information: with the description -->"You Spelled Capture Wrong!"<-- DONT YOU DARE SAY THIS! , using icon path ReplaceableTextures\CommandButtons\BTNSerpentWard.blp
Game - Display to (All players) for 30.00 seconds the text: |c00FF0303[Important!]|r Turn Subtitles ON!
Game - Display to (All players) for 10.00 seconds the text: ((Please wait, as + (Name of Player 1 (Red))) + sets the random world event timer!)
Game - Display to Player Group - Player 1 (Red) for 20.00 seconds the text: ((Name of Player 1 (Red)) + , please type -no, -10, -30, -60, -120 to set how frequently world events should happen.)
Unit Group - Pick every unit in (Units owned by Neutral Passive.) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to Wild Kodo
Then - Actions
Unit - Set the custom value of (Picked unit) to 3
Else - Actions
Do nothing
Game - Set the time of day to 12
Wait 30.00 seconds
Game - Display to (All players) for 20.00 seconds the text: |c000042FFYou can buy gear from the Shady Goblin THERE!|r
Cinematic - Ping minimap for (All players) at (Position of Shady Goblin 0086 <gen>) for 5.00 seconds
Set Score Begin
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Please wait as + (Name of Player 1 (Red))) + sets the score.) . Modify duration: Add 0 seconds and Don't wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from The Butcher 0102 <gen> named The Butcher : Play No sound and display ((Name of Player 1 (Red)) + , type -25, -50, -75 or -100 to set the score!) . Modify duration: Add 0 seconds and Don't wait
Trigger - Turn on Set_Score_25 <gen>
Trigger - Turn on Set_Score_50 <gen>
Trigger - Turn on Set_Score_75 <gen>
Trigger - Turn on Set_Score_100 <gen>
Trigger - Turn off (This trigger)
Set Score 25
Events
Player - Player 1 (Red) types a chat message containing -25 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Score = "24"
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Young Tauren (Hero) for (Picked player) at ((Picked player) start location) facing (Random real number between 0 and 360.00) degrees
Else - Actions
Do nothing
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display You have to brand 25 Kodos to win! . Modify duration: Add 0 seconds and Wait
Set Score 50
Events
Player - Player 1 (Red) types a chat message containing -50 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Score = "49"
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Young Tauren (Hero) for (Picked player) at ((Picked player) start location) facing (Random real number between 0 and 360.00) degrees
Else - Actions
Do nothing
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display You have to brand 50 Kodos to win! . Modify duration: Add 0 seconds and Wait
Set Score 75
Events
Player - Player 1 (Red) types a chat message containing -75 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Score = "74"
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Young Tauren (Hero) for (Picked player) at ((Picked player) start location) facing (Random real number between 0 and 360.00) degrees
Else - Actions
Do nothing
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display You have to brand 75 Kodos to win! . Modify duration: Add 0 seconds and Wait
Set Score 100
Events
Player - Player 1 (Red) types a chat message containing -100 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Set Variable Set Score = "99"
Trigger - Turn off (This trigger)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Unit - Create 1 . Young Tauren (Hero) for (Picked player) at ((Picked player) start location) facing (Random real number between 0 and 360.00) degrees
Else - Actions
Do nothing
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display You have to brand 100 Kodos to win! . Modify duration: Add 0 seconds and Wait
Set Event no
Events
Player - Player 1 (Red) types a chat message containing -no (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off World_Events <gen>
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display World Events will not occur! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on Set_Score_Begin <gen>
Set Event 10
Events
Player - Player 1 (Red) types a chat message containing -10 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Start World_Event_Time as a Repeating timer that will expire in 10.00 seconds
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display World Events will occur every ten seconds! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on Set_Score_Begin <gen>
Set Event 30
Events
Player - Player 1 (Red) types a chat message containing -30 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Start World_Event_Time as a Repeating timer that will expire in 30.00 seconds
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display World Events will occur every thirty seconds! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on Set_Score_Begin <gen>
Set Event 60
Events
Player - Player 1 (Red) types a chat message containing -60 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Start World_Event_Time as a Repeating timer that will expire in 60.00 seconds
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display World Events will occur every minute! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on Set_Score_Begin <gen>
Set Event 120
Events
Player - Player 1 (Red) types a chat message containing -120 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Start World_Event_Time as a Repeating timer that will expire in 120.00 seconds
Trigger - Turn off (This trigger)
Cinematic - Send transmission to (All players) from The Butcher 0102 <gen> named The Butcher : Play No sound and display World Events will occur every two minutes! . Modify duration: Add 0 seconds and Wait
Trigger - Turn on Set_Score_Begin <gen>
World Events
Events
Time - World_Event_Time expires
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 1
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Beastmaster - Stampede . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Stapeede! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 2
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Set life of (Last created unit) to 50.00 %
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Unit - Order (Last created unit) to Undead Crypt Lord - Locust Swarm .
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Sand Storm! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 3
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 4
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Orc Far Seer - Earthquake . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Earthquake! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 5
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral - Monsoon . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Lightning Storm! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 6
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Sea Witch - Tornado . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Tornado! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 7
Then - Actions
Unit - Create 7 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Migration! . Modify duration: Add 0 seconds and Wait
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 8
Then - Actions
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Center of Village <gen>) : Play No sound and display Plauge! . Modify duration: Add 0 seconds and Wait
Wait 30.00 seconds
Unit Group - Pick every unit in (Units of type Disease Cloud) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 9
Then - Actions
Unit - Create 8 . Centaur Outrunner for Neutral Hostile at (Random point in (Playable map area)) facing (Random angle) degrees
Unit Group - Pick every unit in (Units of type Centaur Outrunner) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in (Playable map area))
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Position of (Last created unit)) : Play No sound and display Centaur Raid! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit Group - Pick every unit in (Units of type Centaur Outrunner) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 10
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Sea Witch - Tornado . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF AIR! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 11
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Undead Crypt Lord - Impale . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF EARTH! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 12
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Human Archmage - Blizzard . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF WATER! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 13
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Fire Lord - Volcano . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF FIRE! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 14
Then - Actions
Unit - Create 1 . Kodo Bull for Neutral Hostile at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Patrol To . (Random point in (Playable map area))
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Position of (Last created unit)) : Play No sound and display Kodo Bull! . Modify duration: Add 0 seconds and Wait
Else - Actions
World Event Randomizer
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set Variable Set World_Event = (Random integer number between 1 and 14)
Lasoo01
Events
Unit - A unit owned by Player 1 (Red) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo02
Events
Unit - A unit owned by Player 2 (Blue) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo03
Events
Unit - A unit owned by Player 3 (Teal) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo04
Events
Unit - A unit owned by Player 4 (Purple) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo05
Events
Unit - A unit owned by Player 5 (Yellow) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo06
Events
Unit - A unit owned by Player 6 (Orange) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo07
Events
Unit - A unit owned by Player 7 (Green) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo08
Events
Unit - A unit owned by Player 8 (Pink) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo09
Events
Unit - A unit owned by Player 9 (Gray) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo10
Events
Unit - A unit owned by Player 10 (Light Blue) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo11
Events
Unit - A unit owned by Player 11 (Dark Green) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Lasoo12
Events
Unit - A unit owned by Player 12 (Brown) . Begins channeling an ability
Conditions
(Ability being cast) Equal to Lasoo
(Unit-type of (Target unit of ability being cast)) Equal to Wild Kodo
Actions
Wait 0.30 seconds
Unit - Order (Target unit of ability being cast) to Human Blood Mage - Siphon Mana . (Casting unit)
Unit - Set the custom value of (Target unit of ability being cast) to 1
Manipulus Device
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Manipulus Device
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 1
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Beastmaster - Stampede . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Stapeede! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 2
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Set life of (Last created unit) to 50.00 %
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Unit - Order (Last created unit) to Undead Crypt Lord - Locust Swarm .
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Sand Storm! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 3
Then - Actions
Do nothing
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 4
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Orc Far Seer - Earthquake . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Earthquake! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 5
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral - Monsoon . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100 %, 100 %, 100 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Lightning Storm! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 6
Then - Actions
Unit - Create 1 . Desert Hermit for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Sea Witch - Tornado . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Tornado! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 7
Then - Actions
Unit - Create 7 . Wild Kodo for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display Migration! . Modify duration: Add 0 seconds and Wait
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 8
Then - Actions
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Create 1 . Disease Cloud for Neutral Passive at (Random point in (Playable map area)) facing (Random angle) degrees
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Center of Village <gen>) : Play No sound and display Plauge! . Modify duration: Add 0 seconds and Wait
Wait 30.00 seconds
Unit Group - Pick every unit in (Units of type Disease Cloud) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 9
Then - Actions
Unit - Create 8 . Centaur Outrunner for Neutral Hostile at (Random point in (Playable map area)) facing (Random angle) degrees
Unit Group - Pick every unit in (Units of type Centaur Outrunner) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Random point in (Playable map area))
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Position of (Last created unit)) : Play No sound and display Centaur Raid! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit Group - Pick every unit in (Units of type Centaur Outrunner) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 10
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Sea Witch - Tornado . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF AIR! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 11
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Undead Crypt Lord - Impale . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF EARTH! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 12
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Human Archmage - Blizzard . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF WATER! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 13
Then - Actions
Unit - Create 1 . Desert Hermit (Four Furies) for Neutral Passive at (Position of (Summoned unit)) facing (Random angle) degrees
Unit - Order (Last created unit) to Neutral Fire Lord - Volcano . (Position of (Last created unit))
Animation - Change (Last created unit) 's vertex coloring to ( 100.00 %, 100.00 %, 100.00 %) with 100.00 % transparency
Cinematic - Send transmission to (All players) from (Last created unit) named Desert Hermit : Play No sound and display FURY OF FIRE! . Modify duration: Add 0 seconds and Wait
Wait 20.00 seconds
Unit - Remove (Last created unit) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
World_Event Equal to 14
Then - Actions
Unit - Create 1 . Kodo Bull for Neutral Hostile at (Random point in (Playable map area)) facing (Random angle) degrees
Unit - Order (Last created unit) to Patrol To . (Random point in (Playable map area))
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Desert Hermit named Desert Hermit at (Position of (Last created unit)) : Play No sound and display Kodo Bull! . Modify duration: Add 0 seconds and Wait
Else - Actions
Do nothing
Fury of Air
Events
Unit - A unit Finishes casting an ability
Conditions
(Ability being cast) Equal to Tornado (Fury of Air)
Actions
Unit - Create 5 . Tornado for Neutral Passive at (Target point of ability being cast) facing Default building facing degrees
Wait 20.00 seconds
Unit Group - Pick every unit in (Last created unit group) and do (Kill (Picked unit))
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