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Triggers
(12)IceCrown KAZA v1.15.w3x
Variables
Initialization
Melee Initialization
KAZA Initialization
ItemGeneration
STR
STR 2
AGI
AGI 2
INT
INT 2
CrownOfKings
BerserkerHelm
GeneralHelm
Encyklopedia
ItemSkill
AuraPoznania
OgnistaSkora
Patch
TextModification
Goldmines
email
Hint1
ItemStack
PointsTab
ForBuild
ForTrain
ForTech
ForKill
ForHeroKill
ForBuildingDestroy
Drop
PlayerLost
PlayerLeft
TabHide
TabShow
Name
Type
is_array
initial_value
C
integer
No
D
integer
No
fading
real
No
1.00
lifespan
real
No
2.00
normalchance
integer
No
500
Points
integer
Yes
Random
integer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
KAZA Initialization
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to (Number of players) , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) controller) Equal to Computer
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Player((Integer A)))) Equal to Human
Then - Actions
If ((Integer A) Less than or equal to 4) then do (Start melee AI script for (Player((Integer A))): war3mapImported\GryphonKAZAczlowiek.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Integer A) Greater than or equal to 5) then do (Start melee AI script for (Player((Integer A))): war3mapImported\JainaKAZAczlowiek.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Player((Integer A)))) Equal to Orc
Then - Actions
If ((Integer A) Less than or equal to 12) then do (Start melee AI script for (Player((Integer A))): war3mapImported\GruntMasterKAZAork.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Player((Integer A)))) Equal to Undead
Then - Actions
If ((Integer A) Less than or equal to 4) then do (Start melee AI script for (Player((Integer A))): war3mapImported\VampireKAZAnieumarly.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Integer A) Greater than or equal to 5) then do (Start melee AI script for (Player((Integer A))): war3mapImported\ArthasKAZAnieumarly.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of (Player((Integer A)))) Equal to Night Elf
Then - Actions
If ((Integer A) Less than or equal to 12) then do (Start melee AI script for (Player((Integer A))): war3mapImported\RageKAZAelf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
Else - Actions
STR
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Gauntlets of Ogre Strength +3
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Runed Gauntlets and give it to (Triggering unit)
Skip remaining actions
Else - Actions
STR 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Runed Gauntlets
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Ogniste Rękawice Siły +12 and give it to (Triggering unit)
Skip remaining actions
Else - Actions
AGI
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Slippers of Agility +3
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Boots of Quel'Thalas +6 and give it to (Triggering unit)
Skip remaining actions
Else - Actions
AGI 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Boots of Quel'Thalas +6
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Sztylet Assasyna and give it to (Triggering unit)
Skip remaining actions
Else - Actions
INT
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Mantle of Intelligence +3
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Robe of the Magi +6 and give it to (Triggering unit)
Skip remaining actions
Else - Actions
INT 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Robe of the Magi +6
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item being manipulated))
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to (Item-type of (Item being manipulated))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Medalion Lwa and give it to (Triggering unit)
Skip remaining actions
Else - Actions
CrownOfKings
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Mantle of Intelligence +3
(Item-type of (Item being manipulated)) Equal to Slippers of Agility +3
(Item-type of (Item being manipulated)) Equal to Gauntlets of Ogre Strength +3
(Item-type of (Item being manipulated)) Equal to Circlet of Nobility
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer C ) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer D ) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Circlet of Nobility
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Mantle of Intelligence +3
(Item-type of (Item carried by (Triggering unit) in slot C)) Equal to Gauntlets of Ogre Strength +3
(Item-type of (Item carried by (Triggering unit) in slot D)) Equal to Slippers of Agility +3
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Item - Remove (Item carried by (Triggering unit) in slot C)
Item - Remove (Item carried by (Triggering unit) in slot D)
Hero - Create Crown of Kings +5 and give it to (Triggering unit)
Skip remaining actions
Else - Actions
BerserkerHelm
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Mask of Death
(Item-type of (Item being manipulated)) Equal to Crown of Kings +5
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Mask of Death
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Crown of Kings +5
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Hełm Berserkera and give it to (Triggering unit)
Skip remaining actions
Else - Actions
GeneralHelm
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Hełm Berserkera
(Item-type of (Item being manipulated)) Equal to Królewski Pierścień (version 3)
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Królewski Pierścień (version 3)
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Hełm Berserkera
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Hełm Generała and give it to (Triggering unit)
Skip remaining actions
Else - Actions
Encyklopedia
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Esencja Mrozu
(Item-type of (Item being manipulated)) Equal to Medalion Lwa
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to Esencja Mrozu
(Item-type of (Item carried by (Triggering unit) in slot (Integer B))) Equal to Medalion Lwa
Then - Actions
Item - Remove (Item carried by (Triggering unit) in slot (Integer A))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Hero - Create Encyklopedia and give it to (Triggering unit)
Skip remaining actions
Else - Actions
AuraPoznania
Events
Unit - A unit Dies
Conditions
True Equal to ((Killing unit) has buff Aura Poznania)
Actions
Hero - Add 20 experience to (Killing unit) , Show level-up graphics
OgnistaSkora
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Ognista Skóra
Actions
Unit - Increase level of Ognista Skóra (Efekt) for (Target unit of ability being cast)
Unit - Add Ognista Skóra (Efekt) to (Target unit of ability being cast)
TextModification
Events
Conditions
Actions
Floating Text - Set the velocity of (Last created floating text) to 64 towards 90 degrees
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the fading age of (Last created floating text) to fading seconds
Floating Text - Change the lifespan of (Last created floating text) to lifespan seconds
Goldmines
Events
Time - Elapsed game time is 5 seconds
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Player - Player 5 (Yellow) leaves the game with a defeat
Player - Player 6 (Orange) leaves the game with a defeat
Player - Player 7 (Green) leaves the game with a defeat
Player - Player 8 (Pink) leaves the game with a defeat
Player - Player 9 (Gray) leaves the game with a defeat
Player - Player 10 (Light Blue) leaves the game with a defeat
Player - Player 11 (Dark Green) leaves the game with a defeat
Player - Player 12 (Brown) leaves the game with a defeat
Conditions
Actions
Unit Group - Pick every unit in (Units of type Gold Mine) and do (Actions)
Loop - Actions
Neutral Building - Add 5000 gold to (Picked unit)
Unit Group - Pick every unit in (Units of type Haunted Gold Mine) and do (Actions)
Loop - Actions
Neutral Building - Add 5000 gold to (Picked unit)
Unit Group - Pick every unit in (Units of type Entangled Gold Mine) and do (Actions)
Loop - Actions
Neutral Building - Add 5000 gold to (Picked unit)
email
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: Map language is PLAdded new SI. If you want to add your own SI to the map or just want to support me mailto:|[email protected]|rGood luck and have a fun!
Hint1
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: Zabawę w zestawy ogłaszam rozpoczętą. Na początek mała podpowiedź: na ilu nogach nosimy buty?
Quest - Create a Required quest titled Zestawy with the description Niektóre z przedmiotów łączą się w zestawy, przezco można zebrać potężne premie w kawałkach. Powodzenia w szukaniu! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
ItemStack
Events
Unit - A unit Acquires an item
Conditions
(Charges remaining in (Item being manipulated)) Not equal to 0
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
For each (Integer B) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) Not equal to 0
(Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))) Not equal to 0
(Item-type of (Item carried by (Triggering unit) in slot (Integer A))) Equal to (Item-type of (Item carried by (Triggering unit) in slot (Integer B)))
(Item carried by (Triggering unit) in slot (Integer A)) Not equal to (Item carried by (Triggering unit) in slot (Integer B))
Then - Actions
Item - Set charges remaining in (Item carried by (Triggering unit) in slot (Integer A)) to ((Charges remaining in (Item carried by (Triggering unit) in slot (Integer A))) + (Charges remaining in (Item carried by (Triggering unit) in slot (Integer B))))
Item - Remove (Item carried by (Triggering unit) in slot (Integer B))
Skip remaining actions
Else - Actions
PointsTab
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Points
Player Group - Pick every player in (All players) and do (If (((Picked player) slot status) Equal to Is playing) then do (Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0) else do (Do nothing))
Player Group - Pick every player in (All players) and do (If (((Picked player) controller) Equal to Computer) then do (Change the label for (Picked player) in (Last created leaderboard) to ((Name of (Picked player)) + [AI])) else do (Do nothing))
ForBuild
Events
Unit - A unit Finishes construction
Conditions
Actions
Set Variable Set Points[(Player number of (Owner of (Triggering unit)))] = (Points[(Player number of (Owner of (Triggering unit)))] + 18)
Leaderboard - Change the value for (Owner of (Triggering unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Triggering unit)))]
Floating Text - Create floating text that reads +18 above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
ForTrain
Events
Unit - A unit Finishes training a unit
Conditions
((Trained unit) is A Hero) Equal to False
Actions
Set Variable Set Points[(Player number of (Owner of (Triggering unit)))] = (Points[(Player number of (Owner of (Triggering unit)))] + (Integer(((Life of (Trained unit)) / 20.00))))
Leaderboard - Change the value for (Owner of (Triggering unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Trained unit)))]
Floating Text - Create floating text that reads (+ + (String((Integer(((Life of (Trained unit)) / 20.00)))))) above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
ForTech
Events
Unit - A unit Finishes research
Conditions
Actions
Set Variable Set Points[(Player number of (Owner of (Triggering unit)))] = (Points[(Player number of (Owner of (Triggering unit)))] + 30)
Leaderboard - Change the value for (Owner of (Triggering unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Trained unit)))]
Floating Text - Create floating text that reads +30 above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
ForKill
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to False
((Triggering unit) is A structure) Equal to False
Actions
Set Variable Set Points[(Player number of (Owner of (Killing unit)))] = (Points[(Player number of (Owner of (Killing unit)))] + 5)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Killing unit)))]
Set Variable Set Points[(Player number of (Owner of (Dying unit)))] = (Points[(Player number of (Owner of (Dying unit)))] - 5)
Leaderboard - Change the value for (Owner of (Dying unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Dying unit)))]
Floating Text - Create floating text that reads +5 above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
ForHeroKill
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Set Variable Set Points[(Player number of (Owner of (Killing unit)))] = (Points[(Player number of (Owner of (Killing unit)))] + 100)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Killing unit)))]
Floating Text - Create floating text that reads +100 above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (1000.00, 1000.00))) and do (Actions)
Loop - Actions
If (((Picked unit) is A Hero) Equal to True) then do (Add ((Hero level of (Dying unit)) x 100) experience to (Killing unit), Show level-up graphics) else do (Do nothing)
ForBuildingDestroy
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Set Variable Set Points[(Player number of (Owner of (Killing unit)))] = (Points[(Player number of (Owner of (Killing unit)))] + 36)
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Killing unit)))]
Set Variable Set Points[(Player number of (Owner of (Dying unit)))] = (Points[(Player number of (Owner of (Dying unit)))] - 18)
Leaderboard - Change the value for (Owner of (Dying unit)) in (Last created leaderboard) to Points[(Player number of (Owner of (Dying unit)))]
Floating Text - Create floating text that reads +36 above (Triggering unit) with Z offset 0 , using font size 14.00 , color ( 60.00 %, 80.00 %, 5.00 %), and 10.00 % transparency
Trigger - Run TextModification <gen> (ignoring conditions)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Drop
Events
Unit - A unit Dies
Conditions
Actions
-------- ITEMS --------
If ((Random integer number between 1 and (normalchance + 50)) Equal to 1) then do (Create Ostrze Zguby at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and (normalchance + 100)) Equal to 1) then do (Create Serek Mocy at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and (normalchance - 100)) Equal to 1) then do (Create Tome of Experience at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Tome of Intelligence at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Tome of Strength at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Tome of Agility at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Bladebane Armor at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Złota Tarcza at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Gloves of Spell Mastery at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Mindstaff at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Eteryczne Buty at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Szpony Ataku +18 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Szpony Ataku +21 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Królewski Pierścień (version 3) at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Esencja Mrozu at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Złoto +10 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Złoto +10 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and normalchance) Equal to 1) then do (Create Złoto +10 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and (normalchance - 400)) Equal to 1) then do (Create Mantle of Intelligence +3 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and (normalchance - 400)) Equal to 1) then do (Create Slippers of Agility +3 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and (normalchance - 400)) Equal to 1) then do (Create Gauntlets of Ogre Strength +3 at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and 300) Equal to 1) then do (Create Rune of the Watcher at (Position of (Triggering unit))) else do (Do nothing)
If ((Random integer number between 1 and 100) Equal to 1) then do (Create Rune of Lesser Healing at (Position of (Triggering unit))) else do (Do nothing)
-------- UNITS --------
Wait 2 game-time seconds
If ((Random integer number between 1 and 25) Equal to 1) then do (Create 1.Zombie for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 50) Equal to 1) then do (Create 1.Skeleton Warrior for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees) else do (Do nothing)
If ((Random integer number between 1 and 50) Equal to 1) then do (Create 1.Skeleton Archer for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees) else do (Do nothing)
PlayerLost
Events
Player - Player 1 (Red) leaves the game with a defeat
Player - Player 2 (Blue) leaves the game with a defeat
Player - Player 3 (Teal) leaves the game with a defeat
Player - Player 4 (Purple) leaves the game with a defeat
Player - Player 5 (Yellow) leaves the game with a defeat
Player - Player 6 (Orange) leaves the game with a defeat
Player - Player 7 (Green) leaves the game with a defeat
Player - Player 8 (Pink) leaves the game with a defeat
Player - Player 9 (Gray) leaves the game with a defeat
Player - Player 10 (Light Blue) leaves the game with a defeat
Player - Player 11 (Dark Green) leaves the game with a defeat
Player - Player 12 (Brown) leaves the game with a defeat
Conditions
Actions
Leaderboard - Change the label for (Triggering player) in (Last created leaderboard) to ((Name of (Triggering player)) + LOST)
Leaderboard - Change the color of the label for (Triggering player) in (Last created leaderboard) to ( 100 %, 100.00 %, 100.00 %) with 0 % transparency
PlayerLeft
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Leaderboard - Change the label for (Triggering player) in (Last created leaderboard) to ((Name of (Triggering player)) + LEAVER)
TabHide
Events
Player - Player 1 (Red) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing !hide (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Leaderboard - Hide (Last created leaderboard)
TabShow
Events
Player - Player 1 (Red) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing !show (Unexpected type: 'stringnoformat') as An exact match
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