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Triggers
Lost 0.2 alpha.w3m
Variables
Spell Trigs
Arrow Barrage
Arrow Barrage Copy
Thunder Fist
Plague
Chain of Blood
Blade Dance
Cleaving Attack
Slash
Bleeding
Astral Strike damage
Astral Strike Trigger
Corpse Explosion
shadowgolem
shadowrefraction
shadowrefraction Copy
gathering shadows
gathering shadows invis
Smite
Circle of Light fx
Circle of Light dmg
Hand Grenade
Firebomb Impact
removal
epicenter damage
Epicenter
smite bolt ult
smite bolt damage
Smite ult
Fireball die
Fireball damage
Fireball Summon
Magical Blast die
Magical Blast Spread
Magical Blast Spread New
Magical Blast damage
magical Blast Removal
Frost nova fx
Frost Wave
Ice Beam dmg
Chilling Touch Shatter
Larc en Ciel
Fissure Fx
Tempest
Tempest Level 2
Blood Moon
heroselection
Elven Ranger
Monk
Druid
Assassin
Astral Mage
Shadow Mage
Holy Paladin
Dwarvish Marksman
Dwarvish Fighter
Crusader
Rime Wraith
Lost Soul
Item Spell Triggers
Ancient Shield of Force
Ancient Plate of Nova Shield
hero select quests
heroselectquest
misc quest
Extra Commands
Leaver Gold on
Movespeed
init
tower control
initmessage1
wintrig
nomode
loss
initbounty
less exp
hard exp
easy exp
income nm
income em
herorez em
herorez nm
herorez hm
misc
playernumber
leavetrig
Leavetrig Gold
treerez
levelchanger
spawnchanger1
spawnchanger2
spawnchanger3
spawnchanger4
spawnchanger5
spawnchanger6
spawnchanger7
spawnchanger8
spawnchanger9
spawnchanger10
spawnchanger11
spawnchanger12
spawnchanger13
spawnchanger14
modeselection
em
nm
nm Copy
hm
regionpatrol
regionpatrol west
regionpatrol north
regionpatrol east
regionpatrol south
creepspawn
level 1
level 2
level 3
level 4
level 5
level 6
level 7
level 8
level 9
level 10
level 11
level 12
level 13
level 14
level 15
leaderboard
leaderboard
leaderboard add kills
Name
Type
is_array
initial_value
leaderboard
leaderboard
No
leaderboardint
integer
Yes
modetimer
timer
No
nextleveltimer
timer
No
playernumber
integer
No
smitenovaunit
unit
No
wintimer
timer
No
Arrow Barrage
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Arrow Barrage
(Level of Arrow Barrage for (Casting unit)) Equal to 1
Actions
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Arrow Barrage Copy
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Arrow Barrage
(Level of Arrow Barrage for (Casting unit)) Equal to 2
Actions
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Unit - Create 1 . Hail of Arrows Dummy2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack Ground . (Random point in (Region centered at (Target point of ability being cast) with size (600.00, 600.00)))
Thunder Fist
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Thunder Fist
Actions
Unit - Move (Target unit of ability being cast) instantly to ((Position of (Target unit of ability being cast)) offset by (75.00 + (75.00 x (Real((Level of Thunder Fist for (Casting unit)))))) towards (180.00 + (Facing of (Target unit of ability being cast))) degrees.)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Thunder Fist for (Casting unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 75.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Thunder Fist for (Casting unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 200.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Thunder Fist for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 400.00 damage of attack type Spells and damage type Normal
Else - Actions
Plague
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Plague
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Plague for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Plague Dummy 1 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Plague for (Casting unit)) Equal to 2
Then - Actions
Unit - Create 1 . Plague Dummy 2 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . (Target unit of ability being cast)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Plague for (Casting unit)) Equal to 3
Then - Actions
Unit - Create 1 . Plague Dummy 3 (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . (Target unit of ability being cast)
Else - Actions
Chain of Blood
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Bloody Chain
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bloody Chain for (Casting unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit) , dealing -35.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bloody Chain for (Casting unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit) , dealing -80.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Bloody Chain for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Casting unit) , dealing -170.00 damage of attack type Spells and damage type Normal
Else - Actions
Blade Dance
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Blade Dance) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacking unit)) with size (300.00, 300.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Not equal to (Owner of (Attacking unit))
((Picked unit) is dead) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing (0.15 x ((Real((Level of Blade Dance for (Attacking unit)))) x (Real((Agility of (Attacking unit) (Include bonuses)))))) damage of attack type Normal and damage type Normal
Else - Actions
Do nothing
Cleaving Attack
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Cleaving Attack) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (300.00, 300.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Not equal to (Owner of (Attacking unit))
((Picked unit) is dead) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodSorceress.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing (0.20 x ((Real((Level of Cleaving Attack new for (Attacking unit)))) x (Real((Strength of (Attacking unit) (Include bonuses)))))) damage of attack type Normal and damage type Normal
Else - Actions
Do nothing
Slash
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Slash
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Slash for (Casting unit)) Equal to 1
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 80.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Slash for (Casting unit)) Equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 200.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Slash for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Target unit of ability being cast) , dealing 350.00 damage of attack type Spells and damage type Normal
Else - Actions
Bleeding
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Bleeding.) Equal to True
Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Attacking unit) to damage (Attacked unit) , dealing 10.00 damage of attack type Spells and damage type Normal
Astral Strike damage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Astral Strike Dummy (Female)
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (350.00, 350.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Dying unit)).) Equal to False
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 100.00 damage of attack type Spells and damage type Normal
Else - Actions
Astral Strike Trigger
Events
Unit - A unit Is attacked
Conditions
((Attacking unit) has buff Astral Strike) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 12) Equal to 1
(Level of Astral Strike for (Attacking unit)) Equal to 1
Then - Actions
Unit - Create 1 . Astral Strike Dummy (Female) for (Owner of (Attacking unit)) at (Position of (Attacked unit)) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 7) Equal to 1
(Level of Astral Strike for (Attacking unit)) Equal to 2
Then - Actions
Unit - Create 1 . Astral Strike Dummy (Female) for (Owner of (Attacking unit)) at (Position of (Attacked unit)) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Random integer number between 1 and 5) Equal to 1
(Level of Astral Strike for (Attacking unit)) Equal to 3
Then - Actions
Unit - Create 1 . Astral Strike Dummy (Female) for (Owner of (Attacking unit)) at (Position of (Attacked unit)) facing Default building facing degrees
Else - Actions
Do nothing
Corpse Explosion
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Corpse Explosion
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Target unit of ability being cast)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
Then - Actions
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing (0.20 x ((Max life of (Target unit of ability being cast)) x (Real((Level of Corpse Explosion for (Casting unit)))))) damage of attack type Spells and damage type Normal
shadowgolem
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoning unit)) Equal to Shadow Mage
Actions
Animation - Change (Summoned unit) 's vertex coloring to ( 20.00 %, 0.00 %, 20.00 %) with 30.00 % transparency
shadowrefraction
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Shadow Refraction (Level 1)) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (650.00, 650.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
((Picked unit) is dead) Equal to False
Then - Actions
Else - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Attacked unit) to damage (Picked unit) , dealing 5.00 damage of attack type Spells and damage type Normal
shadowrefraction Copy
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Shadow Refraction (Level 2)) Equal to True
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (650.00, 650.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
((Picked unit) is dead) Equal to False
Then - Actions
Else - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Undead\DeathandDecay\DeathandDecayTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Attacked unit) to damage (Picked unit) , dealing 10.00 damage of attack type Spells and damage type Normal
gathering shadows
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Gathering Shadows
Actions
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 0.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 60.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 120.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 180.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 240.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmy (Female) for (Owner of (Casting unit)) at ((Position of (Casting unit)) offset by 300.00 towards 300.00 degrees.) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Gathering Shadows DUmmyc (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Gathering Shadows for (Casting unit)) Equal to 1
Then - Actions
Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
Unit - Add Burn level 1 to (Last created unit)
Unit - Add Shadowspeed to (Last created unit)
Else - Actions
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Add Burn level 2 to (Last created unit)
Unit - Add Shadowspeed to (Last created unit)
Unit - Increase level of Shadowspeed for (Last created unit)
gathering shadows invis
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff Gathering Shadows) Equal to True
(Unit-type of (Picked unit)) Not equal to Gathering Shadows DUmmy (Female)
(Unit-type of (Picked unit)) Not equal to Gathering Shadows DUmmyc (Female)
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Shadow Invisibility for (Picked unit)) Greater than or equal to 1
Then - Actions
Do nothing
Else - Actions
Unit - Add Shadow Invisibility to (Picked unit)
Else - Actions
Unit - Remove Shadow Invisibility from (Picked unit)
Smite
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Smite
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (325.00, 325.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
((Picked unit) is dead) Equal to False
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\Heal\HealTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Casting unit) to damage (Picked unit) , dealing (-50.00 x (Real((Level of Smite for (Casting unit))))) damage of attack type Spells and damage type Normal
Else - Actions
Circle of Light fx
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Circle of Light
Actions
Unit - Create 1 . Circle of light Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 45.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 90.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 135.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 180.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 225.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 270.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 315.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 300.00 towards 360.00 degrees.) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Destroy (Last created special effect)
Circle of Light dmg
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Circle of Light
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Circle of Light for (Casting unit)) Equal to 1
Then - Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (200.00, 600.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -167.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 267.00 damage of attack type Spells and damage type Normal
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (600.00, 200.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -167.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 267.00 damage of attack type Spells and damage type Normal
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (500.00, 500.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -167.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 267.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (200.00, 600.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -267.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 400.00 damage of attack type Spells and damage type Normal
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (600.00, 200.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -267.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 400.00 damage of attack type Spells and damage type Normal
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (500.00, 500.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing -267.00 damage of attack type Spells and damage type Normal
Else - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 400.00 damage of attack type Spells and damage type Normal
Hand Grenade
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Hand Grenade
Actions
Wait until (((Target unit of ability being cast) has buff Stunned grenade) Equal to True) , checking every 0.10 seconds
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Target unit of ability being cast)) with size (300.00, 300.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
(Level of Hand Grenade for (Casting unit)) Less than or equal to 2
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing (50.00 x (Real((Level of Hand Grenade for (Casting unit))))) damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
(Level of Hand Grenade for (Casting unit)) Equal to 3
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing 235.00 damage of attack type Spells and damage type Normal
Else - Actions
Firebomb Impact
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Firebomb (Neutral Hostile)
Actions
Wait until (((Target unit of ability being cast) has buff Stunned firebomb) Equal to True) , checking every 0.10 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Firebomb (Neutral Hostile) for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 0 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 45.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 90.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 125.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 170.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 215.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 260.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 305.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 0.00 towards 305.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 1 to (Last created unit)
Unit - Add a 9.00 second Generic expiration timer to (Last created unit)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Firebomb (Neutral Hostile) for (Casting unit)) Equal to 2
Then - Actions
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 0 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 45.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 90.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 125.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 170.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 215.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 260.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 100.00 towards 305.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 . Firebomb Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 0.00 towards 305.00 degrees.) facing Default building facing degrees
Unit - Add Fireburn level 2 to (Last created unit)
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Else - Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Target unit of ability being cast)) with size (450.00, 450.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Cause (Casting unit) to damage (Picked unit) , dealing (100.00 x (Real((Level of Firebomb (Neutral Hostile) for (Casting unit))))) damage of attack type Spells and damage type Normal
Else - Actions
removal
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Firebomb Dummy (Female)
Actions
Wait 2 seconds
Unit - Remove (Dying unit) from the game
epicenter damage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Epicenter Dummy (Female)
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (300.00, 300.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 60.00 damage of attack type Spells and damage type Normal
Else - Actions
Do nothing
Epicenter
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Epicenter
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Epicenter for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Epicenter for (Casting unit)) Equal to 2
Then - Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (1000.00, 1000.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is dead) Equal to False
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
Then - Actions
Unit - Create 1 . Epicenter Dummy attack for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . (Picked unit)
Else - Actions
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Wait 0.30 seconds
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Unit - Create 1 . Epicenter Dummy (Female) for (Owner of (Casting unit)) at (Random point in (Region centered at (Position of (Casting unit)) with size (900.00, 900.00))) facing Default building facing degrees
Else - Actions
smite bolt ult
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Smite Dummy (Female)
(Number of units in (Units in (Region centered at (Position of (Picked unit)) with size (180.00, 180.00)) matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit)).) Equal to True) and (((Matching unit) is dead) Equal to False)))) Greater than or equal to 1
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
smite bolt damage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Smite Dummy (Female)
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (180.00, 180.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 100.00 damage of attack type Spells and damage type Normal
Unit - Remove All buffs from (Picked unit)
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
Special Effect - Destroy (Last created special effect)
Else - Actions
Smite ult
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Smite Ult
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Smite Ult for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 0.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 0.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 30.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 30.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 60.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 60.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 90.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 90.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 120.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 120.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 150.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 150.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 180.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 180.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 210.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 210.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 240.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 240.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 270.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 270.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 300.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 300.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 330.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 330.00 degrees.)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Smite Ult for (Casting unit)) Equal to 2
Then - Actions
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 0.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 0.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 30.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 30.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 60.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 60.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 90.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 90.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 120.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 120.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 150.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 150.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 180.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 180.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 210.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 210.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 240.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 240.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 270.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 270.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 330.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 330.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 15.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 15.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 45.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 45.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 75.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 75.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 105.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 105.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 135.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 135.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 165.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 165.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 195.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 195.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 225.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 225.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 265.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 265.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 285.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 285.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 345.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 345.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 300.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 300.00 degrees.)
Unit - Create 1 . Smite Dummy (Female) for (Owner of (Casting unit)) at ((Position of (Target unit of ability being cast)) offset by 200.00 towards 315.00 degrees.) facing Default building facing degrees
Unit - Order (Last created unit) to Move To . ((Position of (Last created unit)) offset by 99999.00 towards 315.00 degrees.)
Else - Actions
Fireball die
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Fireball Dummy (Female)
(Number of units in (Units in (Region centered at (Position of (Picked unit)) with size (180.00, 180.00)) matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit)).) Equal to True) and (((Matching unit) is dead) Equal to False)))) Greater than or equal to 1
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Fireball damage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fireball Dummy (Female)
Actions
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Fireball Dummy abil. for (Dying unit)) Equal to 1
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Fireball Dummy abil. for (Dying unit)) Equal to 2
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 190.00 damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Fireball Dummy abil. for (Dying unit)) Equal to 3
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 325.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
Fireball Summon
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Fireball
Actions
Unit - Create 1 . Fireball Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set level of Fireball Dummy abil. for (Last created unit) to (Level of Fireball for (Casting unit))
Unit - Order (Last created unit) to Move To . ((Position of (Casting unit)) offset by 2500.00 towards (Facing of (Casting unit)) degrees.)
Magical Blast die
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Magical Blast Dummy (Female)
(Number of units in (Units in (Region centered at (Position of (Picked unit)) with size (180.00, 180.00)) matching ((((Matching unit) belongs to an enemy of (Owner of (Picked unit)).) Equal to True) and (((Matching unit) is dead) Equal to False)))) Greater than or equal to 1
Then - Actions
Unit - Kill (Picked unit)
Else - Actions
Magical Blast Spread
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Magical Blast Dummy (Female)
Actions
Unit - Order (Summoned unit) to Move To . ((Position of (Summoning unit)) offset by 2500.00 towards ((Facing of (Summoning unit)) + (Random real number between -45.00 and 45.00)) degrees.)
Magical Blast Spread New
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Magical Blast Dummy (Female)
Actions
Unit - Order (Summoned unit) to Orc Tauren Chieftain - Shockwave . ((Position of (Casting unit)) offset by 256.00 towards ((Facing of (Summoning unit)) + (Random real number between -50.00 and 50.00)) degrees.)
Magical Blast damage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Magical Blast Dummy (Female)
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (180.00, 180.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 20.00 damage of attack type Spells and damage type Normal
Else - Actions
magical Blast Removal
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Magical Blast Dummy (Female)
Actions
Unit - Remove (Dying unit) from the game
Frost nova fx
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Frost Nova
Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 0.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 40.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 80.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 120.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 160.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 200.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 240.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 280.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 250.00 towards ((Facing of (Casting unit)) + 320.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Frost Wave
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Frost Wave
Actions
Unit - Create 1 . Frost Wave Dummy (Female) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Set level of Frost Wave Dummy Slow (Neutral Hostile) for (Last created unit) to ((Level of Frost Wave for (Casting unit)) x 1)
Unit - Order (Last created unit) to Move To . ((Position of (Casting unit)) offset by 1000.00 towards (Facing of (Casting unit)) degrees.)
Ice Beam dmg
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ice Barrage Dummy (Female)
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Dying unit)) with size (350.00, 350.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Dying unit)).) Equal to True
Then - Actions
Unit - Cause (Dying unit) to damage (Picked unit) , dealing 10.00 damage of attack type Spells and damage type Normal
Else - Actions
Chilling Touch Shatter
Events
Unit - A unit Is attacked
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touch (Non-stacking)) Equal to True
(Random integer number between 1 and 20) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 25.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touch (Stacking)) Equal to True
(Random integer number between 1 and 20) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 25.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touchlv2 (Non-stacking)) Equal to True
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touch (Stacking)) Equal to True
(Random integer number between 1 and 10) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 50.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touchlv3 (Non-stacking)) Equal to True
(Random integer number between 1 and 6) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 100.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Attacked unit) has buff Chilling Touchlv3 (Stacking)) Equal to True
(Random integer number between 1 and 6) Equal to 1
Then - Actions
Special Effect - Create a special effect at (Position of (Attacked unit)) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (400.00, 400.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Attacking unit)).) Equal to True
Then - Actions
Unit - Cause (Attacking unit) to damage (Picked unit) , dealing 100.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
Larc en Ciel
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to L'arc en Ciel
Actions
Unit Group - Pick every unit in (Units in (Region centered at (Target point of ability being cast) with size (250.00, 250.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Casting unit)).) Equal to True
Then - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Weapons\Bolt\BoltImpact.mdl
Special Effect - Destroy (Last created special effect)
Unit - Cause (Casting unit) to damage (Picked unit) , dealing ((Real((Number of units in (Units in (Region centered at (Position of (Casting unit)) with size (500.00, 500.00)))))) x (10.00 x (Real((Level of L'arc en Ciel for (Casting unit)))))) damage of attack type Spells and damage type Normal
Else - Actions
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Casting unit)) with size (500.00, 500.00))) and do (Actions)
Loop - Actions
Special Effect - Create a special effect at (Position of (Picked unit)) using Abilities\Spells\Human\DispelMagic\DispelMagicTarget.mdl
Special Effect - Destroy (Last created special effect)
Fissure Fx
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Fissure Dummy (Female)
Actions
Special Effect - Create a special effect at (Position of (Summoned unit)) using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
Special Effect - Destroy (Last created special effect)
Tempest
Events
Time - Every 0.45 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Tempest Dummy (Female)
Then - Actions
Unit - Create 1 . Lightning Strike Dummy (Female) for (Owner of (Picked unit)) at (Random point in (Region centered at (Position of (Picked unit)) with size (600.00, 600.00))) facing Default building facing degrees
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Last created unit)) with size (500.00, 500.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Last created unit)).) Equal to True
Then - Actions
Unit - Cause (Last created unit) to damage (Picked unit) , dealing 75.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
Tempest Level 2
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Tempest Dummylv2 (Female)
Then - Actions
Unit - Create 1 . Lightning Strike Dummy (Female) for (Owner of (Picked unit)) at (Random point in (Region centered at (Position of (Picked unit)) with size (1200.00, 1200.00))) facing Default building facing degrees
Special Effect - Create a special effect at (Position of (Last created unit)) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Last created unit)) with size (500.00, 500.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an enemy of (Owner of (Last created unit)).) Equal to True
Then - Actions
Unit - Cause (Last created unit) to damage (Picked unit) , dealing 125.00 damage of attack type Spells and damage type Normal
Else - Actions
Else - Actions
Blood Moon
Events
Unit - A unit Dies
Conditions
((Killing unit) has buff Blood Moon) Equal to True
Actions
Unit - Set life of (Killing unit) to ((Life of (Killing unit)) + (7.00 x (Real((Level of Blood Moon for (Killing unit))))))
Special Effect - Create a special effect at (Position of (Killing unit)) using Abilities\Spells\Human\Heal\HealTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
Special Effect - Destroy (Last created special effect)
Elven Ranger
Events
Player - Player 1 (Red) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Elven Ranger))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Elven Ranger for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Monk
Events
Player - Player 1 (Red) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Monk))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Monk for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Druid
Events
Player - Player 1 (Red) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Druid))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Druid for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Assassin
Events
Player - Player 1 (Red) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 4 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Assassin))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Assassin for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Astral Mage
Events
Player - Player 1 (Red) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 5 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Astral Mage))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Astral Mage for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Shadow Mage
Events
Player - Player 1 (Red) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Shadow Mage))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Shadow Mage for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Holy Paladin
Events
Player - Player 1 (Red) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 7 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Holy Paladin))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Holy Paladin for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Dwarvish Marksman
Events
Player - Player 1 (Red) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 8 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Dwarvish Marksman))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Dwarvish Marksman for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Dwarvish Fighter
Events
Player - Player 1 (Red) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 9 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Dwarven Fighter))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Dwarven Fighter for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Crusader
Events
Player - Player 1 (Red) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 10 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Crusader))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Crusader for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Rime Wraith
Events
Player - Player 1 (Red) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 11 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Rime Wraith))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Rime Wraith for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Lost Soul
Events
Player - Player 1 (Red) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -hero 12 (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).)) Equal to 0
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Lost Soul))) Greater than or equal to 1
Then - Actions
Game - Display to (Player group((Triggering player))) the text: This hero has already been selected, please pick another one.
Skip remaining actions
Else - Actions
Camera - Pan camera for (Triggering player) to (Center of Hero_Rez <gen>) over 0 seconds
Unit - Create 1 . Lost Soul for (Triggering player) at (Center of Hero_Rez <gen>) facing Default building facing degrees
Ancient Shield of Force
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Force Shield) Equal to True
(Random integer number between 1 and 10) Equal to 1
Actions
Unit - Create 1 . Ancient Shield of Force Dummy (Female) for (Owner of (Attacked unit)) at (Position of (Attacked unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Attack . (Attacking unit)
Unit - Move (Attacking unit) instantly to ((Position of (Attacking unit)) offset by 200.00 towards (180.00 + (Facing of (Attacking unit))) degrees.)
Ancient Plate of Nova Shield
Events
Unit - A unit Is attacked
Conditions
((Attacked unit) has buff Nova Shield) Equal to True
(Random integer number between 1 and 5) Equal to 1
Actions
Unit - Create 1 . Ancient Plate of Nova Shield Dummy (Female) for (Owner of (Attacked unit)) at (Position of (Attacked unit)) facing Default building facing degrees
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 0.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 40.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 80.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 120.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 160.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 200.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 240.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 280.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Special Effect - Create a special effect at ((Position of (Attacked unit)) offset by 250.00 towards ((Facing of (Attacked unit)) + 320.00) degrees.) using Abilities\Spells\Undead\FrostNova\FrostNovaTarget.mdl
Special Effect - Destroy (Last created special effect)
Unit Group - Pick every unit in (Units in (Region centered at (Position of (Attacked unit)) with size (650.00, 650.00))) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) belongs to an ally of (Owner of (Attacked unit)).) Equal to True
Then - Actions
Else - Actions
Unit - Cause (Attacked unit) to damage (Picked unit) , dealing 275.00 damage of attack type Spells and damage type Normal
heroselectquest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Elven Ranger with the description The Elven Ranger is a powerful, ranged AGILITY hero.Capable of launching barrages of arrows at his enemies, the elven ranger is a formidable hero.Range - 625Life - LowDamage - LowAttack Speed - HighMana - LowSkills -Marksmanship - Gives a chance to hit for extra damage on an attack.Arrow Barrage - Launches a barrage of Arrows at his enemies, dealing damage per arrow.Meld - Melding into the shadows the ranger can become invisible for a short period of time.Agility - The Elven Ranger has inhuman agility, allowing him to move and attack faster.Burning Arrows - Enchanting his arrows with flame, the Elven Ranger deals extra damage per attack at the cost of mana. , using icon path ReplaceableTextures\CommandButtons\BTNSylvanusWindrunner.blp
Quest - Create a Required quest titled Monk with the description Hailing from the monastaries of the east, the monk is a melee STRENGTH based hero, able to deal massive amounts of damage to single units with his pummeling blows.Range - MeleeLife - MediumDamage - HighAttack Speed - MediumMana - LowSkills -Crushing Blow - The monk, using his unnatural strength can land a crushing blow upon an enemy, dealing extra damage and stunning.Concentration - Focusing all of his mental energies, the monk can mend even the most grevious of wounds.Thunder Fist - Using an ancient technique, the monk strikes at the enemy, dealing damage to the initial target and then knocking the unit back, and making it dizzy, slowing it's movement and attack.Battle Cry - The monk unleashes an inspiring roar, increasing the damage of units around him.Five Fists Style - The monk replicates himself, creating shadow copies that deal a lesser part of the monk's damage. , using icon path ReplaceableTextures\CommandButtons\BTNVillagerMan1.blp
Quest - Create a Required quest titled Druid with the description The Druid is a Ranged INTELLIGENCE based hero. Masters of manipulating nature, the order of the druid is a very fine one. Excelling at single target disables and healing the druid is a master support hero.Range - 550Damage - Medium Life - LowAttack Speed - LowMana - HighSkills -Entangling Roots - The Druid calls upon the spirits of the earth to bind the target with roots, immobilizing it and dealing damage per second.Regrowth Aura - The presence of the druid alone allows him to speed up the regeneration of nearby units.Nature's Healing - Using his ancient druidic powers, the druid can heal a targeted unit.Summon Tree Spirits - Summons the spirits of the forest to aid the druid in combat.Nature's Command - Inspiring units with his imposing presence, the druid adds to the damage of nearby units. , using icon path ReplaceableTextures\CommandButtons\BTNFurion.blp
Quest - Create a Required quest titled Assassin with the description From the eastern lands, the assassin is a quick and powerful AGILITY based hero. His twin moonblades allow him to slash his enemies brutally. Excels at dealing massive damage to groups of units.Range - MeleeDamage - HighLife - mediumAttack Speed - MediumMana - LowSkills -Evasion - The assassin has uncanny agility and can dodge many blows.Shuriken - Shoots a deadly throwing star in a line, dealing massive damage to enemy units.Mastery of the blade - Spinning in deadly circles as he fights, the assassin slashes units around him with his deadly blades dealing extra splash damage.Spincut - Whirling in a circle, the assassin cuts deep into his enemies, dealing damage in an area.Slash - Brutally slashes a target and the units around it, dealing massive damage. , using icon path ReplaceableTextures\CommandButtons\BTNHeroDemonHunter.blp
Quest - Create a Required quest titled Astral Mage with the description The Astral mage is a battlemage, able to deal much damage in battle and fight alongside the warriors while casting his spells. A formidable foe indeed, the astral mage excels at dealing massive damage.Range - MeleeDamage - low(medium)Life - low(medium)Attack speed - low(medium)Mana - HighSkills -Astral Barrier - The astral mage, when attuned with the stars has a strong shield surrounding him, able to dampen the damage dealt to him.Magical Blast - Focusing his energies into a blast of energy, the astral mage deals damage in a line.Lightning Strike - Calling Lightning down from the heavens, the astral mage strikes down his enemies in an area.Astral Strike - The astral mage's staff is enchanted with the magic of the stars, able to randomly call them down to strike his enemies, the astral mage has a chance to deal extra splash damage.Starfall - After channeling magical energies, the astral mage is able to call down a hail of stars upon his enemies, dealing massive damage in an area. , using icon path ReplaceableTextures\CommandButtons\BTNNecromancer.blp
Quest - Create a Required quest titled Shadow Mage with the description Versed in the arts of darkness, the shadow mage is a ranged INTELLIGENCE based hero. Able to wreak havoc upon his enemies with powerful shadow magics, the shadow mage is a very versatile hero, able to do much of everything.Range - 550Damage - highLife - mediumAttack Speed - lowMana - highSkills -Bloody Chain - Chanting an incantation of power, the shadow mage causes his enemies to erupt in blood dealing damage and healing him.Shadow Golem - Gathering the shadows around him into a cohesive mass, the shadow mage creates a being out of shadow, able to crush the shadow mage's enemies easily, the shadow golem is a power to be contended with.Corpse Explosion - Causing a nearby corpse to explode, the shadow mage spawns a skeletal warrior and deals damage to nearby units based on the max life of the corpse.Plague - Invoking a deadly plague magic, the shadow mage causes an epidemic to spread among his enemies, dealing massive damage to groups of units.Gathering Shadows - Channeling an ancient shadow magic, the shadow mage gathers the shadows around him and is able to shroud himself in darkness, gaining invisibility for a short time and dealing damage in an area around the casting point. , using icon path ReplaceableTextures\CommandButtons\BTNMedivh.blp
Quest - Create a Required quest titled Holy Paladin with the description From the holy order of the paladins, this hero is a melee STRENGTH based hero. Able to heal and strengthen allied units, the paladin is an asset to any party.Range - meleeDamage - mediumLife - highAttack Speed - mediumMana - mediumSkills -Holy Aura - The holy presence of the paladin regenerates neaby units over time, and increases the movespeed of nearby units.Lay on Hands - Laying his hands on a target, he recites an incantation, mending the target's minor wounds.Divine Strength - The paladin enchants a target unit with holy power, increasing armor, damage and regeneration for a short period of time.Holy Bolt - Deals damage to a targeted enemy unit and heals allied units around the targeted unit.Circle of Light - After channeling holy energies, the paladin creates a divine circle of light around him, healing allied units and dealing damage to enemy units. , using icon path ReplaceableTextures\CommandButtons\BTNHeroPaladin.blp
Quest - Create a Required quest titled Dwarvish Marksman with the description A skilled marksman of the dwarvish race, this hero is a ranged AGILITY based hero. Capable of sniping enemies down from long ranges, this hero is a great ranged support.Range - 815Damage - lowLife - lowAttack Speed - mediumMana - lowSkills -Headshot - The dwarvish marksman, is a highly skilled sharpshooter and can often shoot enemies in the head, dealing increased damage.Hand Grenade - Throws a grenade of dwarvish origin at a target unit, breifly stunning the target and then dealing splash damage in an area around the target.Snipe - After aiming for a moment, the dwarvish marksman shoots an armor peircing bullet with great accuracy at the target, dealing damage.Clockwork Gun - Advancing in gun technology, the dwarvish marksman is able to shoot faster.Firebomb - Throws a bottle full of burning oil at a target unit, dealing damage to an area around the unit initially and then burning nearby units. , using icon path ReplaceableTextures\CommandButtons\BTNRifleman.blp
Quest - Create a Required quest titled Dwarvish Fighter with the description From the mountains of khaz modan, this dwarf is a powerful melee STRENGTH based hero. Capable of soaking up much damage and dealing it back, this is the best tanking hero.Range - meleeDamage - highLife - highAttack Speed - lowMana - lowSkills -Crushing Blow - The dwarvish fighter has a chance to land a crushing blow upon an enemy, leaving it dazed and dealing extra damage.Crush - Slamming his hammer into a unit, he causes a chain reaction of explosions to nearby units, dealing damage.Cleaving Attack - The dwarvish fighter's axe cleaves into nearby units, dealing extra splash damage.Might of the Mountain - The dwarvish fighter grows into a giant version of himself, able to deal increased damage, and gains increased armor and life for a short period of time.Epicenter - After gathering his strength, the dwarvish fighter slams his weapons into the ground, dealing massive area damage and slowing. , using icon path ReplaceableTextures\CommandButtons\BTNHeroMountainKing.blp
Quest - Create a Required quest titled Crusader with the description One of a holy order of crusaders, this hero is a melee STRENGTH based hero. A great all rounder, this hero can tank, as well as dealing great damage per second.Range - meleeDamage - mediumLife - mediumAttack Speed - mediumMana - mediumSkills -Sword Mastery - The crusader has mastered the way of the sword, able to strike painful blows unto his enemy.Burning Blade - Enchanting his weapon with flame, the crusader can immolate enemies, dealing damage over time to them.Slash - Slashes an enemy, dealing damage and slowing it.Zeal Aura - The crusader inspires nearby units to fight, increasing their attack speed.Smite - Smites a target with powerful holy energy, dealing damage, and purging that unit of all buffs and dealing damage to nearby enemies and purging them. , using icon path ReplaceableTextures\CommandButtons\BTNTheCaptain.blp
Quest - Create a Required quest titled Rime Wraith with the description Falling from the sky in the form of a star, the rime wraith is a powerful STRENGTH based hero capable of destroying even the largest of enemy masses. Range - MeleeDamage - HighLife - Medium-HighAttack Speed - LowMana - HighSkills -Chill - Chills an area to sub-zero temperatures, causing minor damage and slowing enemies.Frost Wave - Concentrating his powers, the rime wraith is able to release a powerful wave of frost from his staff, dealing damage in a line and slowing enemy units in a line.Chilling Touch - The chilling staff of the rime wraith is able to freeze enemies on contact, slowing them.Ice Beam - Condensing the water in the air around him, the rime wraith is able to freeze it into huge chunks which he launches in a barrage at his enemies.Frost Nova - Steeps an area in cold, causing massive damage and slowing. , using icon path ReplaceableTextures\CommandButtons\BTNRevenant.blp
Quest - Create a Required quest titled Lost Soul with the description A soul of a powerful being, long deceased, the Lost Soul is just a formless mass of energy only able to harm its enemies by releasing bursts of energy. (INTELLIGENCE based hero.)Range - n/aDamage - n/aLife - Very LowAttack Speed - n/aMana - Very HighSkills -L'arc en Ciel - Gathering the inert energies around it and focusing it into one powerful bolt of energy, the lost soul deals massive damage to a target and leaves it dazed for a short period of time. Fireball - Launches a fireball in the indicated direction, exploding on contact and dealing damage to all enemy units caught in the blast.Tempest - Calls down multiple bolts of lightning to strike down your enemies, dealing massive damage.Fissure - Ruptures the ground underneath your enemies, dealing damage and stunning them.Magical Blast - A blast of magic emanates from the lost soul, dealing massive damage to enemies in a wave. , using icon path ReplaceableTextures\CommandButtons\BTNWisp.blp
misc quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Optional quest titled How to pick a hero with the description Picking a hero is easy in "Lost", simply type a chat command in and you will recieve a hero that corresponds with the command, here is the list of the commands and the hero they correspond with.Commands --hero 1 (Elven Ranger)-hero 2 (Monk)-hero 3 (Druid)-hero 4 (Assassin)-hero 5 (Astral Mage)-hero 6 (Shadow Mage)-hero 7 (Holy Paladin)-hero 8 (Dwarvish Marksman)-hero 9 (Dwarvish Fighter)-hero 10 (Crusader)-hero 11 (Rime Wraith)-hero 12 (Lost Soul) , using icon path ReplaceableTextures\WorldEditUI\Editor-Random-Building.blp
Quest - Create a Optional quest titled Changelog - with the description v0.1a changelog:-10 different heroes-3 different modes-over 100 custom spells !-and over 70 items !v0.2a changelog:-12 different heroes-leavers now give control of their units when they leave and their gold is split among the other players.-Added 2 new commands. , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleDoodads.blp
Quest - Create a Optional quest titled Extra Commands with the description Commands --lo (Red only, Turns leaver gold on.)-ms (Shows the movespeed of your hero) , using icon path ReplaceableTextures\WorldEditUI\StartingLocation.blp
Quest - Create a Optional quest titled Credits - with the description Map made by mf-shroom @ azeroth (U.S. east) for Warcraft III Reign of Chaos.Come to channel clan AoL for a great clan! , using icon path ReplaceableTextures\WorldEditUI\Editor-MultipleUnits.blp
Leaver Gold on
Events
Player - Player 1 (Red) types a chat message containing -lo (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: Leaver Gold is on, when a player leaves, their units will be shared and their gold will be split.
Trigger - Turn on Leavetrig_Gold <gen>
Trigger - Turn off (This trigger)
Movespeed
Events
Player - Player 1 (Red) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -ms (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True).) and do (Actions)
Loop - Actions
Game - Display to (Player group((Triggering player))) the text: (Movement Speed of + ((Name of (Picked unit)) + ( is + (String((Integer((Current movement speed of (Picked unit)))))))))
tower control
Events
Unit - Tower 0012 <gen> Is selected
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (Actions)
Loop - Actions
Unit - Change ownership of (Picked unit) to (Triggering player) and Change color
initmessage1
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Display to (All players) the Quest Update message: Welcome to Lost, a hero survival type map created by clan AoL. Defend your tower at all costs, if it dies you lose.
Game - Display to (All players) for 60.00 seconds the text: Go to the quests to learn how to pick a hero!
Game - Display to (All players) for 10.00 seconds the text: Player 1 red has 10 seconds to pick a game mode. -em (easy mode) -nm ( normal mode), -hm (hard mode).
Game - Display to (All players) for 5.00 seconds the text: The enemies will spawn in 60 seconds...
Countdown Timer - Start modetimer as a One-shot timer that will expire in 10.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Mode selection time.
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: 50 seconds...
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: 40 seconds...
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: 30 seconds...
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: 20 seconds...
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: 10 seconds...
Wait 10.00 seconds
Game - Display to (All players) for 5.00 seconds the text: The creeps have started spawning, they will get stronger every 3 minutes. Survive for 45 minutes to win. Good Luck.
Countdown Timer - Start nextleveltimer as a Repeating timer that will expire in 180.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Time until next level.
Countdown Timer - Start wintimer as a One-shot timer that will expire in 2700.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Time until victory.
Trigger - Turn on level_1 <gen>
Game - Display to (All players) the text: Level 1 - Bandits and Deer
wintrig
Events
Time - wintimer expires
Conditions
Actions
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 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
nomode
Events
Time - Elapsed game time is 11.00 seconds
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Game - Display to (All players) the text: Mode selection time has expired, the game has now defaulted to normal mode. (Income is set at 1 and exp rate is normal. Revive time and gold loss are at normal rates.)
Trigger - Run nm_Copy <gen> (ignoring conditions)
Trigger - Turn off em <gen>
Trigger - Turn off nm <gen>
Trigger - Turn off hm <gen>
loss
Events
Unit - Tower 0012 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Owned.. Try again noob.
Game - Defeat Player 2 (Blue) with the message: Owned.. Try again noob.
Game - Defeat Player 3 (Teal) with the message: Owned.. Try again noob.
Game - Defeat Player 4 (Purple) with the message: Owned.. Try again noob.
Game - Defeat Player 5 (Yellow) with the message: Owned.. Try again noob.
Game - Defeat Player 6 (Orange) with the message: Owned.. Try again noob.
Game - Defeat Player 7 (Green) with the message: Owned.. Try again noob.
Game - Defeat Player 8 (Pink) with the message: Owned.. Try again noob.
initbounty
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Turn Gives bounty On for Player 9 (Gray)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
less exp
Events
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 24.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 24.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 24.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 24.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 24.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 24.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 24.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 24.00 % experience from future kills
hard exp
Events
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 12.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 12.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 12.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 12.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 12.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 12.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 12.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 12.00 % experience from future kills
easy exp
Events
Conditions
Actions
Hero - Make Player 1 (Red) Heroes gain 36.00 % experience from future kills
Hero - Make Player 2 (Blue) Heroes gain 36.00 % experience from future kills
Hero - Make Player 3 (Teal) Heroes gain 36.00 % experience from future kills
Hero - Make Player 4 (Purple) Heroes gain 36.00 % experience from future kills
Hero - Make Player 5 (Yellow) Heroes gain 36.00 % experience from future kills
Hero - Make Player 6 (Orange) Heroes gain 36.00 % experience from future kills
Hero - Make Player 7 (Green) Heroes gain 36.00 % experience from future kills
Hero - Make Player 8 (Pink) Heroes gain 36.00 % experience from future kills
income nm
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 1 to (Picked player) . Current gold
income em
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 2 to (Picked player) . Current gold
herorez em
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Not equal to Player 9 (Gray)
(Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
(Owner of (Dying unit)) Not equal to Player 11 (Dark Green)
(Owner of (Dying unit)) Not equal to Player 12 (Brown)
(Owner of (Dying unit)) Not equal to Neutral Passive
Actions
Unit - Create 1 . (Unit-type of (Dying unit)) for Neutral Passive at (Random point in neutralreznoglithreg <gen>) facing Default building facing degrees
Unit - Add a ((Real((Level of (Dying unit)))) x 6.00) second Generic expiration timer to (Last created unit)
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ( has died, they will revive in + ((String(((Level of (Dying unit)) x 6))) + seconds.)))
Quest - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) the Quest Update message: (Death has taken a toll of + ((String(((Level of (Dying unit)) x 35))) + gold.))
Player - Add ((Level of (Dying unit)) x -35) to (Owner of (Dying unit)) . Current gold
Wait ((Real((Level of (Dying unit)))) x 6.00) seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Hero_Rez <gen>) over 1.40 seconds
Hero - Instantly revive (Dying unit) at (Center of Hero_Rez <gen>) , Show revival graphics
herorez nm
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Not equal to Player 9 (Gray)
(Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
(Owner of (Dying unit)) Not equal to Player 11 (Dark Green)
(Owner of (Dying unit)) Not equal to Player 12 (Brown)
(Owner of (Dying unit)) Not equal to Neutral Passive
Actions
Unit - Create 1 . (Unit-type of (Dying unit)) for Neutral Passive at (Random point in neutralreznoglithreg <gen>) facing Default building facing degrees
Unit - Add a ((Real((Level of (Dying unit)))) x 11.00) second Generic expiration timer to (Last created unit)
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ( has died, they will revive in + ((String(((Level of (Dying unit)) x 11))) + seconds.)))
Quest - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) the Quest Update message: (Death has taken a toll of + ((String(((Level of (Dying unit)) x 75))) + gold.))
Player - Add ((Level of (Dying unit)) x -75) to (Owner of (Dying unit)) . Current gold
Wait ((Real((Level of (Dying unit)))) x 11.00) seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Hero_Rez <gen>) over 1.40 seconds
Hero - Instantly revive (Dying unit) at (Center of Hero_Rez <gen>) , Show revival graphics
herorez hm
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Not equal to Player 9 (Gray)
(Owner of (Dying unit)) Not equal to Player 10 (Light Blue)
(Owner of (Dying unit)) Not equal to Player 11 (Dark Green)
(Owner of (Dying unit)) Not equal to Player 12 (Brown)
(Owner of (Dying unit)) Not equal to Neutral Passive
Actions
Unit - Create 1 . (Unit-type of (Dying unit)) for Neutral Passive at (Random point in neutralreznoglithreg <gen>) facing Default building facing degrees
Unit - Add a ((Real((Level of (Dying unit)))) x 19.00) second Generic expiration timer to (Last created unit)
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ( has died, they will revive in + ((String(((Level of (Dying unit)) x 19))) + seconds.)))
Quest - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) the Quest Update message: (Death has taken a toll of + ((String(((Level of (Dying unit)) x 125))) + gold.))
Player - Add ((Level of (Dying unit)) x -125) to (Owner of (Dying unit)) . Current gold
Wait ((Real((Level of (Dying unit)))) x 19.00) seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Center of Hero_Rez <gen>) over 1.40 seconds
Hero - Instantly revive (Dying unit) at (Center of Hero_Rez <gen>) , Show revival graphics
playernumber
Events
Time - Every 2 seconds of game time
Conditions
Actions
Set Variable Set playernumber = (Number of players in (All players controlled by a User player))
leavetrig
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + has left the game.)
Leavetrig Gold
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Actions)
Loop - Actions
Player - For (Triggering player) , turn Full shared units On toward (Picked player)
Player - For (Triggering player) , turn Shared units On toward (Picked player)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
((Picked player) controller) Equal to User
Then - Actions
Player - Add (((Triggering player) Current gold) / (Number of players in (All players controlled by a User player))) to (Picked player) . Current gold
Else - Actions
treerez
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Actions)
Loop - Actions
Destructible - Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation
spawnchanger1
Events
Time - Elapsed game time is 241.00 seconds
Conditions
Actions
Trigger - Turn off level_1 <gen>
Trigger - Turn on level_2 <gen>
Game - Display to (All players) the text: Level 2 - Enforcers and Stags
spawnchanger2
Events
Time - Elapsed game time is 421.00 seconds
Conditions
Actions
Unit - Create 1 . Augur (Level - 3) boss for Player 12 (Brown) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 1 . Augur (Level - 3) boss for Player 12 (Brown) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 1 . Augur (Level - 3) boss for Player 12 (Brown) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
Unit - Create 1 . Augur (Level - 3) boss for Player 12 (Brown) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Trigger - Turn off level_2 <gen>
Trigger - Turn on level_3 <gen>
Game - Display to (All players) the text: Level 3 - Murderers and Elk
Game - Display to (All players) the text: -Boss Level-
spawnchanger3
Events
Time - Elapsed game time is 601.00 seconds
Conditions
Actions
Trigger - Turn off level_3 <gen>
Trigger - Turn on level_4 <gen>
Game - Display to (All players) the text: Level 4 - Dark Spiders and Orb Weavers
spawnchanger4
Events
Time - Elapsed game time is 781.00 seconds
Conditions
Actions
Trigger - Turn off level_4 <gen>
Trigger - Turn on level_5 <gen>
Game - Display to (All players) the text: Level 5 - Broodmothers and Dark Orb Weavers
spawnchanger5
Events
Time - Elapsed game time is 961.00 seconds
Conditions
Actions
Unit - Create 1 . Soul Weaver (Level -6)Boss for Player 12 (Brown) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 1 . Soul Weaver (Level -6)Boss for Player 12 (Brown) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 1 . Soul Weaver (Level -6)Boss for Player 12 (Brown) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
Unit - Create 1 . Soul Weaver (Level -6)Boss for Player 12 (Brown) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Trigger - Turn off level_5 <gen>
Trigger - Turn on level_6 <gen>
Game - Display to (All players) the text: Level 6 - Death Spiders and Dreamweavers
Game - Display to (All players) the text: -Boss Level-
spawnchanger6
Events
Time - Elapsed game time is 1141.00 seconds
Conditions
Actions
Trigger - Turn off level_6 <gen>
Trigger - Turn on level_7 <gen>
Game - Display to (All players) the text: Level 7 - Skeletons and Dark Mages
spawnchanger7
Events
Time - Elapsed game time is 1321.00 seconds
Conditions
Actions
Trigger - Turn off level_7 <gen>
Trigger - Turn on level_8 <gen>
Game - Display to (All players) the text: Level 8 - Red Skeletons and Greater Dark Mages
spawnchanger8
Events
Time - Elapsed game time is 1501.00 seconds
Conditions
Actions
Unit - Create 1 . Shadow Warrior (Level -9)Boss for Player 12 (Brown) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 1 . Shadow Warrior (Level -9)Boss for Player 12 (Brown) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 1 . Shadow Warrior (Level -9)Boss for Player 12 (Brown) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
Unit - Create 1 . Shadow Warrior (Level -9)Boss for Player 12 (Brown) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Trigger - Turn off level_8 <gen>
Trigger - Turn on level_9 <gen>
Game - Display to (All players) the text: Level 9 - Dark Skeletons and Master Necromancers
Game - Display to (All players) the text: -Boss Level-
spawnchanger9
Events
Time - Elapsed game time is 1681.00 seconds
Conditions
Actions
Trigger - Turn off level_9 <gen>
Trigger - Turn on level_10 <gen>
Game - Display to (All players) the text: Level 10 - Bears and Dryads
spawnchanger10
Events
Time - Elapsed game time is 1861.00 seconds
Conditions
Actions
Trigger - Turn off level_10 <gen>
Trigger - Turn on level_11 <gen>
Game - Display to (All players) the text: Level 11 - Big Bears and Green Dryads
spawnchanger11
Events
Time - Elapsed game time is 2041.00 seconds
Conditions
Actions
Unit - Create 1 . Mother Nature (Level - 12)boss for Player 12 (Brown) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 1 . Mother Nature (Level - 12)boss for Player 12 (Brown) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 1 . Mother Nature (Level - 12)boss for Player 12 (Brown) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
Unit - Create 1 . Mother Nature (Level - 12)boss for Player 12 (Brown) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Trigger - Turn off level_11 <gen>
Trigger - Turn on level_12 <gen>
Game - Display to (All players) the text: Level 12 - Red Bears and Dark Dryads
Game - Display to (All players) the text: -Boss Level-
spawnchanger12
Events
Time - Elapsed game time is 2221.00 seconds
Conditions
Actions
Trigger - Turn off level_12 <gen>
Trigger - Turn on level_13 <gen>
Game - Display to (All players) the text: Level 13 - Zombies and Ghosts
spawnchanger13
Events
Time - Elapsed game time is 2401.00 seconds
Conditions
Actions
Trigger - Turn off level_13 <gen>
Trigger - Turn on level_14 <gen>
Game - Display to (All players) the text: Level 14 - The Fallen and Wraiths
spawnchanger14
Events
Time - Elapsed game time is 2581.00 seconds
Conditions
Actions
Unit - Create 1 . Rotting Hulk (Level -15)boss for Player 12 (Brown) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 1 . Rotting Hulk (Level -15)boss for Player 12 (Brown) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 1 . Rotting Hulk (Level -15)boss for Player 12 (Brown) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
Unit - Create 1 . Rotting Hulk (Level -15)boss for Player 12 (Brown) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Trigger - Turn off level_14 <gen>
Trigger - Turn on level_15 <gen>
Game - Display to (All players) the text: Level 15 - The Soulless and Apparitions
Game - Display to (All players) the text: -Boss Level-
em
Events
Player - Player 1 (Red) types a chat message containing -em (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Run easy_exp <gen> (ignoring conditions)
Trigger - Turn on income_em <gen>
Game - Display to (All players) the text: Easy mode has been selected, heroes gain 150% exp and income is set to 2. Revive time and gold loss has been decreased.
Trigger - Turn off nomode <gen>
Trigger - Turn off herorez_nm <gen>
Trigger - Turn on herorez_em <gen>
Trigger - Turn off em <gen>
Trigger - Turn off nm <gen>
Trigger - Turn off hm <gen>
nm
Events
Player - Player 1 (Red) types a chat message containing -nm (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Run less_exp <gen> (ignoring conditions)
Trigger - Turn on income_nm <gen>
Game - Display to (All players) the text: Normal Mode has been selected, Heroes gain exp at normal rates and income is set at 1. Revive time and gold loss is set to normal rates.
Trigger - Turn off nomode <gen>
Trigger - Turn off em <gen>
Trigger - Turn off nm <gen>
Trigger - Turn off hm <gen>
nm Copy
Events
Conditions
Actions
Trigger - Run less_exp <gen> (ignoring conditions)
Trigger - Turn on income_nm <gen>
Trigger - Turn off nomode <gen>
hm
Events
Player - Player 1 (Red) types a chat message containing -hm (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Run hard_exp <gen> (ignoring conditions)
Game - Display to (All players) the text: Hard mode has been selected, you gain no income and exp rate is halved. Revive time and gold loss has been increased.
Trigger - Turn off nomode <gen>
Trigger - Turn off herorez_nm <gen>
Trigger - Turn on herorez_hm <gen>
Trigger - Turn off em <gen>
Trigger - Turn off nm <gen>
Trigger - Turn off hm <gen>
regionpatrol west
Events
Unit - A unit enters Unitspawn_west <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
(Owner of (Triggering unit)) Not equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Not equal to Player 6 (Orange)
(Owner of (Triggering unit)) Not equal to Player 7 (Green)
(Owner of (Triggering unit)) Not equal to Player 8 (Pink)
Actions
Unit Group - Pick every unit in (Units in Unitspawn_west <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Center of westpatrol <gen>)
regionpatrol north
Events
Unit - A unit enters Unitspawn_north <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
(Owner of (Triggering unit)) Not equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Not equal to Player 6 (Orange)
(Owner of (Triggering unit)) Not equal to Player 7 (Green)
(Owner of (Triggering unit)) Not equal to Player 8 (Pink)
Actions
Unit Group - Pick every unit in (Units in Unitspawn_north <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Center of northpatrol <gen>)
regionpatrol east
Events
Unit - A unit enters Unitspawn_east <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
(Owner of (Triggering unit)) Not equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Not equal to Player 6 (Orange)
(Owner of (Triggering unit)) Not equal to Player 7 (Green)
(Owner of (Triggering unit)) Not equal to Player 8 (Pink)
Actions
Unit Group - Pick every unit in (Units in Unitspawn_east <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Center of eastpatrol <gen>)
regionpatrol south
Events
Unit - A unit enters Unitspawn_south <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
(Owner of (Triggering unit)) Not equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Not equal to Player 6 (Orange)
(Owner of (Triggering unit)) Not equal to Player 7 (Green)
(Owner of (Triggering unit)) Not equal to Player 8 (Pink)
Actions
Unit Group - Pick every unit in (Units in Unitspawn_south <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Patrol To . (Center of southpatrol <gen>)
level 1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Bandit (Level -1) for Player 9 (Gray) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Stag (Level - 1) for Player 9 (Gray) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Bandit (Level -1) for Player 9 (Gray) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Stag (Level - 1) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 2
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Enforcer (Level -2) for Player 9 (Gray) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Deer (Level - 2) for Player 9 (Gray) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Enforcer (Level -2) for Player 9 (Gray) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Deer (Level - 2) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 3
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Murderer (Level -3) for Player 9 (Gray) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Elk (Level - 3) for Player 9 (Gray) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Murderer (Level -3) for Player 9 (Gray) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Elk (Level - 3) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 4
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Dark Spider (Level -4) for Player 9 (Gray) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Orb Weaver (Level - 4) for Player 9 (Gray) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Spider (Level -4) for Player 9 (Gray) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Orb Weaver (Level - 4) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 5
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Broodmother (Level -5) for Player 9 (Gray) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Orb Weaver (Level - 5) for Player 9 (Gray) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Broodmother (Level -5) for Player 9 (Gray) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Orb Weaver (Level - 5) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 6
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Death Spider (Level -6) for Player 10 (Light Blue) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Dreamweaver (Level - 6) for Player 10 (Light Blue) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Death Spider (Level -6) for Player 10 (Light Blue) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Dreamweaver (Level - 6) for Player 10 (Light Blue) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 7
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Skeleton (Level - 7) - new for Player 10 (Light Blue) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Mage (Level - 7) for Player 10 (Light Blue) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Skeleton (Level - 7) - new for Player 10 (Light Blue) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Mage (Level - 7) for Player 10 (Light Blue) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 8
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Red Skeleton (Level - 8) - new for Player 10 (Light Blue) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Greater Dark Mage (Level - 8) for Player 10 (Light Blue) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Red Skeleton (Level - 8) - new for Player 10 (Light Blue) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Greater Dark Mage (Level - 8) for Player 10 (Light Blue) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 9
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Dark Skeleton (Level - 9) - new for Player 10 (Light Blue) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Master Necromancer (Level - 9) for Player 10 (Light Blue) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Skeleton (Level - 9) - new for Player 10 (Light Blue) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Master Necromancer (Level - 9) for Player 10 (Light Blue) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 10
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Bear (Level -10) for Player 10 (Light Blue) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Dryad (Level - 10) for Player 10 (Light Blue) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Bear (Level -10) for Player 10 (Light Blue) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Dryad (Level - 10) for Player 10 (Light Blue) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 11
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Big Bear (Level -11) for Player 11 (Dark Green) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Green Dryad (Level - 11) for Player 11 (Dark Green) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Big Bear (Level -11) for Player 11 (Dark Green) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Green Dryad (Level - 11) for Player 11 (Dark Green) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 12
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Red Bear (Level -12) for Player 11 (Dark Green) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Dryad (Level - 12) for Player 11 (Dark Green) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Red Bear (Level -12) for Player 11 (Dark Green) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Dark Dryad (Level - 12) for Player 11 (Dark Green) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 13
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Zombie (Level -13) for Player 11 (Dark Green) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Ghost (Level - 13) for Player 11 (Dark Green) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Zombie (Level -13) for Player 11 (Dark Green) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Ghost (Level - 13) for Player 11 (Dark Green) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 14
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Fallen (Level -14) for Player 11 (Dark Green) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Wraith (Level - 14) for Player 11 (Dark Green) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Fallen (Level -14) for Player 11 (Dark Green) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Wraith (Level - 14) for Player 11 (Dark Green) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
level 15
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Soulless (Level -15) for Player 11 (Dark Green) at (Center of Unitspawn_west <gen>) facing Default building facing degrees
Unit - Create 4 . Apparition (Level - 15) for Player 11 (Dark Green) at (Center of Unitspawn_north <gen>) facing Default building facing degrees
Unit - Create 4 . Soulless (Level -15) for Player 11 (Dark Green) at (Center of Unitspawn_east <gen>) facing Default building facing degrees
Unit - Create 4 . Apparition (Level - 15) for Player 9 (Gray) at (Center of Unitspawn_south <gen>) facing Default building facing degrees
leaderboard
Events
Time - Elapsed game time is 5 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Leaderboard - Show (Last created leaderboard)
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Leaderboard - Add (Picked player) to (Last created leaderboard) with label (Name of (Picked player)) and value 0
leaderboard add kills
Events
Unit - A unit Dies
Conditions
Actions
Leaderboard - Change the value for (Owner of (Killing unit)) in (Last created leaderboard) to leaderboardint[(((Player number of (Owner of (Killing unit))) + 1) + 0)]
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