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Triggers
LR VAMPIRE HUNTERS v1.7.w3x
Variables
Initialization
Map Settings
Map Settings Copy
Building Blight Slow Growth
Hero Training
Hero Training01
Food
Untitled Trigger 004
Untitled Trigger 004 Copy
Initialized Vision
Untitled Trigger 003
Untitled Trigger 003 Copy 2
Untitled Trigger 003 Copy 3
Untitled Trigger 003 Copy 4
Untitled Trigger 003 Copy 4 Copy
Untitled Trigger 003 Copy 4 Copy Copy
Quests
The Altars
Killiing Undead Heros
Killiing Undead Heros Copy
Buying Units
Salary
Credits
BALANCE
Hints
Hints
Hint Units
Hint Heros
Hint Beta Test
Hint Welcome
Hint Work Together
Hint Work Together Copy
Hint Hero Revival
Hint Hero Items
Human Salary
Morning Salary
Morning Salary Copy
Undead Salary
Undead Morning Salary
Evening Salary Copy Copy Copy
Undead Bounty
Untitled Trigger 007 Copy 4
Untitled Trigger 007 Copy 4 Copy
Untitled Trigger 007 Copy 4 Copy 2
Untitled Trigger 007 Copy 4 Copy 3
Untitled Trigger 007 Copy 4 Copy 9
Untitled Trigger 007 Copy 4 Copy 4
Untitled Trigger 007 Copy 4 Copy 7
Untitled Trigger 007 Copy 4 Copy 5
Untitled Trigger 007 Copy 4 Copy 6
Untitled Trigger 007 Copy 4 Copy 8
Could Help01
Untitled Trigger 001 Copy Copy
Untitled Trigger 001 Copy Copy 2
Untitled Trigger 001 Copy Copy 3
Untitled Trigger 001 Copy Copy 4
Untitled Trigger 001 Copy Copy 2 Copy
GATES
Untitled Trigger 010
Vampire Defeat
Untitled Trigger 006
Human Defeat
Untitled Trigger 006 Copy
Bandit Defeat
Untitled Trigger 006 Copy Copy
Movie
Initialize
Top View
Side View
Human Attack
Knights AttackN01
Knights AttackW01
Knights AttackE01
Knights AttackN01 Copy 3
Mob Attack 01
Mob Attack 02
Mob Attack 02 Copy
Mob Attack 02 Copy 2
Undead Attack S01
Undead Attack S01 Copy
Unit Patrols Kingdom
Knights Patrol01
Knights Patrol01 Copy
Knights Patrol02
Knights Patrol02 Copy
Royal Patrol01
Royal Patrol01 Copy 2
Royal Patrol01 Copy
Royal Patrol01 Copy Copy
Paladin Patrol01
Paladin Patrol01 Copy
MPaladin Patrol01
MPaladin Patrol01 Copy
Mage Patrol01
Mage Patrol01 Copy
Bandit Patrol10
Bandit Patrol10 Copy
Bandit Patrol10 Copy Copy
Bandit Patrol10 Copy Copy 2
Undead Patrols
Undead Patrol01
Undead Patrol02
Undead Patrol03
Undead Patrol04
Undead Patrol05
Undead Patrol06
Undead Patrol07
Undead Patrol08
Peasant Production
Mob Production01
Mob Production02
Villager Production
Villager Production01
Villager Production02
Villager Production03
Villager Production04
Villager Production05
Villager Production06
Villager Production07
Villager Production08
Villager Production09
Villager Production10
Villager Production11
Villager Production12
Villager Production13
Villager Production14
Villager Production15
Villager Production16
Villager Production17
Villager Production18
Villager Production19
Villager Production20
Villager Production21
Villager Production22
Villager Production23
Villager Production24
Villager Production25
Villager Production26
Villager Production27
Villager Production28
Villager Production29
Villager Production30
Villager Production31
Villager Production32
Unit Production Human Towers
Guard01 Production
Guard02 Production
Guard03 Production
Guard04 Production
Guard05 Production
Guard06 Production
Guard07 Production
Guard08 Production
Guard09 Production
Guard10 Production
Guard11 Production
Guard12 Production
Guard12 Production Copy
Guard12 Production Copy 2
Guard12 Production Copy 3
Guard12 Production Copy 4
CastleGuard Production01
Unit Production Bandit Towers
Bandit Production01
Bandit Production02
Bandit Production03
Bandit Production04
Bandit Production04 Copy
Unit Production Vampire Towers
Bandit Production01 Copy
Unit Production Skeleton
Skeleton Production 01
Skeleton Production 01a
Skeleton Production 02
Skeleton Production 02a
Skeleton Production 03
Skeleton Production 03a
Skeleton Production 04
Skeleton Production 04a
Unit Production Knights
Knights Production01
Knights Production02
Royal Guard Production03
Paladin Production04
M Paladin Production05
Mage Production06
Unit Production Flesh
Flesh Production01
Flesh Production01a
Flesh Production01b
Flesh Production02
Flesh Production02a
Flesh Production02b
Flesh Production03
Flesh Production03a
Flesh Production03b
Flesh Production04
Flesh Production04a
Flesh Production04b
Undead Alliances
Neutral Passive
Ally Human or Vamps
Human
Vampire
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Units
unitcode
Yes
Map Settings
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Limit training of Heroes to 3 for (Matching player))
Player Group - Pick every player in (All players) and do (Set (Matching player).Food max to 16)
Player Group - Pick every player in (All players) and do (Set (Matching player).Food cap to 16)
Player Group - Pick every player in (All players) and do (Set (Matching player).Food used to 0)
Player Group - Pick every player in (All players) and do (Set (Matching player).Food used to 0)
Map Settings Copy
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Neutral Passive)
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 1 (Red))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 2 (Blue))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 3 (Teal))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 4 (Purple))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 5 (Yellow))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 6 (Orange))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 7 (Green))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 8 (Pink))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 9 (Gray))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 10 (Light Blue))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 11 (Dark Green))
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for Player 12 (Brown))
Building Blight Slow Growth
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book01 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book02 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book03 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book04 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book05 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book06 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book07 <gen>) facing Default building facing degrees
Unit - Create 1 . Book of Summoning Pedestal for Player 12 (Brown) at (Center of Book08 <gen>) facing Default building facing degrees
Hero Training01
Events
Conditions
(Player 2 (Blue) controller) Equal to Computer
((Matching player) slot status) Equal to Is unused
Actions
Unit - Create 1 War General for Player 2 (Blue) at (Center of Hero_Start <gen>) facing (Center of FootGate02 <gen>)
Untitled Trigger 004
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 3000
Player - Set Player 2 (Blue) . Current gold to 3000
Player - Set Player 3 (Teal) . Current gold to 3000
Player - Set Player 4 (Purple) . Current lumber to 3000
Player - Set Player 5 (Yellow) . Current gold to 3000
Player - Set Player 6 (Orange) . Current gold to 3000
Player - Set Player 7 (Green) . Current gold to 2000
Player - Set Player 8 (Pink) . Current gold to 2000
Player - Set Player 9 (Gray) . Current gold to 2000
Player - Set Player 10 (Light Blue) . Current gold to 2000
Player - Set Player 11 (Dark Green) . Current gold to 2000
Player - Set Player 12 (Brown) . Current gold to 2000
Player - Set Player 1 (Red) . Food max to 16
Player - Set Player 2 (Blue) . Food max to 16
Player - Set Player 3 (Teal) . Food max to 16
Player - Set Player 4 (Purple) . Food max to 16
Player - Set Player 5 (Yellow) . Food max to 16
Player - Set Player 6 (Orange) . Food max to 16
Player - Set Player 7 (Green) . Food max to 16
Player - Set Player 8 (Pink) . Food max to 16
Player - Set Player 9 (Gray) . Food max to 16
Player - Set Player 10 (Light Blue) . Food max to 16
Player - Set Player 11 (Dark Green) . Food max to 16
Player - Set Player 12 (Brown) . Food max to 16
Untitled Trigger 004 Copy
Events
Time - Elapsed game time is 1.50 seconds
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 100
Player - Set Player 2 (Blue) . Current lumber to 100
Player - Set Player 3 (Teal) . Current lumber to 100
Player - Set Player 4 (Purple) . Current lumber to 100
Player - Set Player 5 (Yellow) . Current lumber to 100
Player - Set Player 6 (Orange) . Current lumber to 100
Player - Set Player 7 (Green) . Current lumber to 100
Player - Set Player 8 (Pink) . Current lumber to 100
Player - Set Player 9 (Gray) . Current lumber to 100
Player - Set Player 10 (Light Blue) . Current lumber to 100
Player - Set Player 11 (Dark Green) . Current lumber to 100
Player - Set Player 12 (Brown) . Current lumber to 100
Untitled Trigger 003
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Untitled Trigger 003 Copy 2
Events
Map initialization
Conditions
Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Untitled Trigger 003 Copy 3
Events
Map initialization
Conditions
Actions
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Untitled Trigger 003 Copy 4
Events
Map initialization
Conditions
Actions
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Untitled Trigger 003 Copy 4 Copy
Events
Map initialization
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Untitled Trigger 003 Copy 4 Copy Copy
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally
The Altars
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Win-Hunters with the description 4 Portals are located through out the map. They must be destroyed to ensure victory. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Win-Vampires with the description There is a Light of the Heavens keeping the Vampires from claiming the land. Destroy it to ensure Victory. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Win-Outcasts with the description You can remain Neutral by not typing anything. You can join the Humans by typing -Human, or join the vampires by typing -Vampires , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Killiing Undead Heros
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Killing Vampire Heros with the description Kill 13 Vampires and your team wins! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Killiing Undead Heros Copy
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Killing Vampire Heros with the description Kill 13 Vampires and your team wins! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Buying Units
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Buying Units with the description Human Units can be hired from Barracks, Church, Wizard Tower, Stabes or Towers. Undead Units Can be hired from Barracks, and Crypts. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Salary
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Salary with the description Hunters get a salary every morning and night depending on how many Towers and Buildings that are still standing. Vampires get a salary morning and night depending on how many Graveyards and Tome of Relics are still standing. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled CREDITS with the description Loading Screen by Dragoart.com As for the Models thanks to: General Frank(11), Norinrad(5), Dan Van Ohllus(2), Ders, Kitabate, grey Archon, Amaruak, Elenai, Caveman, Callahan, Tranquil(2), Urkrengi, NasRudin, Fan, Tauer, Garfield, Mephestrial, Vermillion Edict, Debode, Turiel, Ebuz , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
BALANCE
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled HAVE FUN! with the description This is a BETA Test. There are plenty of things that need to be completed with this map. Suggestions are welcome, heavy criticizing will be laughed at. Enjoy! , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Hint Units
Events
Time - Elapsed game time is 60.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: Units can be purchased by any player at any base. There are no restrictions. Mix and match. Have fun.
Hint Heros
Events
Time - Elapsed game time is 20.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: Heros can be purchased at the altars located near your bases.
Quest - Display to (All allies of Player 11 (Dark Green).) the Hint message: You currently have 8 Heros available for purchase at each barracks.
Hint Beta Test
Events
Time - Elapsed game time is 40.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: This is one of the first beta tests. There are still plenty of things that still need to be corrected. Suggestions are welcome, heavy criticizing will be laughed at.
Hint Welcome
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Game - Display to (All players) the text: Welcome to Vampire Hunters.
Hint Work Together
Events
Time - Elapsed game time is 80.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: In this game, or any other game, work together.
Hint Work Together Copy
Events
Time - Elapsed game time is 80.00 seconds
Conditions
Actions
Quest - Display to Player Group - Player 5 (Yellow) the Hint message: YOU MUST PICK A SIDE-Human : Ally with Humans-Vampire : Ally with VampiresTyping nothing allows you to remain neutral. You can only choose a side once and your people will fight with you.
Hint Hero Revival
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: Heros can be revived at the Obliesk near your throne. If your Hero dies, he/she loses his items. So dont suicide your Hero.
Quest - Display to (All allies of Player 11 (Dark Green).) the Hint message: Heros can be revived at the House Near your base. If your Hero dies, he/she loses his items. So dont suicide your Hero.
Hint Hero Items
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Quest - Display to (All players) the Hint message: There are several different Item Shops around the map that can aid you in your Hunting/slaying. For additional Quest information Read the Quests.
Morning Salary
Events
Game - The in-game time of day becomes Equal to 5.59
Game - The in-game time of day becomes Equal to 23.59
Conditions
Actions
Game - Display to (All allies of Player 6 (Orange).) the text: Income from the Kingdom
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 1 (Red) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 2 (Blue) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 3 (Teal) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 4 (Purple) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 6 (Orange) . Current gold
Morning Salary Copy
Events
Game - The in-game time of day becomes Equal to 11.59
Game - The in-game time of day becomes Equal to 17.59
Conditions
Actions
Game - Display to (All allies of Player 6 (Orange).) the text: Income from the Kingdom
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 1 (Red) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 2 (Blue) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 3 (Teal) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 4 (Purple) . Current gold
Player - Add ((Number of units in (Units in (Playable map area) owned by Neutral Passive)) x 15) to Player 6 (Orange) . Current gold
Undead Morning Salary
Events
Game - The in-game time of day becomes Equal to 6.01
Game - The in-game time of day becomes Equal to 0.01
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: Income from the Undead
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 7 (Green) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 8 (Pink) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 9 (Gray) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 10 (Light Blue) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 11 (Dark Green) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 12 (Brown) . Current gold
Evening Salary Copy Copy Copy
Events
Game - The in-game time of day becomes Equal to 18.01
Game - The in-game time of day becomes Equal to 12.01
Conditions
Actions
Game - Display to Player Group - Player 12 (Brown) the text: Income from the Undead
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 7 (Green) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 9 (Gray) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 8 (Pink) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 10 (Light Blue) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 11 (Dark Green) . Current gold
Player - Add ((Count structures controlled by Player 12 (Brown) (Exclude incomplete structures)) x 15) to Player 12 (Brown) . Current gold
Untitled Trigger 007 Copy 4
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 1 (Red).) Equal to True
Actions
Wait 5.00 seconds
Unit - Create 1 . for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 500 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 2 (Blue).) Equal to True
Actions
Wait 5.00 seconds
Unit - Create 1 . for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 500 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 2
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 3 (Teal).) Equal to True
Actions
Wait 5.00 seconds
Unit - Create 1 . for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 500 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 3
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 5 (Yellow).) Equal to True
Actions
Wait 5.00 seconds
Unit - Create 1 . for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 500 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 9
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 6 (Orange).) Equal to True
Actions
Wait 5.00 seconds
Unit - Create 1 . for (Owner of (Killing unit)) at (Position of (Dying unit)) facing Default building facing degrees
Player - Add 500 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 4
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 7 (Green).) Equal to True
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 7
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 11 (Dark Green).) Equal to True
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 5
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 9 (Gray).) Equal to True
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 6
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 10 (Light Blue).) Equal to True
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 007 Copy 4 Copy 8
Events
Unit - Dies
Conditions
((Killing unit) belongs to an enemy of Player 12 (Brown).) Equal to True
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Untitled Trigger 001 Copy Copy
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
((Killing unit) belongs to an enemy of Player 3 (Teal).) Equal to True
(Unit-type of (Dying unit)) Not equal to Thane
Actions
Unit - Create 1 . (Unit-type of ) for Player 8 (Pink) at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of )
Untitled Trigger 001 Copy Copy 2
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
((Killing unit) belongs to an enemy of Player 4 (Purple).) Equal to True
(Unit-type of (Dying unit)) Not equal to
Actions
Unit - Create 1 . (Unit-type of ) for Player 8 (Pink) at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of )
Untitled Trigger 001 Copy Copy 3
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
((Killing unit) belongs to an enemy of Player 2 (Blue).) Equal to True
(Unit-type of (Dying unit)) Not equal to
Actions
Unit - Create 1 . (Unit-type of ) for Player 8 (Pink) at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of )
Untitled Trigger 001 Copy Copy 4
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
((Killing unit) belongs to an enemy of Player 5 (Yellow).) Equal to True
(Unit-type of (Dying unit)) Not equal to Great Paladin
Actions
Unit - Create 1 . (Unit-type of ) for Player 8 (Pink) at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of )
Untitled Trigger 001 Copy Copy 2 Copy
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
((Killing unit) belongs to an enemy of Player 6 (Orange).) Equal to True
(Unit-type of (Dying unit)) Not equal to
Actions
Unit - Create 1 . (Unit-type of ) for Player 8 (Pink) at (Position of (Dying unit)) facing (Random real number between 0 and 360.00) degrees
Unit - Order (Last created unit) to Attack-Move To . (Center of )
Untitled Trigger 010
Events
Game - The in-game time of day becomes Equal to 1.00
Game - The in-game time of day becomes Equal to 19.00
Conditions
Actions
Destructible - Open Gate 0382 <gen>
Destructible - Open Gate 0887 <gen>
Destructible - Open Gate 0316 <gen>
Destructible - Open Gate 0329 <gen>
Untitled Trigger 006
Events
Unit - Portal to Haven 0185 <gen> Dies
Unit - Portal to Haven 0186 <gen> Dies
Unit - Portal to Haven 0187 <gen> Dies
Unit - Portal to Haven 0229 <gen> Dies
Conditions
(Portal to Haven 0185 <gen> is alive) Equal to False
(Portal to Haven 0186 <gen> is alive) Equal to False
(Portal to Haven 0187 <gen> is alive) Equal to False
(Portal to Haven 0229 <gen> is alive) Equal to False
Actions
Game - Display to (All players) for 30.00 seconds the text: "DIE FOOL!" "YOUR LIFE SHALL SUSTAIN ME!"
Wait 10.00 seconds
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 12 (Brown) with the message: Defeat!
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Untitled Trigger 006 Copy
Events
Unit - Light of the Heavens 0230 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 100.00 seconds the text: THE LIGHT HAS FALLEN INTO SHADOW.
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 6 (Orange) with the message: Defeat!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Untitled Trigger 006 Copy Copy
Events
Player - Player 4 (Purple) 's Current lumber becomes Greater than or equal to 5.00
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: The Vampires have prevailed over the Hunters. The Altars have been destroyed. The Vampires reign Supreme. Thanks for playing LORD RICH'S VAMPIRE HUNTER. Please rehost so this game becomes popular.
Wait 10.00 seconds
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Initialize
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Trigger - Run Top_View <gen> (ignoring conditions)
Unit - Order to Move To . (Center of Town_17 <gen>)
Unit - Order to Move To . (Center of Vamp_Haven_North <gen>)
Top View
Events
Conditions
Actions
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_003 for (Picked player) over 0.90 seconds)
Wait 1.10 seconds
Trigger - Run Side_View <gen> (ignoring conditions)
Side View
Events
Conditions
Actions
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_002 for (Picked player) over 3.60 seconds)
Cinematic - Send transmission to (All players) from named Horny Guy : Play No sound and display I know a great place we can make out. . Modify duration: Add 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from named Hot Girl : Play No sound and display Seems kind of creepy but ok . Modify duration: Add 3.00 seconds and Wait
Unit - Make face 180.00 over 0 seconds
Wait 1.00 seconds
Unit - Make face 0.00 over 0 seconds
Cinematic - Send transmission to (All players) from named Hot Girl : Play No sound and display Did you bring protection? . Modify duration: Add 3.00 seconds and Wait
Cinematic - Send transmission to (All players) from named Horny Guy : Play No sound and display Of course, the best wooden condoms in town. . Modify duration: Add 2.00 seconds and Wait
Unit - Set life of to 10.00 %
Unit - Set life of to 10.00 %
Wait 1.00 seconds
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_004 for (Picked player) over 1.00 seconds)
Unit - Order to Attack-Move To . (Center of Town_17 <gen>)
Player Group - Pick every player in (All players) and do (.Apply. gg_cam_Camera_005 for (Picked player) over 3.00 seconds)
Wait 3.00 seconds
Cinematic - Send transmission to (All players) from named Horny Guy : Play No sound and display WAIT! I'M STILL A VIRGIN!!! . Modify duration: Add 3.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Unit - Order to Move To . (Center of Graveyard_4 <gen>)
Player Group - Pick every player in (All players) and do (Reset camera for (Picked player) to standard game-view over 1.50 seconds)
Wait 6.00 seconds
Game - Display to (All players) the text: Welcome to Lord Rich's Vampire Hunters. Hunt or be Hunted.
Wait 15.00 seconds
Knights AttackN01
Events
Game - The in-game time of day becomes Equal to (Random real number between 8.01 and 9.59)
Conditions
(Portal to Haven 0185 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Knights AttackW01
Events
Game - The in-game time of day becomes Equal to (Random real number between 8.01 and 9.59)
Conditions
(Portal to Haven 0187 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Knights AttackE01
Events
Game - The in-game time of day becomes Equal to (Random real number between 8.01 and 9.59)
Conditions
(Portal to Haven 0186 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Knights AttackN01 Copy 3
Events
Game - The in-game time of day becomes Equal to (Random real number between 8.01 and 9.59)
Conditions
(Portal to Haven 0229 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Mob Attack 01
Events
Game - The in-game time of day becomes Equal to 18.50
Conditions
(Portal to Haven 0229 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Town_Mob_2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Unit Group - Order (Units in Town_Mob_1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_South <gen>)
Mob Attack 02
Events
Game - The in-game time of day becomes Equal to 19.20
Conditions
(Portal to Haven 0185 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Town_Mob_2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Unit Group - Order (Units in Town_Mob_1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_North <gen>)
Mob Attack 02 Copy
Events
Game - The in-game time of day becomes Equal to 19.50
Conditions
(Portal to Haven 0187 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Town_Mob_2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Unit Group - Order (Units in Town_Mob_1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_West <gen>)
Mob Attack 02 Copy 2
Events
Game - The in-game time of day becomes Equal to 20.20
Conditions
(Portal to Haven 0186 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Town_Mob_2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Unit Group - Order (Units in Town_Mob_1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Vamp_Haven_East <gen>)
Undead Attack S01
Events
Game - The in-game time of day becomes Equal to (Random real number between 19.01 and 21.01)
Game - The in-game time of day becomes Equal to (Random real number between 19.01 and 21.01)
Conditions
(Light of the Heavens 0230 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Graveyard_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Graveyard_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Graveyard_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Graveyard_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Haven_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Haven_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Haven_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Haven_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Undead Attack S01 Copy
Events
Game - The in-game time of day becomes Equal to (Random real number between 19.01 and 21.01)
Game - The in-game time of day becomes Equal to (Random real number between 19.01 and 21.01)
Conditions
(Light of the Heavens 0230 <gen> is alive) Equal to True
Actions
Unit Group - Order (Units in Graveyard_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Graveyard_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Graveyard_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Graveyard_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Haven_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Haven_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Castle <gen>)
Unit Group - Order (Units in Haven_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Unit Group - Order (Units in Haven_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in Light_of_Distruption <gen>)
Knights Patrol01
Events
Game - The in-game time of day becomes Equal to 12.01
Game - The in-game time of day becomes Equal to 16.01
Conditions
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Knights Patrol01 Copy
Events
Game - The in-game time of day becomes Equal to 20.01
Conditions
Actions
Unit Group - Order (Units in Knights_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Knights Patrol02
Events
Game - The in-game time of day becomes Equal to 12.02
Game - The in-game time of day becomes Equal to 16.02
Conditions
Actions
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Knights Patrol02 Copy
Events
Game - The in-game time of day becomes Equal to 20.02
Conditions
Actions
Unit Group - Order (Units in Knights_Extra2 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Royal Patrol01
Events
Game - The in-game time of day becomes Equal to 12.03
Game - The in-game time of day becomes Equal to 16.03
Conditions
Actions
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Royal Patrol01 Copy 2
Events
Game - The in-game time of day becomes Equal to 20.03
Conditions
Actions
Unit Group - Order (Units in FootExtra01 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Royal Patrol01 Copy
Events
Game - The in-game time of day becomes Equal to 12.03
Game - The in-game time of day becomes Equal to 16.03
Conditions
Actions
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Royal Patrol01 Copy Copy
Events
Game - The in-game time of day becomes Equal to 20.04
Conditions
Actions
Unit Group - Order (Units in FootExtra02 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Paladin Patrol01
Events
Game - The in-game time of day becomes Equal to 12.05
Game - The in-game time of day becomes Equal to 16.05
Conditions
Actions
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Paladin Patrol01 Copy
Events
Game - The in-game time of day becomes Equal to 22.06
Conditions
Actions
Unit Group - Order (Units in Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
MPaladin Patrol01
Events
Game - The in-game time of day becomes Equal to 12.05
Game - The in-game time of day becomes Equal to 16.05
Conditions
Actions
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
MPaladin Patrol01 Copy
Events
Game - The in-game time of day becomes Equal to 20.09
Conditions
Actions
Unit Group - Order (Units in M_Paladins_Extra1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Mage Patrol01
Events
Game - The in-game time of day becomes Equal to 12.06
Game - The in-game time of day becomes Equal to 16.06
Conditions
Actions
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in (Playable map area))
Mage Patrol01 Copy
Events
Game - The in-game time of day becomes Equal to 20.08
Conditions
Actions
Unit Group - Order (Units in Wizard_Extras1 <gen> owned by Player 6 (Orange)) to Attack-Move To . (Random point in Kingdom <gen>)
Bandit Patrol10
Events
Game - The in-game time of day becomes Equal to 12.08
Game - The in-game time of day becomes Equal to 15.08
Conditions
Actions
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in Bandit_Kingdom <gen>)
Unit Group - Order (Units in Bandit_Calvary_Extra1 <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in Bandit_Kingdom <gen>)
Bandit Patrol10 Copy
Events
Game - The in-game time of day becomes Equal to 11.08
Game - The in-game time of day becomes Equal to 14.08
Conditions
Actions
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Bandit_Calvary_Extra1 <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Bandit Patrol10 Copy Copy
Events
Game - The in-game time of day becomes Equal to 2.08
Game - The in-game time of day becomes Equal to 23.08
Conditions
Actions
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Bandit Patrol10 Copy Copy 2
Events
Game - The in-game time of day becomes Equal to 18.08
Game - The in-game time of day becomes Equal to 20.08
Conditions
Actions
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Bandit_Kingdom <gen> owned by Player 11 (Dark Green)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol01
Events
Game - The in-game time of day becomes Equal to 2.01
Game - The in-game time of day becomes Equal to 22.01
Conditions
Actions
Unit Group - Order (Units in UndeadP01 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Graveyard_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol02
Events
Game - The in-game time of day becomes Equal to 2.02
Game - The in-game time of day becomes Equal to 22.02
Conditions
Actions
Unit Group - Order (Units in UndeadP02 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Graveyard_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol03
Events
Game - The in-game time of day becomes Equal to 2.03
Game - The in-game time of day becomes Equal to 22.03
Conditions
Actions
Unit Group - Order (Units in UndeadP03 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Graveyard_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol04
Events
Game - The in-game time of day becomes Equal to 2.04
Game - The in-game time of day becomes Equal to 22.04
Conditions
Actions
Unit Group - Order (Units in UndeadP04 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Graveyard_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol05
Events
Game - The in-game time of day becomes Equal to 2.05
Game - The in-game time of day becomes Equal to 22.05
Conditions
Actions
Unit Group - Order (Units in UndeadA01 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Haven_1 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol06
Events
Game - The in-game time of day becomes Equal to 2.06
Game - The in-game time of day becomes Equal to 22.06
Conditions
Actions
Unit Group - Order (Units in UndeadA02 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Haven_2 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol07
Events
Game - The in-game time of day becomes Equal to 2.07
Game - The in-game time of day becomes Equal to 22.07
Conditions
Actions
Unit Group - Order (Units in UndeadA03 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Haven_3 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Undead Patrol08
Events
Game - The in-game time of day becomes Equal to 2.08
Game - The in-game time of day becomes Equal to 22.08
Conditions
Actions
Unit Group - Order (Units in UndeadA04 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Unit Group - Order (Units in Haven_4 <gen> owned by Player 12 (Brown)) to Attack-Move To . (Random point in (Playable map area))
Mob Production01
Events
Game - The in-game time of day becomes Equal to 17.30
Conditions
(Town Hall 0003 <gen> is alive) Equal to True
Actions
Unit - Create 3 Angry Peasant for Player 6 (Orange) at (Center of Town_Mob_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Angry Villager for Player 6 (Orange) at (Center of Town_Mob_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Militia for Player 6 (Orange) at (Center of Town_Mob_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Militia Archer for Player 6 (Orange) at (Center of Town_Mob_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Mob Torchman for Player 6 (Orange) at (Center of Town_Mob_1 <gen>) facing (Position of (Triggering unit))
Mob Production02
Events
Game - The in-game time of day becomes Equal to 17.31
Conditions
(Town Hall 0003 <gen> is alive) Equal to True
Actions
Unit - Create 3 Angrier Peasant for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 3 Angrier Villager for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Militia for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Militia Archer for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mob Torchman for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mob Leader for Player 6 (Orange) at (Center of Town_Mob_2 <gen>) facing (Position of (Triggering unit))
Villager Production01
Events
Game - The in-game time of day becomes Equal to 15.01
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_01 <gen>) facing (Position of (Triggering unit))
Villager Production02
Events
Game - The in-game time of day becomes Equal to 15.02
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_02 <gen>) facing (Position of (Triggering unit))
Villager Production03
Events
Game - The in-game time of day becomes Equal to 15.03
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_03 <gen>) facing (Position of (Triggering unit))
Villager Production04
Events
Game - The in-game time of day becomes Equal to 15.04
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_04 <gen>) facing (Position of (Triggering unit))
Villager Production05
Events
Game - The in-game time of day becomes Equal to 15.05
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_05 <gen>) facing (Position of (Triggering unit))
Villager Production06
Events
Game - The in-game time of day becomes Equal to 15.06
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_06 <gen>) facing (Position of (Triggering unit))
Villager Production07
Events
Game - The in-game time of day becomes Equal to 15.07
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_07 <gen>) facing (Position of (Triggering unit))
Villager Production08
Events
Game - The in-game time of day becomes Equal to 15.08
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Child for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Child (2) for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Villager (Female) for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male 2) for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Villager (Male) for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 High Elf (Female) for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angry Villager for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Angrier Villager for Neutral Passive at (Random point in Town_08 <gen>) facing (Position of (Triggering unit))
Villager Production09
Events
Game - The in-game time of day becomes Equal to 15.09
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_09 <gen>) facing (Position of (Triggering unit))
Villager Production10
Events
Game - The in-game time of day becomes Equal to 15.10
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_10 <gen>) facing (Position of (Triggering unit))
Villager Production11
Events
Game - The in-game time of day becomes Equal to 15.11
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_11 <gen>) facing (Position of (Triggering unit))
Villager Production12
Events
Game - The in-game time of day becomes Equal to 15.12
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_12 <gen>) facing (Position of (Triggering unit))
Villager Production13
Events
Game - The in-game time of day becomes Equal to 15.13
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_13 <gen>) facing (Position of (Triggering unit))
Villager Production14
Events
Game - The in-game time of day becomes Equal to 15.14
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_14 <gen>) facing (Position of (Triggering unit))
Villager Production15
Events
Game - The in-game time of day becomes Equal to 15.15
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_15 <gen>) facing (Position of (Triggering unit))
Villager Production16
Events
Game - The in-game time of day becomes Equal to 15.16
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_16 <gen>) facing (Position of (Triggering unit))
Villager Production17
Events
Game - The in-game time of day becomes Equal to 15.17
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_17 <gen>) facing (Position of (Triggering unit))
Villager Production18
Events
Game - The in-game time of day becomes Equal to 15.18
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_18 <gen>) facing (Position of (Triggering unit))
Villager Production19
Events
Game - The in-game time of day becomes Equal to 15.19
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_19 <gen>) facing (Position of (Triggering unit))
Villager Production20
Events
Game - The in-game time of day becomes Equal to 15.20
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_20 <gen>) facing (Position of (Triggering unit))
Villager Production21
Events
Game - The in-game time of day becomes Equal to 15.21
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_21 <gen>) facing (Position of (Triggering unit))
Villager Production22
Events
Game - The in-game time of day becomes Equal to 15.22
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_22 <gen>) facing (Position of (Triggering unit))
Villager Production23
Events
Game - The in-game time of day becomes Equal to 15.23
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_23 <gen>) facing (Position of (Triggering unit))
Villager Production24
Events
Game - The in-game time of day becomes Equal to 15.24
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_24 <gen>) facing (Position of (Triggering unit))
Villager Production25
Events
Game - The in-game time of day becomes Equal to 15.25
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_25 <gen>) facing (Position of (Triggering unit))
Villager Production26
Events
Game - The in-game time of day becomes Equal to 15.26
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_26 <gen>) facing (Position of (Triggering unit))
Villager Production27
Events
Game - The in-game time of day becomes Equal to 15.27
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_27 <gen>) facing (Position of (Triggering unit))
Villager Production28
Events
Game - The in-game time of day becomes Equal to 15.28
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_28 <gen>) facing (Position of (Triggering unit))
Villager Production29
Events
Game - The in-game time of day becomes Equal to 15.29
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_29 <gen>) facing (Position of (Triggering unit))
Villager Production30
Events
Game - The in-game time of day becomes Equal to 15.30
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Child for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Child (2) for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Villager (Female) for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) High Elf (Female) for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_30 <gen>) facing (Position of (Triggering unit))
Villager Production31
Events
Game - The in-game time of day becomes Equal to 15.31
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Human Transport Ship for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Human Transport Ship for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Human Transport Ship for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Human Transport Ship for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_31 <gen>) facing (Position of (Triggering unit))
Villager Production32
Events
Game - The in-game time of day becomes Equal to 15.32
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 1) Villager (Male 2) for Player 6 (Orange) at (Random point in Town_32 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Villager (Male) for Player 6 (Orange) at (Random point in Town_32 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angry Villager for Player 6 (Orange) at (Random point in Town_32 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 1) Angrier Villager for Player 6 (Orange) at (Random point in Town_32 <gen>) facing (Position of (Triggering unit))
Guard01 Production
Events
Game - The in-game time of day becomes Equal to 14.01
Conditions
(Scout Tower 0057 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_01 <gen>) facing (Position of (Triggering unit))
Guard02 Production
Events
Game - The in-game time of day becomes Equal to 14.02
Conditions
(Scout Tower 0056 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_02 <gen>) facing (Position of (Triggering unit))
Guard03 Production
Events
Game - The in-game time of day becomes Equal to 14.03
Conditions
(Scout Tower 0055 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_03 <gen>) facing (Position of (Triggering unit))
Guard04 Production
Events
Game - The in-game time of day becomes Equal to 14.04
Conditions
(Scout Tower 0058 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_04 <gen>) facing (Position of (Triggering unit))
Guard05 Production
Events
Game - The in-game time of day becomes Equal to 14.05
Conditions
(Scout Tower 0054 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_05 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_05 <gen>) facing (Position of (Triggering unit))
Guard06 Production
Events
Game - The in-game time of day becomes Equal to 14.06
Conditions
(Scout Tower 0103 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_06 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_06 <gen>) facing (Position of (Triggering unit))
Guard07 Production
Events
Game - The in-game time of day becomes Equal to 14.07
Conditions
(Scout Tower 0104 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_07 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_07 <gen>) facing (Position of (Triggering unit))
Guard08 Production
Events
Game - The in-game time of day becomes Equal to 14.08
Conditions
(Scout Tower 0059 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_08 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_08 <gen>) facing (Position of (Triggering unit))
Guard09 Production
Events
Game - The in-game time of day becomes Equal to 14.09
Conditions
(Scout Tower 0049 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_09 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_09 <gen>) facing (Position of (Triggering unit))
Guard10 Production
Events
Game - The in-game time of day becomes Equal to 14.10
Conditions
(Scout Tower 0030 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_10 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_10 <gen>) facing (Position of (Triggering unit))
Guard11 Production
Events
Game - The in-game time of day becomes Equal to 14.11
Conditions
(Scout Tower 0051 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_11 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_11 <gen>) facing (Position of (Triggering unit))
Guard12 Production
Events
Game - The in-game time of day becomes Equal to 14.12
Conditions
(Scout Tower 0050 <gen> is alive) Equal to True
Actions
Unit - Create 2 Royal Footman for Player 6 (Orange) at (Random point in Guard_12 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in Guard_12 <gen>) facing (Position of (Triggering unit))
Guard12 Production Copy
Events
Game - The in-game time of day becomes Equal to 14.13
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Footman for Player 6 (Orange) at (Random point in FootGate03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Archer for Player 6 (Orange) at (Random point in FootGate03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in FootGate03 <gen>) facing (Position of (Triggering unit))
Guard12 Production Copy 2
Events
Game - The in-game time of day becomes Equal to 14.14
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Footman for Player 6 (Orange) at (Random point in FootGate02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Archer for Player 6 (Orange) at (Random point in FootGate02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in FootGate02 <gen>) facing (Position of (Triggering unit))
Guard12 Production Copy 3
Events
Game - The in-game time of day becomes Equal to 14.15
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Footman for Player 6 (Orange) at (Random point in FootGate01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Archer for Player 6 (Orange) at (Random point in FootGate01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in FootGate01 <gen>) facing (Position of (Triggering unit))
Guard12 Production Copy 4
Events
Game - The in-game time of day becomes Equal to 14.16
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Footman for Player 6 (Orange) at (Random point in FootGate04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Archer for Player 6 (Orange) at (Random point in FootGate04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Captain for Player 6 (Orange) at (Random point in FootGate04 <gen>) facing (Position of (Triggering unit))
CastleGuard Production01
Events
Game - The in-game time of day becomes Equal to 14.30
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 4 Royal Footman for Player 6 (Orange) at (Random point in FootP_Home <gen>) facing (Position of (Triggering unit))
Unit - Create 4 Royal Archer for Player 6 (Orange) at (Random point in FootP_Home <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Royal Captain for Player 6 (Orange) at (Random point in FootP_Home <gen>) facing (Position of (Triggering unit))
Bandit Production01
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0031 <gen> is alive) Equal to True
Actions
Unit - Create 2 Black Avenger for Player 11 (Dark Green) at (Random point in Bandit_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Assassin for Player 11 (Dark Green) at (Random point in Bandit_1 <gen>) facing (Position of (Triggering unit))
Bandit Production02
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0052 <gen> is alive) Equal to True
Actions
Unit - Create 2 Black Avenger for Player 11 (Dark Green) at (Random point in Bandit_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Assassin for Player 11 (Dark Green) at (Random point in Bandit_2 <gen>) facing (Position of (Triggering unit))
Bandit Production03
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0069 <gen> is alive) Equal to True
Actions
Unit - Create 2 Black Avenger for Player 11 (Dark Green) at (Random point in Bandit_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Assassin for Player 11 (Dark Green) at (Random point in Bandit_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Calvary for Player 11 (Dark Green) at (Random point in Bandit_3 <gen>) facing (Position of (Triggering unit))
Bandit Production04
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0039 <gen> is alive) Equal to True
Actions
Unit - Create 2 Black Avenger for Player 11 (Dark Green) at (Random point in Bandit_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Assassin for Player 11 (Dark Green) at (Random point in Bandit_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Calvary for Player 11 (Dark Green) at (Random point in Bandit_4 <gen>) facing (Position of (Triggering unit))
Bandit Production04 Copy
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0039 <gen> is alive) Equal to True
Actions
Unit - Create 2 Mounted Black Avenger for Player 11 (Dark Green) at (Random point in Bandit_Calvary1 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Calvary for Player 11 (Dark Green) at (Random point in Bandit_Calvary1 <gen>) facing (Position of (Triggering unit))
Bandit Production01 Copy
Events
Game - The in-game time of day becomes Equal to (Random real number between 0.00 and 24.00)
Conditions
(Bandit Scout Tower 0031 <gen> is alive) Equal to True
Actions
Unit - Create (Random integer number between 0 and 4) Black Avenger for Player 6 (Orange) at (Random point in Bandit_1 <gen>) facing (Position of (Triggering unit))
Unit - Create (Random integer number between 0 and 2) Assassin for Player 6 (Orange) at (Random point in Bandit_1 <gen>) facing (Position of (Triggering unit))
Skeleton Production 01
Events
Game - The in-game time of day becomes Equal to 22.01
Conditions
(Crypt 0012 <gen> is alive) Equal to True
Actions
Unit - Create 2 Skeleton Warrior for Player 12 (Brown) at (Random point in Graveyard_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeleton Archer for Player 12 (Brown) at (Random point in Graveyard_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Skeletal Knight for Player 12 (Brown) at (Random point in Graveyard_1 <gen>) facing (Position of (Triggering unit))
Skeleton Production 01a
Events
Game - The in-game time of day becomes Equal to 22.02
Conditions
(Crypt 0223 <gen> is alive) Equal to True
Actions
Unit - Create 1 Skeletal Orc for Player 12 (Brown) at (Random point in Haven_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Burning Archer for Player 12 (Brown) at (Random point in Haven_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeletal Mage for Player 12 (Brown) at (Random point in Haven_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Bone Collector for Player 12 (Brown) at (Random point in Haven_3 <gen>) facing (Position of (Triggering unit))
Skeleton Production 02
Events
Game - The in-game time of day becomes Equal to 22.03
Conditions
(Crypt 0219 <gen> is alive) Equal to True
Actions
Unit - Create 2 Skeleton Warrior for Player 12 (Brown) at (Random point in Graveyard_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeleton Archer for Player 12 (Brown) at (Random point in Graveyard_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Skeletal Knight for Player 12 (Brown) at (Random point in Graveyard_2 <gen>) facing (Position of (Triggering unit))
Skeleton Production 02a
Events
Game - The in-game time of day becomes Equal to 22.04
Conditions
(Crypt 0224 <gen> is alive) Equal to True
Actions
Unit - Create 1 Skeletal Orc for Player 12 (Brown) at (Random point in Haven_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Burning Archer for Player 12 (Brown) at (Random point in Haven_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeletal Mage for Player 12 (Brown) at (Random point in Haven_1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Bone Collector for Player 12 (Brown) at (Random point in Haven_1 <gen>) facing (Position of (Triggering unit))
Skeleton Production 03
Events
Game - The in-game time of day becomes Equal to 22.05
Conditions
(Crypt 0078 <gen> is alive) Equal to True
Actions
Unit - Create 2 Skeleton Warrior for Player 12 (Brown) at (Random point in Graveyard_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeleton Archer for Player 12 (Brown) at (Random point in Graveyard_3 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Skeletal Knight for Player 12 (Brown) at (Random point in Graveyard_3 <gen>) facing (Position of (Triggering unit))
Skeleton Production 03a
Events
Game - The in-game time of day becomes Equal to 22.06
Conditions
(Crypt 0225 <gen> is alive) Equal to True
Actions
Unit - Create 1 Skeletal Orc for Player 12 (Brown) at (Random point in Haven_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Burning Archer for Player 12 (Brown) at (Random point in Haven_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeletal Mage for Player 12 (Brown) at (Random point in Haven_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Bone Collector for Player 12 (Brown) at (Random point in Haven_4 <gen>) facing (Position of (Triggering unit))
Skeleton Production 04
Events
Game - The in-game time of day becomes Equal to 22.07
Conditions
(Crypt 0218 <gen> is alive) Equal to True
Actions
Unit - Create 2 Skeleton Warrior for Player 12 (Brown) at (Random point in Graveyard_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeleton Archer for Player 12 (Brown) at (Random point in Graveyard_4 <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Skeletal Knight for Player 12 (Brown) at (Random point in Graveyard_4 <gen>) facing (Position of (Triggering unit))
Skeleton Production 04a
Events
Game - The in-game time of day becomes Equal to 22.08
Conditions
(Crypt 0196 <gen> is alive) Equal to True
Actions
Unit - Create 1 Skeletal Orc for Player 12 (Brown) at (Random point in Haven_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Burning Archer for Player 12 (Brown) at (Random point in Haven_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Skeletal Mage for Player 12 (Brown) at (Random point in Haven_2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Bone Collector for Player 12 (Brown) at (Random point in Haven_2 <gen>) facing (Position of (Triggering unit))
Knights Production01
Events
Game - The in-game time of day becomes Equal to 10.01
Conditions
(Barracks 0014 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Knight for Player 6 (Orange) at (Random point in Knights_Spawn1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Mounted Archer for Player 6 (Orange) at (Random point in Knights_Spawn1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Great Knight for Player 6 (Orange) at (Random point in Knights_Spawn1 <gen>) facing (Position of (Triggering unit))
Knights Production02
Events
Game - The in-game time of day becomes Equal to 10.02
Conditions
(Barracks 0013 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Knight for Player 6 (Orange) at (Random point in Knights_Spawn2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Mounted Archer for Player 6 (Orange) at (Random point in Knights_Spawn2 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Royal Great Knight for Player 6 (Orange) at (Random point in Knights_Spawn2 <gen>) facing (Position of (Triggering unit))
Royal Guard Production03
Events
Game - The in-game time of day becomes Equal to 10.03
Conditions
(Castle 0029 <gen> is alive) Equal to True
Actions
Unit - Create 1 Royal Guard for Player 6 (Orange) at (Random point in FootRoyals <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Royal Captain for Player 6 (Orange) at (Random point in FootRoyals <gen>) facing (Position of (Triggering unit))
Paladin Production04
Events
Game - The in-game time of day becomes Equal to 10.04
Conditions
(Paladin Barracks 0085 <gen> is alive) Equal to True
Actions
Unit - Create 2 Paladin for Player 6 (Orange) at (Random point in Paladins_Spawn1 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Great Hammer for Player 6 (Orange) at (Random point in Paladins_Spawn1 <gen>) facing (Position of (Triggering unit))
M Paladin Production05
Events
Game - The in-game time of day becomes Equal to 10.05
Conditions
(Paladin Barracks 0085 <gen> is alive) Equal to True
Actions
Unit - Create 3 Mounted Paladin for Player 6 (Orange) at (Random point in M_Paladins_Spawn1 <gen>) facing (Position of (Triggering unit))
Mage Production06
Events
Game - The in-game time of day becomes Equal to 10.06
Conditions
(Arcane Sanctum 0028 <gen> is alive) Equal to True
Actions
Unit - Create 1 Mage for Player 6 (Orange) at (Random point in Wizards_Spawn <gen>) facing (Position of (Triggering unit))
Unit - Create 2 Apprentice for Player 6 (Orange) at (Random point in Wizards_Spawn <gen>) facing (Position of (Triggering unit))
Flesh Production01
Events
Game - The in-game time of day becomes Equal to 2.01
Conditions
(Flesh Barracks 0381 <gen> is alive) Equal to True
Actions
Unit - Create 1 Abomination for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Banshee Ranger for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mounted Death Knight for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Flesh Production01a
Events
Game - The in-game time of day becomes Equal to 2.02
Conditions
(Flesh Barracks 0381 <gen> is alive) Equal to True
Actions
Unit - Create 2 Ghoul for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Ghoul Champion for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Flesh Golem for Player 12 (Brown) at (Random point in UndeadP01 <gen>) facing (Position of (Triggering unit))
Flesh Production01b
Events
Game - The in-game time of day becomes Equal to 2.11
Conditions
(Crypt of Fallen Heroes 0220 <gen> is alive) Equal to True
Actions
Unit - Create 1 Death Knight for Player 12 (Brown) at (Random point in UndeadA01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Paladin for Player 12 (Brown) at (Random point in UndeadA01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Fallen Hero for Player 12 (Brown) at (Random point in UndeadA01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Necromancer for Player 12 (Brown) at (Random point in UndeadA01 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Mage for Player 12 (Brown) at (Random point in UndeadA01 <gen>) facing (Position of (Triggering unit))
Flesh Production02
Events
Game - The in-game time of day becomes Equal to 2.03
Conditions
(Flesh Barracks 0087 <gen> is alive) Equal to True
Actions
Unit - Create 1 Abomination for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Banshee Ranger for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mounted Death Knight for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Flesh Production02a
Events
Game - The in-game time of day becomes Equal to 2.04
Conditions
(Flesh Barracks 0087 <gen> is alive) Equal to True
Actions
Unit - Create 2 Ghoul for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Ghoul Champion for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Flesh Golem for Player 12 (Brown) at (Random point in UndeadP02 <gen>) facing (Position of (Triggering unit))
Flesh Production02b
Events
Game - The in-game time of day becomes Equal to 2.11
Conditions
(Crypt of Fallen Heroes 0221 <gen> is alive) Equal to True
Actions
Unit - Create 1 Death Knight for Player 12 (Brown) at (Random point in UndeadA02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Paladin for Player 12 (Brown) at (Random point in UndeadA02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Fallen Hero for Player 12 (Brown) at (Random point in UndeadA02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Necromancer for Player 12 (Brown) at (Random point in UndeadA02 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Mage for Player 12 (Brown) at (Random point in UndeadA02 <gen>) facing (Position of (Triggering unit))
Flesh Production03
Events
Game - The in-game time of day becomes Equal to 2.05
Conditions
(Flesh Barracks 0383 <gen> is alive) Equal to True
Actions
Unit - Create 1 Abomination for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Banshee Ranger for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mounted Death Knight for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Flesh Production03a
Events
Game - The in-game time of day becomes Equal to 2.06
Conditions
(Flesh Barracks 0383 <gen> is alive) Equal to True
Actions
Unit - Create 2 Ghoul for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Ghoul Champion for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Flesh Golem for Player 12 (Brown) at (Random point in UndeadP03 <gen>) facing (Position of (Triggering unit))
Flesh Production03b
Events
Game - The in-game time of day becomes Equal to 2.11
Conditions
(Crypt of Fallen Heroes 0251 <gen> is alive) Equal to True
Actions
Unit - Create 1 Death Knight for Player 12 (Brown) at (Random point in UndeadA03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Paladin for Player 12 (Brown) at (Random point in UndeadA03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Fallen Hero for Player 12 (Brown) at (Random point in UndeadA03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Necromancer for Player 12 (Brown) at (Random point in UndeadA03 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Mage for Player 12 (Brown) at (Random point in UndeadA03 <gen>) facing (Position of (Triggering unit))
Flesh Production04
Events
Game - The in-game time of day becomes Equal to 2.07
Conditions
(Flesh Barracks 0091 <gen> is alive) Equal to True
Actions
Unit - Create 1 Abomination for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Banshee Ranger for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Mounted Death Knight for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Flesh Production04a
Events
Game - The in-game time of day becomes Equal to 2.08
Conditions
(Flesh Barracks 0091 <gen> is alive) Equal to True
Actions
Unit - Create 2 Ghoul for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Ghoul Champion for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Flesh Golem for Player 12 (Brown) at (Random point in UndeadP04 <gen>) facing (Position of (Triggering unit))
Flesh Production04b
Events
Game - The in-game time of day becomes Equal to 2.11
Conditions
(Crypt of Fallen Heroes 0222 <gen> is alive) Equal to True
Actions
Unit - Create 1 Death Knight for Player 12 (Brown) at (Random point in UndeadA04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Paladin for Player 12 (Brown) at (Random point in UndeadA04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Fallen Hero for Player 12 (Brown) at (Random point in UndeadA04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Necromancer for Player 12 (Brown) at (Random point in UndeadA04 <gen>) facing (Position of (Triggering unit))
Unit - Create 1 Death Mage for Player 12 (Brown) at (Random point in UndeadA04 <gen>) facing (Position of (Triggering unit))
Neutral Passive
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Player Group - Make Player Group - Player 7 (Green) treat Player Group - Neutral Passive as an Enemy
Player Group - Make Player Group - Player 8 (Pink) treat Player Group - Neutral Passive as an Enemy
Player Group - Make Player Group - Player 9 (Gray) treat Player Group - Neutral Passive as an Enemy
Player Group - Make Player Group - Player 10 (Light Blue) treat Player Group - Neutral Passive as an Enemy
Player Group - Make Player Group - Player 12 (Brown) treat Player Group - Neutral Passive as an Enemy
Human
Events
Player - Player 5 (Yellow) types a chat message containing -Human (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player Group - Make (All allies of Player 6 (Orange).) treat (All allies of Player 5 (Yellow).) as an Ally
Player Group - Make (All allies of Player 5 (Yellow).) treat (All allies of Player 6 (Orange).) as an Ally
Trigger - Turn off (This trigger)
Trigger - Turn off Vampire <gen>
Vampire
Events
Player - Player 5 (Yellow) types a chat message containing -Vampire (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Player Group - Make (All allies of Player 12 (Brown).) treat (All allies of Player 5 (Yellow).) as an Ally
Player Group - Make (All allies of Player 5 (Yellow).) treat (All allies of Player 12 (Brown).) as an Ally
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