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Triggers
line tower wars2.w3x
Variables
Initialisation
bounty
Initialization
Security
tunnelier
tunnelier 2
tunnelier 3
all remove
limites 1
limites 2
limites 3
limites 4
limites 5
limites 6
limites 7
limites 8
limites 9
limites 10
limites 11
special
sell
sell ability
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 Copier
region 2 Copier
region 3 Copier
region 4 Copier
region 5 Copier
region 6 Copier
region 7 Copier
region 8 Copier
region 9 Copier
region 10 Copier
region 11 Copier
arrivee 1
arrivee 2
arrivee 3
arrivee 4
arrivee 5
arrivee 6
arrivee 7
arrivee 8
arrivee 9
arrivee 10
arrivee 11
cool baby
Wisp Wrangler
creeps
achat 1
achat 2
achat 3
achat 4
achat 5
achat 6
achat 7
achat 8
achat 9
achat 10
achat 11
Income
technologie
fire
fire Copy
glace
glace Copy
elec
elec Copy
lumiere
lumiere Copy
ombre
ombre Copy
fire 1
fire 1 Copy
fire 2
fire 2 Copy
glace 1
glace 1 Copy
glace 2
glace 2 Copy
elec 1
elec 1 Copy
elec 2
elec 2 Copy
lumiere 1
lumiere 1 Copy
lumiere 2
lumiere 2 Copy
ombre 1
ombre 1 Copy
ombre 2
ombre 2 Copy
texte feu
texte feu Copy
texte glace
texte glace Copy
texte foudre
texte foudre Copy
texte lumiere
texte lumiere Copy
texte ombre
texte ombre Copy
aide
help
destroy
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
AdminKick
Kick Blue
Kick Teal
Kick Purple
Kick Yellow
Kick Orange
Kick Green
Kick Pink
Kick Gray
Kick Light Blue
Kick Dark Green
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
Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Visibility - Disable fog of war
Visibility - Disable black mask
Environment - Set sky to Lordaeron Summer Sky
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 Next income in:
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: Check the quest menu |cffff0000F9|r for information about the game.Line Tower Wars A series made by Athene_
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))
Security
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
tunnelier
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>))
tunnelier 2
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
tunnelier 3
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 %
all remove
Events
Time - Every 15.00 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))
limites 1
Events
Unit - A unit enters limite_1 <gen>
Unit - A unit enters limite_2 <gen>
Unit - A unit enters limite_1_2 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_1 <gen>)
limites 2
Events
Unit - A unit enters limite_3 <gen>
Unit - A unit enters limite_4 <gen>
Unit - A unit enters limite_2_3 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_2 <gen>)
limites 3
Events
Unit - A unit enters limite_5 <gen>
Unit - A unit enters limite_6 <gen>
Unit - A unit enters limite_3_4 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_3 <gen>)
limites 4
Events
Unit - A unit enters limite_7 <gen>
Unit - A unit enters limite_8 <gen>
Unit - A unit enters limite_4_5 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_4 <gen>)
limites 5
Events
Unit - A unit enters limite_9 <gen>
Unit - A unit enters limite_10 <gen>
Unit - A unit enters limite_5_6 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_5 <gen>)
limites 6
Events
Unit - A unit enters limite_11 <gen>
Unit - A unit enters limite_12 <gen>
Unit - A unit enters limite_6_7 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_6 <gen>)
limites 7
Events
Unit - A unit enters limite_13 <gen>
Unit - A unit enters limite_14 <gen>
Unit - A unit enters limite_13_14 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_7 <gen>)
limites 8
Events
Unit - A unit enters limite_15 <gen>
Unit - A unit enters limite_16 <gen>
Unit - A unit enters limite_15_16 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_8 <gen>)
limites 9
Events
Unit - A unit enters limite_17 <gen>
Unit - A unit enters limite_18 <gen>
Unit - A unit enters limite_17_18 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_9 <gen>)
limites 10
Events
Unit - A unit enters limite_19 <gen>
Unit - A unit enters limite_20 <gen>
Unit - A unit enters limite_19_20 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_10 <gen>)
limites 11
Events
Unit - A unit enters limite_21 <gen>
Unit - A unit enters limite_22 <gen>
Unit - A unit enters limite_21_22 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of depart_10 <gen>)
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))))
sell ability
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Sell
Actions
Unit - Remove (Casting unit) from the game
Player - Add (((Point-value of (Casting unit)) x 75) / 100) to Player 1 (Red) . Current gold
Game - Display to (Player group((Owner of (Casting unit)))) the text: (You recieved + ((String((((Point-value of (Casting unit)) x 75) / 100))) + ( gold for selling a + (Name of (Casting unit)))))
region 1
Events
Unit - A unit enters move_1 <gen>
Conditions
((Entering unit) is A structure) Equal to False
(Unit-type of (Entering unit)) Not equal to Builder
((Triggering unit) is A structure) Equal to True
(Player 1 (Red) slot status) Equal to Is playing
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
(Unit-type of (Entering unit)) Not equal to Builder
((Triggering unit) is alive) Equal to True
(Player 2 (Blue) slot status) Equal to Is playing
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
(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
(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
(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
(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
(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
(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
(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
(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
(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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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 Copier
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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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))) + has stolen 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 have stolen 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 30.00 seconds the text: YOU HAVE KILLED 1 PLAYERNOW, 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)])
builder filter to keep them in their proper line
cool baby
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)
This trigger moves spawned wisps for the top 5 players to their proper tech area... elsewise they spawn on the bottom, also moves bottom wisps away from the creation area to avoid stacking problems
Wisp Wrangler
Events
Unit - A unit enters Wisp_Sorter <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Wisp
Actions
If ((Owner of (Entering unit)) Equal to Player 1 (Red)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 2 (Blue)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 3 (Teal)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 4 (Purple)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 5 (Yellow)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 6 (Orange)) then do (Order (Entering unit) to Move To.(Center of extra_wisps <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 7 (Green)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 8 (Pink)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <gen>)) else do (Do nothing)
If ((Owner of (Entering unit)) Equal to Player 9 (Gray)) then do (Move (Entering unit) instantly to (Center of Wisp_Destination <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 Wisp_Destination <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 Wisp_Destination <gen>)) else do (Do nothing)
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)
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 6.00 seconds the text: (((String((Integer A))) + ) ) + (String(Income[(Integer A)]))))
fire
Events
Unit - A unit enters feu <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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 Copy
Events
Unit - A unit enters feu_Copy <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace
Events
Unit - A unit enters glace <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace Copy
Events
Unit - A unit enters glace_Copy <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec
Events
Unit - A unit enters foudre <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec Copy
Events
Unit - A unit enters foudre_Copy <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere
Events
Unit - A unit enters Light <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere Copy
Events
Unit - A unit enters Light_Copy <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre
Events
Unit - A unit enters Shadow <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre Copy
Events
Unit - A unit enters Shadow_Copy <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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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 feu_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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 Copy
Events
Unit - A unit enters feu_1_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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 feu_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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 Copy
Events
Unit - A unit enters feu_2_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Fire tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace 1
Events
Unit - A unit enters glace_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace 1 Copy
Events
Unit - A unit enters glace_1_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace 2
Events
Unit - A unit enters glace_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
glace 2 Copy
Events
Unit - A unit enters glace_2_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Ice tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec 1
Events
Unit - A unit enters foudre_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec 1 Copy
Events
Unit - A unit enters foudre_1_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec 2
Events
Unit - A unit enters foudre_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
elec 2 Copy
Events
Unit - A unit enters foudre_2_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Electricity tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere 1
Events
Unit - A unit enters Light_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere 1 Copy
Events
Unit - A unit enters Light_1_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere 2
Events
Unit - A unit enters Light_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
lumiere 2 Copy
Events
Unit - A unit enters Light_2_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Light tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre 1
Events
Unit - A unit enters Shadow_1 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre 1 Copy
Events
Unit - A unit enters Shadow_1_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre 2
Events
Unit - A unit enters Shadow_2 <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
ombre 2 Copy
Events
Unit - A unit enters Shadow_2_Copy <gen>
Conditions
(Number of units in (Units owned by (Owner of (Entering unit)) of type Dark tower)) Greater than 0
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 HAVE ALREADY THIS TECHNOLOGIE !!!)
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)
texte feu
Events
Unit - A unit enters rens_1 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: FIRE: good splash damages but slow fire rateGrenade tower.... huge splash GROUND onlyMeteor Attractor.... Slow speed, meduim splash, excellent damageMagma Tower... Medium Splash, can stun
texte feu Copy
Events
Unit - A unit enters rens_1_Copy <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: FIRE: good splash damages but slow fire rateGrenade tower.... huge splash GROUND onlyMeteor Attractor.... Slow speed, meduim splash, excellent damageMagma Tower... Medium Splash, can stun
texte glace
Events
Unit - A unit enters rens_2 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: WATER / ICE: the ice can slow units. Balanced element.Ultimate Ice Tower... Good Aoe, and slows creepsUltimate Water Tower... Fast Single Target tower, doesn't slow
texte glace Copy
Events
Unit - A unit enters rens_2_Copy <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: WATER / ICE: the ice can slow units. Balanced element.Ultimate Ice Tower... Good Aoe, and slows creepsUltimate Water Tower... Fast Single Target tower, doesn't slow
texte foudre
Events
Unit - A unit enters rens_3 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: ELECTRICITY: Good coldown but no splash damage.Lightning Generator ... Fast single target high damageCondensor... Fast, moderate dmg, can stun targetElectric Cannon... Medium Speed, can stun target
texte foudre Copy
Events
Unit - A unit enters rens_3_Copy <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: ELECTRICITY: Good coldown but no splash damage.Lightning Generator ... Fast single target high damageCondensor... Fast, moderate dmg, can stun targetElectric Cannon... Medium Speed, can stun target
texte lumiere
Events
Unit - A unit enters rens_4 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: LIGHT: vaious good towers. Enchanted Mushroom... Medium speed, large splashSorceress Tower... Fast Single Target, has AoE slow auraHoly Lantern.... Medium speed, single target
texte lumiere Copy
Events
Unit - A unit enters rens_4_Copy <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: LIGHT: vaious good towers. Enchanted Mushroom... Medium speed, large splashSorceress Tower... Fast Single Target, has AoE slow auraHoly Lantern.... Medium speed, single target
texte ombre
Events
Unit - A unit enters rens_5 <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: SHADOW / POISON : Slow Poison and reasonable damages.Septic Tank.... Fast single target, has slow poisonSwarmcaller.... Medium speed, huge splash, good damageDamned Tower .. Medium speed, single target, has slow poison
texte ombre Copy
Events
Unit - A unit enters rens_5_Copy <gen>
Conditions
Actions
Game - Display to (Player group((Owner of (Entering unit)))) the text: SHADOW / POISON : Slow Poison and reasonable damages.Septic Tank.... Fast single target, has slow poisonSwarmcaller.... Medium speed, huge splash, good damageDamned Tower .. Medium speed, single target, has slow poison
help
Events
Player - Player 1 (Red) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: Check the quest menu for information about the game......
destroy
Events
Player - Player 1 (Red) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -destroy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (If ((((Picked unit) is A structure) Equal to True) and (((Owner of (Picked unit)) Equal to (Triggering player)) and (((Unit-type of (Picked unit)) Not equal to Shrine) and ((Unit-type of (Picked unit)) Not equal to Super Shrine)))) then do (Kill (Picked unit)) else do (Do nothing))
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 6.00 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 0.00 , using font size 15.00 , color ( 100.00 %, 25.00 %, 25.00 %), and 0 % transparency
Game - Display to (All players) the text: ------ Red has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 has won the game !! -------
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 opponents 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\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Cross Technology Towers with the description There are 10 new advanced towers added in 3.8. To upgrade to these towers you must have the required technologies listed below.Flaming Mushroom : enchanted mushroom + fire level 1Wizard Tower: sorceress tower + ice level 1Moonbeam Tower : Meteor Attractor + light level 1Mortar Tower: Grenade Tower + death level 1Gravedigger: Septic Tank + electric level 1Plaguemaker: Swarmcaller + fire level 1Scorpion Tower : Lightning Generator + death level 1Static Generator: Reflector + ice level 1Hurricane elemental: Ultimate water tower + electric level 1Glacial Tower: Ultimate ice tower + light level 1these 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\BTNAmbush.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 attension 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 opponents defences.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 then higher level creeps. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.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 reccomend 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\BTNAmbush.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 are all tower attackers which attempt to destroy your opponents 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 Phoenix Phoenixes 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 phenixes 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 tech area, in which you have 3 starting wisps. Across from the wisps are circles of power with their corrosponding elemental towers. Use the wisps to chose which towers you want to build (all the high level towers upgrade from the Elemental towers built by your builder). When you eliminate another player, you are given an extra wisp to buy new technologies with.If this is your first time playing, i suggest you pick the light towers, and the enchanted mushroom as your first technology picks. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.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 dmgtier 3 * - meteor attractor : reasonable splash good damagetier 3 * - grenade tower : Ground Only large dmg + splashIce (balenced element)Basic upgrade - Frost Tower : single target, has frost slow abilitytier 2 - Blessed water : single target no slowing abilitytier 3* -Ultimate ice tower : splash, moderate dmg, slowstier 3* -Ultimate water tower: single target, doesn't slowElectricity (high dmg single target towers)basic upgrade - Short circuit : short range single targettier 2 - Electric Cannon : single target, can stuntier 3* - Lightning Generator : single target, very fasttier 3* - Reflector : has bounce attack capable of hitting multiple targets, slower firing.Light (Good all around towers)Basic upgrade - Little bird: long range single targettier 2 - Holy Lantern:medium range, single targettier 3* - Enchanted Mushroom: good aoe, moderate dmgtier 3* - Sorceress Tower: single target, has slow aura Death (High Dmg, 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: large splash, high dmg , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled A series changes with the description Changes from version 10.0 to A series:*Replaced all non-elemental towers with 6 tower types based on range, melee attack, splash damage, speed, air defence and mazing*Builder now summons instead of building*Reduced tower hitpoints by ALOT to change the attacker units state of uselessness*Decreased cost of attacker units*Removed critical strike from scorpions*Fixed light blue-dark green lives bug*Slight increase of movement speed for ground units*Decreased movementspeed for air units*Units now cost 1 foodThe A series was made by Athene_ to refresh the game with new units and models , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Kick Blue
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Don't piss me off. Fucker.
Kick Teal
Events
Player - Player 1 (Red) types a chat message containing -kick teal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Don't piss me off. Fucker.
Kick Purple
Events
Player - Player 1 (Red) types a chat message containing -kick purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Don't piss me off. Fucker.
Kick Yellow
Events
Player - Player 1 (Red) types a chat message containing -kick yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Don't piss me off. Fucker.
Kick Orange
Events
Player - Player 1 (Red) types a chat message containing -kick orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Don't piss me off. Fucker.
Kick Green
Events
Player - Player 1 (Red) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Don't piss me off. Fucker.
Kick Pink
Events
Player - Player 1 (Red) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Don't piss me off. Fucker.
Kick Gray
Events
Player - Player 1 (Red) types a chat message containing -kick gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: Don't piss me off. Fucker.
Kick Light Blue
Events
Player - Player 1 (Red) types a chat message containing -kick light blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 10 (Light Blue) with the message: Don't piss me off. Fucker.
Kick Dark Green
Events
Player - Player 1 (Red) types a chat message containing -kick dark green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 11 (Dark Green) with the message: Don't piss me off. Fucker.
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