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
Line Tower Wars Hell v2.4.w3x
Variables
Initialisation
bounty
Initialisation mêlée
Income
remove dead units
remove unnecessary
referee move
referee dies
referee attacked
remove leaver
limit 1
limit 2
limit 3
limit 4
limit 5
limit 6
limit 7
limit 8
limit 9
limit 10
limit 11
builder limit
Sell
sell
Deplacement
region 1
region 2
region 3
region 4
region 5
region 6
region 7
region 8
region 9
region 10
region 11
region 1 Skip
region 2 Skip
region 3 Skip
region 4 Skip
region 5 Skip
region 6 Skip
region 7 Skip
region 8 Skip
region 9 Skip
region 10 Skip
region 11 Skip
arrivee 1
arrivee 2
arrivee 3
arrivee 4
arrivee 5
arrivee 6
arrivee 7
arrivee 8
arrivee 9
arrivee 10
arrivee 11
Creeps
achat 1
achat 2
achat 3
achat 4
achat 5
achat 6
achat 7
achat 8
achat 9
achat 10
achat 11
Technology
Fire
Fire 1
Fire 2
Ice
Ice 1
Ice 2
Electricity
Electricity 1
Electricity 2
Light
Light 1
Light 2
Dark
Dark 1
Dark 2
Fire text
Ice text
Electricity text
Light text
Dark text
Aid
income
Victory
victory 1
victory 2
victory 3
victory 4
victory 5
victory 6
victory 7
victory 8
victory 9
victory 10
victory 11
Quest Info
Gameplay
Kick Players
Kick Red
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Gray
Kick Pink
Kick Light Blue
Kick Dark Green
Move Units
move units
Debug
Anti controlling
Debug
Name
Type
is_array
initial_value
hasard
integer
No
Income
integer
Yes
incometimer
timer
No
nbr
integer
No
sound
sound
No
unit_temp
unitcode
No
verification
integer
No
Vie
integer
Yes
bounty
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Initialisation mêlée par défaut pour tous les joueurs
Initialisation mêlée
Events
Map initialization
Conditions
Actions
Game - Turn the day/night cycle Off
Game - Set the time of day to 0.00
Visibility - Disable fog of war
Visibility - Disable black mask
Environment - Set sky to Lordaeron Winter Sky (Bright Green)
For each (Integer A) from 1 to 11 , do (Set (Player((Integer A))).Current gold to 30)
For each (Integer A) from 1 to 11 , do (Set VariableSet Income[(Integer A)] = "25")
For each (Integer A) from 1 to 11 , do (Set VariableSet Vie[(Integer A)] = "25")
Wait 0.01 seconds
Countdown Timer - Start incometimer as a Repeating timer that will expire in 20.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Income Timer
Wait 2 seconds
Leaderboard - Create a leaderboard for (All players) titled Lives :
For each (Integer A) from 1 to 11 , do (Add (Player((Integer A))) to (Last created leaderboard) with label (Name of (Player((Integer A)))) and value 25)
Game - Display to (All players) the text: This map is brought to you by |cff00ff00Norad III|r.Good luck and have fun!
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Is unused) then do (Remove (Player((Integer A))) from (Last created leaderboard).) else do (Do nothing))
Income
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Add Income[(Integer A)] to (Player((Integer A))).Current gold)
For each (Integer A) from 1 to 11 , do (Display to (Player group((Player((Integer A))))) the text: (Your income is : + (String(Income[(Integer A)]))))
For each (Integer A) from 1 to 11 , do (Display to (All players) for 10.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
remove dead units
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
Actions
Wait 1.00 seconds
Unit - Remove (Dying unit) from the game
remove unnecessary
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Entire map)) and do (If (((Owner of (Picked unit)) Equal to Player 12 (Brown)) and ((Unit-type of (Picked unit)) Equal to Wisp)) then do (Remove (Picked unit) from the game) else do (Do nothing))
Unit Group - Pick every unit in (Units in Technology_Remove_1 <gen>) and do (If (((Unit-type of (Picked unit)) Equal to Fire tower) or (((Unit-type of (Picked unit)) Equal to Fire 1) or (((Unit-type of (Picked unit)) Equal to Fire 2) or (((Unit-type of (Picked unit)) Equal to Ice tower) or (((Unit-type of (Picked unit)) Equal to Ice 1) or (((Unit-type of (Picked unit)) Equal to Ice 2) or (((Unit-type of (Picked unit)) Equal to Electricity tower) or (((Unit-type of (Picked unit)) Equal to Electricity 1) or (((Unit-type of (Picked unit)) Equal to Electricity 2) or (((Unit-type of (Picked unit)) Equal to Light tower) or (((Unit-type of (Picked unit)) Equal to Light 1) or (((Unit-type of (Picked unit)) Equal to Light 2) or (((Unit-type of (Picked unit)) Equal to Dark tower) or (((Unit-type of (Picked unit)) Equal to Dark 1) or ((Unit-type of (Picked unit)) Equal to Dark 2))))))))))))))) then do (Move (Picked unit) instantly to (Random point in Tech_Area <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Technology_Remove_2 <gen>) and do (If (((Unit-type of (Picked unit)) Equal to Fire tower) or (((Unit-type of (Picked unit)) Equal to Fire 1) or (((Unit-type of (Picked unit)) Equal to Fire 2) or (((Unit-type of (Picked unit)) Equal to Ice tower) or (((Unit-type of (Picked unit)) Equal to Ice 1) or (((Unit-type of (Picked unit)) Equal to Ice 2) or (((Unit-type of (Picked unit)) Equal to Electricity tower) or (((Unit-type of (Picked unit)) Equal to Electricity 1) or (((Unit-type of (Picked unit)) Equal to Electricity 2) or (((Unit-type of (Picked unit)) Equal to Light tower) or (((Unit-type of (Picked unit)) Equal to Light 1) or (((Unit-type of (Picked unit)) Equal to Light 2) or (((Unit-type of (Picked unit)) Equal to Dark tower) or (((Unit-type of (Picked unit)) Equal to Dark 1) or ((Unit-type of (Picked unit)) Equal to Dark 2))))))))))))))) then do (Move (Picked unit) instantly to (Random point in Tech_Area <gen>)) else do (Do nothing))
referee move
Events
Time - Every 10.00 seconds of game time
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Order (Picked unit) to Move To.(Center of R__gion_052 <gen>))
referee dies
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
Actions
Unit - Create 1 . Referee for Player 12 (Brown) at (Center of depart_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Referee for Player 12 (Brown) at (Center of depart_5 <gen>) facing Default building facing degrees
referee attacked
Events
Unit - A unit owned by Player 12 (Brown) . Is attacked
Conditions
(Life of (Attacked unit)) Less than ((Max life of (Attacked unit)) / 2.00)
Actions
Unit - Set life of (Attacked unit) to 100 %
remove leaver
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Has left the game) then do (Pick every unit in (Units owned by (Player((Integer A))).) and do (Remove (Picked unit) from the game)) else do (Do nothing))
For each (Integer A) from 1 to 11 , do (If (((Player((Integer A))) slot status) Equal to Has left the game) then do (Remove (Player((Integer A))) from (Last created leaderboard).) else do (Do nothing))
limit 1
Events
Unit - A unit enters limit_1 <gen>
Unit - A unit enters limit_2 <gen>
Unit - A unit enters limit_1_2 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_1 <gen>)
limit 2
Events
Unit - A unit enters limit_3 <gen>
Unit - A unit enters limit_4 <gen>
Unit - A unit enters limit_3_4 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_2 <gen>)
limit 3
Events
Unit - A unit enters limit_5 <gen>
Unit - A unit enters limit_6 <gen>
Unit - A unit enters limit_5_6 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_3 <gen>)
limit 4
Events
Unit - A unit enters limit_7 <gen>
Unit - A unit enters limit_8 <gen>
Unit - A unit enters limit_7_8 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_4 <gen>)
limit 5
Events
Unit - A unit enters limit_9 <gen>
Unit - A unit enters limit_10 <gen>
Unit - A unit enters limit_9_10 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_5 <gen>)
limit 6
Events
Unit - A unit enters limit_11 <gen>
Unit - A unit enters limit_12 <gen>
Unit - A unit enters limit_11_12 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_6 <gen>)
limit 7
Events
Unit - A unit enters limit_13 <gen>
Unit - A unit enters limit_14 <gen>
Unit - A unit enters limit_13_14 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_7 <gen>)
limit 8
Events
Unit - A unit enters limit_15 <gen>
Unit - A unit enters limit_16 <gen>
Unit - A unit enters limit_15_16 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_8 <gen>)
limit 9
Events
Unit - A unit enters limit_17 <gen>
Unit - A unit enters limit_18 <gen>
Unit - A unit enters limit_17_18 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_9 <gen>)
limit 10
Events
Unit - A unit enters limit_19 <gen>
Unit - A unit enters limit_20 <gen>
Unit - A unit enters limit_19_20 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_10 <gen>)
limit 11
Events
Unit - A unit enters limit_21 <gen>
Unit - A unit enters limit_22 <gen>
Unit - A unit enters limit_21_22 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_11 <gen>)
builder filter to keep them in their proper line
builder limit
Events
Unit - A unit enters arrivee_1 <gen>
Unit - A unit enters arrivee_2 <gen>
Unit - A unit enters arrivee_3 <gen>
Unit - A unit enters arrivee_4 <gen>
Unit - A unit enters arrivee_5 <gen>
Unit - A unit enters arrivee_6 <gen>
Unit - A unit enters arrivee_7 <gen>
Unit - A unit enters arrivee_8 <gen>
Unit - A unit enters arrivee_9 <gen>
Unit - A unit enters arrivee_10 <gen>
Unit - A unit enters arrivee_11 <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Builder
Actions
If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Move (Entering unit) instantly to (Center of depart_1 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Move (Entering unit) instantly to (Center of depart_2 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Move (Entering unit) instantly to (Center of depart_3 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Move (Entering unit) instantly to (Center of depart_4 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Move (Entering unit) instantly to (Center of depart_5 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Move (Entering unit) instantly to (Center of depart_6 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Move (Entering unit) instantly to (Center of depart_7 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Move (Entering unit) instantly to (Center of depart_8 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Move (Entering unit) instantly to (Center of depart_9 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) then do (Move (Entering unit) instantly to (Center of depart_10 <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) then do (Move (Entering unit) instantly to (Center of depart_11 <gen>)) else do (Do nothing)
sell
Events
Unit - A unit owned by Player 1 (Red) . Finishes training a unit
Unit - A unit owned by Player 2 (Blue) . Finishes training a unit
Unit - A unit owned by Player 3 (Teal) . Finishes training a unit
Unit - A unit owned by Player 4 (Purple) . Finishes training a unit
Unit - A unit owned by Player 5 (Yellow) . Finishes training a unit
Unit - A unit owned by Player 6 (Orange) . Finishes training a unit
Unit - A unit owned by Player 7 (Green) . Finishes training a unit
Unit - A unit owned by Player 8 (Pink) . Finishes training a unit
Unit - A unit owned by Player 9 (Gray) . Finishes training a unit
Unit - A unit owned by Player 10 (Light Blue) . Finishes training a unit
Unit - A unit owned by Player 11 (Dark Green) . Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Sell
Actions
Unit - Remove (Triggering unit) from the game
Unit - Remove (Trained unit) from the game
Player - Add (Point-value of (Triggering unit)) to (Triggering player) . Current gold
Game - Display to (Player group((Owner of (Trained unit)))) the text: ((|c0000cdf9You recieved |r + (String((Point-value of (Triggering unit))))) + (|c0000cdf9 gold for selling a |r + (Name of (Triggering unit))))
region 1
Events
Unit - A unit enters move_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 1 (Red)
(Player 1 (Red) slot status) Equal to Is playing
(Builder 0000 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_1 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_1 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_1 <gen>)) else do (Do nothing)
region 2
Events
Unit - A unit enters move_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 2 (Blue)
(Player 2 (Blue) slot status) Equal to Is playing
(Builder 0002 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_2 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_2 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_2 <gen>)) else do (Do nothing)
region 3
Events
Unit - A unit enters move_3 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 3 (Teal)
(Player 3 (Teal) slot status) Equal to Is playing
(Builder 0008 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_3 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_3 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_3 <gen>)) else do (Do nothing)
region 4
Events
Unit - A unit enters move_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 4 (Purple)
(Player 4 (Purple) slot status) Equal to Is playing
(Builder 0009 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_4 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_4 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_4 <gen>)) else do (Do nothing)
region 5
Events
Unit - A unit enters move_5 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 5 (Yellow)
(Player 5 (Yellow) slot status) Equal to Is playing
(Builder 0010 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_5 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_5 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_5 <gen>)) else do (Do nothing)
region 6
Events
Unit - A unit enters move_6 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 6 (Orange)
(Player 6 (Orange) slot status) Equal to Is playing
(Builder 0011 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_6 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_6 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_6 <gen>)) else do (Do nothing)
region 7
Events
Unit - A unit enters move_7 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 7 (Green)
(Player 7 (Green) slot status) Equal to Is playing
(Builder 0098 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_7 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_7 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_7 <gen>)) else do (Do nothing)
region 8
Events
Unit - A unit enters move_8 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 8 (Pink)
(Player 8 (Pink) slot status) Equal to Is playing
(Builder 0111 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_8 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_8 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_8 <gen>)) else do (Do nothing)
region 9
Events
Unit - A unit enters move_9 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 9 (Gray)
(Player 9 (Gray) slot status) Equal to Is playing
(Builder 0112 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_9 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_9 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_9 <gen>)) else do (Do nothing)
region 10
Events
Unit - A unit enters move_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 10 (Light Blue)
(Player 10 (Light Blue) slot status) Equal to Is playing
(Builder 0113 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_10 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_10 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_10 <gen>)) else do (Do nothing)
region 11
Events
Unit - A unit enters move_11 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Owner of (Entering unit)) Not equal to Player 11 (Dark Green)
(Player 11 (Dark Green) slot status) Equal to Is playing
(Builder 0114 <gen> is alive) Equal to True
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Move To . (Center of arrivee_11 <gen>)
If (((Unit-type of (Entering unit)) Equal to Demolition machine) or ((Unit-type of (Entering unit)) Equal to Siege Engine)) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_11 <gen>)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Order (Entering unit) to Attack-Move To.(Center of arrivee_11 <gen>)) else do (Do nothing)
region 1 Skip
Events
Unit - A unit enters move_1 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 1 (Red)) or ((Builder 0000 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
region 2 Skip
Events
Unit - A unit enters move_2 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Builder 0002 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
region 3 Skip
Events
Unit - A unit enters move_3 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or ((Builder 0008 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
region 4 Skip
Events
Unit - A unit enters move_4 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or ((Builder 0009 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
region 5 Skip
Events
Unit - A unit enters move_5 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Builder 0010 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
region 6 Skip
Events
Unit - A unit enters move_6 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 6 (Orange)) or ((Builder 0011 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
region 7 Skip
Events
Unit - A unit enters move_7 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 7 (Green)) or ((Builder 0098 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
region 8 Skip
Events
Unit - A unit enters move_8 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 8 (Pink)) or ((Builder 0111 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
region 9 Skip
Events
Unit - A unit enters move_9 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 9 (Gray)) or ((Builder 0112 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
region 10 Skip
Events
Unit - A unit enters move_10 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 10 (Light Blue)) or ((Builder 0113 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
region 11 Skip
Events
Unit - A unit enters move_11 <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 11 (Dark Green)) or ((Builder 0114 <gen> is dead) Equal to True)
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Order (Entering unit) to Stop .
Wait 1.00 seconds
Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
arrivee 1
Events
Unit - A unit enters arrivee_1 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
Set Variable Set nbr = "1"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 2
Events
Unit - A unit enters arrivee_2 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
Set Variable Set nbr = "2"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 3
Events
Unit - A unit enters arrivee_3 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
Set Variable Set nbr = "3"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 4
Events
Unit - A unit enters arrivee_4 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
Set Variable Set nbr = "4"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 5
Events
Unit - A unit enters arrivee_5 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
Set Variable Set nbr = "5"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 6
Events
Unit - A unit enters arrivee_6 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
Set Variable Set nbr = "6"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 7
Events
Unit - A unit enters arrivee_7 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
Set Variable Set nbr = "7"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 8
Events
Unit - A unit enters arrivee_8 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
Set Variable Set nbr = "8"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 9
Events
Unit - A unit enters arrivee_9 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
Set Variable Set nbr = "9"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 10
Events
Unit - A unit enters arrivee_10 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
Set Variable Set nbr = "10"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
arrivee 11
Events
Unit - A unit enters arrivee_11 <gen>
Conditions
(Unit-type of (Entering unit)) Not equal to Builder
Actions
Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
Set Variable Set nbr = "11"
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Display to (Player group((Player(nbr)))) for 5.00 seconds the text: ((Name of (Owner of (Entering unit))) + owned 1 life from you.)) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Display to (Player group((Owner of (Entering unit)))) for 5.00 seconds the text: (You owned 1 life from + (Name of (Player(nbr))))) else do (Do nothing)
If (Vie[nbr] Greater than 0) then do (Set VariableSet Vie[(Player number of (Owner of (Entering unit)))] = (Vie[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Not equal to Referee) then do (Set VariableSet Vie[nbr] = (Vie[nbr] - 1)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Create 1.Wisp for (Owner of (Entering unit)) at (Center of feu_follet <gen>) facing Default building facing degrees) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Display to (Player group((Owner of (Entering unit)))) for 20.00 seconds the text: YOU OWNED 1 PLAYER !!!NOW, YOU CAN POSSESS A NEW TECHNOLOGY.) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Pick every unit in (Units owned by (Player(nbr)).) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If (Vie[nbr] Equal to 0) then do (Remove (Player(nbr)) from (Last created leaderboard).) else do (Do nothing)
For each (Integer A) from 1 to 11 , do (Change the value for (Player((Integer A))) in (Last created leaderboard) to Vie[(Integer A)])
achat 1
Events
Unit - A unit enters Shrine_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_2 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_2 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 2
Events
Unit - A unit enters Shrine_2 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_3 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_3 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 3
Events
Unit - A unit enters Shrine_3 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_4 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_4 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 4
Events
Unit - A unit enters Shrine_4 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_5 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_5 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 5
Events
Unit - A unit enters Shrine_5 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_6 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_6 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 6
Events
Unit - A unit enters Shrine_6 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_7 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_7 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 7
Events
Unit - A unit enters Shrine_7 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_8 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_8 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 8
Events
Unit - A unit enters Shrine_8 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_9 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_9 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 9
Events
Unit - A unit enters Shrine_9 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_10 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_10 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 10
Events
Unit - A unit enters Shrine_10 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_11 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_11 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
achat 11
Events
Unit - A unit enters Shrine_11 <gen>
Conditions
((Entering unit) is A structure) Equal to False
Actions
If (((Unit-type of (Entering unit)) Not equal to Rot Golem) and ((Unit-type of (Entering unit)) Not equal to Infernal)) then do (Create 2.(Unit-type of (Entering unit)) for (Owner of (Entering unit)) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Pick every unit in (Last created unit group) and do (Move (Picked unit) instantly to (Random point in depart_1 <gen>))
Unit - Move (Entering unit) instantly to (Random point in depart_1 <gen>)
If ((Unit-type of (Entering unit)) Equal to Sheep) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Frost Wolf) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 2)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Skeleton Warrior) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 4)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Acolyte) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 8)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Corrupted Treant) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 10)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Swordsman) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 12)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Fel Orc Grunt) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 14)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Vile Temptress) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 20)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Shade) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 22)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Mud Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 37)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Demolition machine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 50)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Rot Golem) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Knight) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Tauren) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 200)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Forest Troll Berserker) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 350)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wraith) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 625)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Wendigo) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 800)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Faceless One) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 900)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Dragonspawn) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1100)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Magnataur) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1300)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Banshee) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 1600)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Siege Engine) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Infernal) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] + 3000)) else do (Do nothing)
If ((Unit-type of (Entering unit)) Equal to Phoenix) then do (Set VariableSet Income[(Player number of (Owner of (Entering unit)))] = (Income[(Player number of (Owner of (Entering unit)))] - 25000)) else do (Do nothing)
Fire
Events
Unit - A unit enters Fire_North <gen>
Unit - A unit enters Fire_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00V"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Fire 1
Events
Unit - A unit enters Fire_1_North <gen>
Unit - A unit enters Fire_1_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h010"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Fire 2
Events
Unit - A unit enters Fire_2_North <gen>
Unit - A unit enters Fire_2_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h011"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Ice
Events
Unit - A unit enters Ice_North <gen>
Unit - A unit enters Ice_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00W"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Ice 1
Events
Unit - A unit enters Ice_1_North <gen>
Unit - A unit enters Ice_1_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h012"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Ice 2
Events
Unit - A unit enters Ice_2_North <gen>
Unit - A unit enters Ice_2_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h013"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Electricity
Events
Unit - A unit enters Electricity_North <gen>
Unit - A unit enters Electricity_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00X"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Electricity 1
Events
Unit - A unit enters Electricity_1_North <gen>
Unit - A unit enters Electricity_1_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h014"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Electricity 2
Events
Unit - A unit enters Electricity_2_North <gen>
Unit - A unit enters Electricity_2_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h015"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Light
Events
Unit - A unit enters Light_North <gen>
Unit - A unit enters Light_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00Y"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Light 1
Events
Unit - A unit enters Light_1_North <gen>
Unit - A unit enters Light_1_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h016"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Light 2
Events
Unit - A unit enters Light_2_North <gen>
Unit - A unit enters Light_2_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h017"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Dark
Events
Unit - A unit enters Dark_North <gen>
Unit - A unit enters Dark_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h00Z"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Dark 1
Events
Unit - A unit enters Dark_1_North <gen>
Unit - A unit enters Dark_1_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h018"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Dark 2
Events
Unit - A unit enters Dark_2_North <gen>
Unit - A unit enters Dark_2_South <gen>
Conditions
Actions
Set Variable Set unit_temp = "h019"
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Kill (Entering unit)) else do (Display to (Player group((Owner of (Entering unit)))) the text: YOU ALREADY HAVE THIS TECHNOLOGY !!!)
If ((Number of units in (Units owned by (Owner of (Entering unit)) of type unit_temp)) Equal to 0) then do (Create 1.unit_temp for (Owner of (Entering unit)) at (Random point in Tech_Area <gen>) facing Default building facing degrees) else do (Do nothing)
Fire text
Events
Unit - A unit enters Fire_Text_North <gen>
Unit - A unit enters Fire_Text_South <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: FIRE : Good splash damage but slow fire rateMagma Well... Medium splashMeteor Attractor... Slow speed, medium splash, excellent damageGrenade Tower... Gigantic splash, GROUND only
Ice text
Events
Unit - A unit enters Ice_Text_North <gen>
Unit - A unit enters Ice_Text_South <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: ICE : Slows creeps, balanced elementBlessed water... Higher damage but no slowing abilityUltimate Ice Tower... Slows creeps, splash attackUltimate Water Tower... Fast attack, doesn't slow
Electricity text
Events
Unit - A unit enters Electricity_Text_North <gen>
Unit - A unit enters Electricity_Text_South <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: ELECTRICITY : Good cooldown but no splash attackElectric Cannon... Single target, stuns creepsLightning Generator... Single target, high damageReflector... Fast attack, lower damage, attacks multiple targets
Light text
Events
Unit - A unit enters Light_Text_North <gen>
Unit - A unit enters Light_Text_South <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: LIGHT : Various good towersHoly Lantern... Longer range, higher damageEnchanted Mushroom... Longer range, splash attackSorceress Tower... Has AOE slow aura
Dark text
Events
Unit - A unit enters Dark_Text_North <gen>
Unit - A unit enters Dark_Text_South <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: DARK : Slow poison and reasonable damageDamned Tower... Slow poisonSeptic Tank... Slow poison, poison sting, faster attackSwarmcaller... Splash attack, slower speed
income
Events
Player - Player 1 (Red) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -income (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
For each (Integer A) from 1 to 11 , do (Display to (Player group((Triggering player))) for 10.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 1
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to True
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0000 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Red owns everyone !!!
Wait 10.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 2
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to True
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0002 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Blue owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 3
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to True
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0008 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Teal owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 4
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to True
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0009 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Purple owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 5
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to True
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0010 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Yellow owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 6
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to True
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0011 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Orange owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 7
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to True
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0098 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Green owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 8
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to True
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0111 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Pink owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 9
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to True
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0112 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Gray owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 10
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to True
(Builder 0114 <gen> is alive) Equal to False
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0113 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Light Blue owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
uses builders as flags to determine if player is still alive, if only one builder is left awards victory to remaining player
victory 11
Events
Time - Every 10.00 seconds of game time
Conditions
(Builder 0000 <gen> is alive) Equal to False
(Builder 0002 <gen> is alive) Equal to False
(Builder 0008 <gen> is alive) Equal to False
(Builder 0009 <gen> is alive) Equal to False
(Builder 0010 <gen> is alive) Equal to False
(Builder 0011 <gen> is alive) Equal to False
(Builder 0098 <gen> is alive) Equal to False
(Builder 0111 <gen> is alive) Equal to False
(Builder 0112 <gen> is alive) Equal to False
(Builder 0113 <gen> is alive) Equal to False
(Builder 0114 <gen> is alive) Equal to True
Actions
Floating Text - Create floating text that reads Victory !!! above Builder 0114 <gen> with Z offset 3.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: Dark Green owns everyone !!!
Wait 10.00 seconds
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Gameplay
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Basic Gameplay with the description Line Tower Wars is a tower defence game, the object of which is twofold, summon creeps to steal lives from the player(s) to your right, while building towers to defend yourself from the player(s) to your left. Summoned creeps which make it to the bottom of your lane steal one life from you. Likewise each creature you get through your opponent's maze gives you an extra life. To win the game, you must eliminate all the other players by stealing all of their lives.The neutral referee will destroy your defensive towers if you do not leave a path though your maze -- blocking is not allowed !!!See the following sections for more detailed explanations of various game aspects. Good luck. , using icon path ReplaceableTextures\PassiveButtons\PASBTNElunesBlessing.blp
Quest - Create a Required quest titled Summoning with the description In the centerline of the map you have two buildings, a shrine and a super shrine. At these buildings you may purchase creeps to send at your opponents. Most importantly, summoning creeps raises your income and gives you the chance to steal lives from the other players. Experienced players realize that usually, all other things being equal, the player with the highest income is in the best position to win the game. I highly recommend that you build just enough defense to kill what your opponents are sending, while challenging the downstream opponents with as many creeps as you can. , using icon path ReplaceableTextures\CommandButtons\BTNDemoness.blp
Quest - Create a Required quest titled Income with the description At the beginning of the game you have 30 gold in the bank, and a starting income of 25 gold. Every 20 seconds of game time your income is added to your bank, there is a timer that displays the time remaining to the next income cycle. As income is paid, all players are given a text mesage showing the current income of every player in the game. I strongly advise you to pay attention to that list as it is critical to know who is capable of summoning the higher end creeps. Try to raise your income quickly, as the higher level creeps are far more effective at penetrating (or in the case of attackers - destroying) your opponent's defenses.Raise Income : Every creep you summon at the shrine/super shrine increases your income base by the amount listed in the tooltip. The only exception is the Phoenix attacking unit which LOWERS your income by 25,000 gold. Note that lower cost creeps generally have a better cost to income ratio than higher level creeps. , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a Required quest titled Attackers with the description Most of the units summoned in the game are simple maze running creeps, however 3 units are different. The demolition machine (shrine), siege engine and phoenix (super shrine) are tower attackers which attempt to destroy your opponent's maze. Tower attackers are most effective against someone who builds complicated mazes, and not as effective against a player who packs their towers together densely.A special note about PhoenixPhoenixes are the only summons which REDUCE your income (-25,000 income) but they are the best tower attackers in the game. Additionally, when a phoenix is killed it explodes, damaging or destroying towers in it's immediate vicinity. It is best to try and micro the phoenixes so they end up doing as much damage as possible, especially with the final death explosion. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Technology with the description Below your shrine/super shrine area is the technology area, in which you have 3 starting wisps. Across from the wisps are circles of power with their corresponding elemental towers. Use the wisps to choose which towers you want to build (all the high level towers upgrade from the Elemental tower built by your builder).When you eliminate another player, you are given an extra wisp to research new technologies. , using icon path ReplaceableTextures\CommandButtons\BTNTomeRed.blp
Quest - Create a Required quest titled Elemental Towers with the description Fire (slow fire rate, good damage, all towers have splash)Basic upgrade - barbeque : small splash, moderate damagetier 2 - magma well : larger splash, better damagetier 3 * - meteor attractor : reasonable splash, good damagetier 3 * - grenade tower : Gigantic splash, ground onlyIce (balanced element)Basic upgrade - Frost Tower : single target, has slowing abilitytier 2 - Blessed water : single target no slowing abilitytier 3* -Ultimate ice tower : slows creeps, splash attack, lower damagetier 3* -Ultimate water tower : fast attack, doesn't slowElectricity (high damage, single target)Basic upgrade - Short circuit : short range single targettier 2 - Electric Cannon : single target, can stun creepstier 3* - Lightning Generator : single target, high damagetier 3* - Reflector : has bounce attack capable of hitting multiple targets, fast attackLight (good all around towers)Basic upgrade - Little bird : High damage, slow attacktier 2 - Holy Lantern : longer range, higher damagetier 3* - Enchanted Mushroom : longer range, splash attacktier 3* - Sorceress Tower : AOE slow auraDark (slow poison, expensive towers)Basic upgrade - Poison well : single target, slow poisontier 2 - Damned tower : single target, slow poisontier 3* - Septic Tank : single target, slow poisontier 3* - Swarmcaller : Splash attack, slower speed , using icon path ReplaceableTextures\CommandButtons\BTNAdvancedFrostTower.blp
Quest - Create a Required quest titled Cross Technology Towers with the description There are 10 advanced towers. To upgrade to these towers you must have the required technologies listed below.Moonbeam Tower : Meteor Attractor + light towerMortar Tower : Grenade Tower + dark towerGlacial Tower : Ultimate Ice Tower + light towerHurricane Elemental : Ultimate Water Tower + electricity towerScorpion Tower : Lightning Generator + dark towerStatic Tower : Reflector + ice towerFlaming Mushroom : Enchanted Mushroom + fire towerWizard Tower : Sorceress Tower + ice towerGravedigger : Septic Tank + electricity towerPlaguebringer : Swarmcaller + fire towerThese towers are created by upgrading the appropriate tier 3 elemental tower. ie. the wizard tower is upgraded from the sorceress tower. , using icon path ReplaceableTextures\CommandButtons\BTNDizzy.blp
Quest - Create a Optional quest titled Commands with the description Type -income to show income.Type -debug to move units to the end of the line if they are stuck. , using icon path ReplaceableTextures\CommandButtons\BTNPenguin.blp
Quest - Create a Optional quest titled About this Map with the description This map was modified by Norad III from Line Tower Wars v12.0 Hell Final by Holykannibal.If you found any bugs please send to [email protected]. , using icon path ReplaceableTextures\CommandButtons\BTNSeal.blp
Kick Red
Events
Player - Player 1 (Red) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Don't piss me off...
Kick Blue
Events
Player - Player 1 (Red) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Don't piss me off...
Kick Teal
Events
Player - Player 1 (Red) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Don't piss me off...
Kick Purple
Events
Player - Player 1 (Red) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Don't piss me off...
Kick Yellow
Events
Player - Player 1 (Red) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Don't piss me off...
Kick Orange
Events
Player - Player 1 (Red) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Don't piss me off...
Kick Green
Events
Player - Player 1 (Red) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Don't piss me off...
Kick Gray
Events
Player - Player 1 (Red) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: Don't piss me off...
Kick Pink
Events
Player - Player 1 (Red) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Don't piss me off...
Kick Light Blue
Events
Player - Player 1 (Red) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 10 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 10 (Light Blue) with the message: Don't piss me off...
Kick Dark Green
Events
Player - Player 1 (Red) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 11 (Dark Green) with the message: Don't piss me off...
move units
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_1 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_1 <gen>))) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_2 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_2 <gen>))) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_3 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_3 <gen>))) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_4 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_4 <gen>))) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_5 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_5 <gen>))) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_6 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_6 <gen>))) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_7 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_7 <gen>))) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_8 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_8 <gen>))) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_9 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_9 <gen>))) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_10 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_10 <gen>))) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Has left the game) then do (Pick every unit in (Units in Remove_11 <gen>) and do (Order (Picked unit) to Move To.(Center of arrivee_11 <gen>))) else do (Do nothing)
Anti controlling
Events
Unit - A unit owned by Player 1 (Red) . Is issued an order targeting an object
Unit - A unit owned by Player 1 (Red) . Is issued an order targeting a point
Unit - A unit owned by Player 1 (Red) . Is issued an order with no target
Unit - A unit owned by Player 2 (Blue) . Is issued an order targeting an object
Unit - A unit owned by Player 2 (Blue) . Is issued an order targeting a point
Unit - A unit owned by Player 2 (Blue) . Is issued an order with no target
Unit - A unit owned by Player 3 (Teal) . Is issued an order targeting an object
Unit - A unit owned by Player 3 (Teal) . Is issued an order targeting a point
Unit - A unit owned by Player 3 (Teal) . Is issued an order with no target
Unit - A unit owned by Player 4 (Purple) . Is issued an order targeting an object
Unit - A unit owned by Player 4 (Purple) . Is issued an order targeting a point
Unit - A unit owned by Player 4 (Purple) . Is issued an order with no target
Unit - A unit owned by Player 5 (Yellow) . Is issued an order targeting an object
Unit - A unit owned by Player 5 (Yellow) . Is issued an order targeting a point
Unit - A unit owned by Player 5 (Yellow) . Is issued an order with no target
Unit - A unit owned by Player 6 (Orange) . Is issued an order targeting an object
Unit - A unit owned by Player 6 (Orange) . Is issued an order targeting a point
Unit - A unit owned by Player 6 (Orange) . Is issued an order with no target
Unit - A unit owned by Player 7 (Green) . Is issued an order targeting an object
Unit - A unit owned by Player 7 (Green) . Is issued an order targeting a point
Unit - A unit owned by Player 7 (Green) . Is issued an order with no target
Unit - A unit owned by Player 8 (Pink) . Is issued an order targeting an object
Unit - A unit owned by Player 8 (Pink) . Is issued an order targeting a point
Unit - A unit owned by Player 8 (Pink) . Is issued an order with no target
Unit - A unit owned by Player 9 (Gray) . Is issued an order targeting an object
Unit - A unit owned by Player 9 (Gray) . Is issued an order targeting a point
Unit - A unit owned by Player 9 (Gray) . Is issued an order with no target
Unit - A unit owned by Player 10 (Light Blue) . Is issued an order targeting an object
Unit - A unit owned by Player 10 (Light Blue) . Is issued an order targeting a point
Unit - A unit owned by Player 10 (Light Blue) . Is issued an order with no target
Unit - A unit owned by Player 11 (Dark Green) . Is issued an order targeting an object
Unit - A unit owned by Player 11 (Dark Green) . Is issued an order targeting a point
Unit - A unit owned by Player 11 (Dark Green) . Is issued an order with no target
Conditions
(Unit-type of (Ordered unit)) Not equal to Builder
(Unit-type of (Ordered unit)) Not equal to Wisp
Actions
Trigger - Turn off (This trigger)
If ((Remove_1 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_1 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_1 <gen>)) else do (Do nothing)
If ((Remove_2 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_2 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_2 <gen>)) else do (Do nothing)
If ((Remove_3 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_3 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_3 <gen>)) else do (Do nothing)
If ((Remove_4 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_4 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_4 <gen>)) else do (Do nothing)
If ((Remove_5 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_5 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_5 <gen>)) else do (Do nothing)
If ((Remove_6 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_6 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_6 <gen>)) else do (Do nothing)
If ((Remove_7 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_7 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_7 <gen>)) else do (Do nothing)
If ((Remove_8 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_8 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_8 <gen>)) else do (Do nothing)
If ((Remove_9 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_9 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_9 <gen>)) else do (Do nothing)
If ((Remove_10 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_10 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_10 <gen>)) else do (Do nothing)
If ((Remove_11 <gen> contains (Ordered unit)) Equal to True) then do (Order (Units owned by (Owner of (Ordered unit)) matching (((Remove_11 <gen> contains (Matching unit)) Equal to True) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Unit-type of (Matching unit)) Not equal to Wisp))).) to Attack-Move To.(Center of arrivee_11 <gen>)) else do (Do nothing)
Trigger - Turn on (This trigger)
Debug
Events
Player - Player 1 (Red) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -debug (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units in Remove_1 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 1 (Red)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_1 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_2 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 2 (Blue)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_2 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_3 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 3 (Teal)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_3 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_4 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 4 (Purple)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_4 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_5 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 5 (Yellow)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_5 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_6 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 6 (Orange)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_6 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_7 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 7 (Green)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_7 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_8 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 8 (Pink)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_8 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_9 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 9 (Gray)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_9 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_10 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 10 (Light Blue)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_10 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Remove_11 <gen>) and do (If (((Owner of (Picked unit)) Not equal to Player 11 (Dark Green)) and ((Owner of (Picked unit)) Not equal to Player 12 (Brown))) then do (Order (Picked unit) to Attack-Move To.(Random point in arrivee_11 <gen>)) else do (Do nothing))
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.