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Triggers
Mage Spell Duel v1.00.w3x
Variables
Initialization
Line of Sight at bases and center
Starting Resources Red
Starting Resources Blue
Starting Resources Teal
Starting Resources Purple
Starting Resources Yellow
Starting Resources Orange
Starting Resources Green
Starting Resources Pink
Starting Resources Grey
Starting Resources Light Blue
Starting Resources Dark Green
Starting Resources Brown
Camera
Introduction
Quests
Lumber Rewards
Level Up
Hero Kills
Red Kills
Blue Kills
Teal Kills
Purple Kills
Yellow Kills
Orange Kills
Green Kills
Pink Kills
Grey Kills
Light Blue Kills
Dark Green Kills
Brown Kills
Leaderboard
Leaderboard
Cache
Update
Victory
Victory Team 1
Victory Team 2
Victory Team 3
Victory Team 4
Skills
Storm Bolt Lvl 1
Storm Bolt Lvl 2
Storm Bolt Lvl 3
Antimagic Shell lvl 1
Antimagic Shell lvl 2
Antimagic Shell lvl 3
Blink lvl 1
Blink Lvl 2
Blink lvl 3
Blizzard lvl 1
Blizzard lvl 2
Blizzard lvl 3
Brilliance Aura lvl 1
Brilliance Aura lvl 2
Brilliance Aura lvl 3
Entangling Roots lvl 1
Entangling Roots lvl 2
Entangling Roots lvl 3
Hex lvl 1
Hex lvl 2
Hex lvl 3
Rejuvination lvl 1
Rejuvination lvl 2
rejuvination lvl 3
Shadow strike lvl 1
Shadow Strike lvl 2
Shadow Strike lvl 3
Shockwave lvl 1
Shockwave lvl 2
Shockwave lvl 3
Wind Walk lvl 1
Wind Walk lvl 2
Wind Walk lvl 3
Revive
Red
Blue
Teal
Purple
Orange
Yellow
Green
Pink
Grey
Light Blue
Dark Green
Brown
Mapmaker
Helm of the Map Maker
Player Leaves
Red Leaves
Blue Leaves
Teal Leaves
Purple Leaves
Yellow Leaves
Orange Leaves
Green Leaves
Pink Leaves
Grey Leaves
Light Blue Leaves
Dark Green Leaves
Brown Leaves
Name
Type
is_array
initial_value
manaset
real
Yes
100.00
timer
timer
No
Line of Sight at bases and center
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Center <gen>
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Team_1_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Team_1_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Team_1_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Team_2_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Team_2_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Team_2_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Team_3_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Team_3_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Team_3_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Team_4_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Team_4_Base <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Team_4_Base <gen>
Starting Resources Red
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 2
Starting Resources Blue
Events
Map initialization
Conditions
Actions
Player - Set Player 2 (Blue) . Current lumber to 2
Starting Resources Teal
Events
Map initialization
Conditions
Actions
Player - Set Player 3 (Teal) . Current lumber to 2
Starting Resources Purple
Events
Map initialization
Conditions
Actions
Player - Set Player 4 (Purple) . Current lumber to 2
Starting Resources Yellow
Events
Map initialization
Conditions
Actions
Player - Set Player 5 (Yellow) . Current lumber to 2
Starting Resources Orange
Events
Map initialization
Conditions
Actions
Player - Set Player 6 (Orange) . Current lumber to 2
Starting Resources Green
Events
Map initialization
Conditions
Actions
Player - Set Player 7 (Green) . Current lumber to 2
Starting Resources Pink
Events
Map initialization
Conditions
Actions
Player - Set Player 8 (Pink) . Current lumber to 2
Starting Resources Grey
Events
Map initialization
Conditions
Actions
Player - Set Player 9 (Gray) . Current lumber to 2
Starting Resources Light Blue
Events
Map initialization
Conditions
Actions
Player - Set Player 10 (Light Blue) . Current lumber to 2
Starting Resources Dark Green
Events
Map initialization
Conditions
Actions
Player - Set Player 11 (Dark Green) . Current lumber to 2
Starting Resources Brown
Events
Map initialization
Conditions
Actions
Player - Set Player 12 (Brown) . Current lumber to 2
Camera
Events
Map initialization
Conditions
Actions
Camera - . Apply . gg_cam_Team_1 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Team_1 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Team_1 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Team_2 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Team_2 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Team_2 for Player 6 (Orange) over 0 seconds
Camera - . Apply . gg_cam_Team_3 for Player 7 (Green) over 0 seconds
Camera - . Apply . gg_cam_Team_3 for Player 8 (Pink) over 0 seconds
Camera - . Apply . gg_cam_Team_3 for Player 9 (Gray) over 0 seconds
Camera - . Apply . gg_cam_Team_4 for Player 10 (Light Blue) over 0 seconds
Camera - . Apply . gg_cam_Team_4 for Player 11 (Dark Green) over 0 seconds
Camera - . Apply . gg_cam_Team_4 for Player 12 (Brown) over 0 seconds
Introduction
Events
Map initialization
Conditions
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: We thank you in advance for entertaining us today.
Wait 10.00 seconds
Game - Display to (All players) the text: |CFF7B0046High Mages|R: A team will be declared the victors when they have 30 points and go to the center square of the map.
Quests
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Instructions with the description 1. Buy Spells from the shops2. Train up on Magical Constructs outside your base3. Go kill the other teams , using icon path ReplaceableTextures\CommandButtons\BTNMoonStone.blp
Quest - Create a Optional quest titled Map Info with the description This map was made by |CFF005826S.i.c.k|RSupport from |CFFED1C24Clan Dsmc|R and the others in the below list. , using icon path ReplaceableTextures\PassiveButtons\PASBTNThornShield.blp
Level Up
Events
Unit - A unit Gains a level
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Player - Add 2 to (Owner of (Triggering unit)) . Current lumber
Red Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Blue Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Teal Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Purple Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Yellow Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Orange Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Green Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 7 (Green)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Pink Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 8 (Pink)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Grey Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 9 (Gray)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Light Blue Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 10 (Light Blue)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Dark Green Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 11 (Dark Green)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Brown Kills
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A Hero) Equal to True
(Owner of (Killing unit)) Equal to Player 12 (Brown)
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Leaderboard
Events
Game - The in-game time of day becomes Equal to 0.01
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label Team 1 and value (Load team1 of teamkills from (Last created game cache))
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label Team 2 and value (Load team2 of teamkills from (Last created game cache))
Leaderboard - Add Player 7 (Green) to (Last created leaderboard) with label Team 3 and value (Load team3 of teamkills from (Last created game cache))
Leaderboard - Add Player 10 (Light Blue) to (Last created leaderboard) with label Team 4 and value (Load team4 of teamkills from (Last created game cache))
Cache
Events
Map initialization
Conditions
Actions
Game Cache - Create a game cache from MapName.w3v (Unexpected type: 'stringnoformat')
Update
Events
Game - The in-game time of day becomes Equal to 12
Conditions
Actions
Game Cache - Store (((Execution count of Blue_Kills <gen>) + (Execution count of Teal_Kills <gen>)) + (Execution count of Red_Kills <gen>)) as team1 (Unexpected type: 'stringnoformat') of teamkills (Unexpected type: 'stringnoformat') in (Last created game cache)
Game Cache - Store (((Execution count of Yellow_Kills <gen>) + (Execution count of Orange_Kills <gen>)) + (Execution count of Purple_Kills <gen>)) as team2 (Unexpected type: 'stringnoformat') of teamkills (Unexpected type: 'stringnoformat') in (Last created game cache)
Game Cache - Store (((Execution count of Green_Kills <gen>) + (Execution count of Pink_Kills <gen>)) + (Execution count of Grey_Kills <gen>)) as team3 (Unexpected type: 'stringnoformat') of teamkills (Unexpected type: 'stringnoformat') in (Last created game cache)
Game Cache - Store (((Execution count of Light_Blue_Kills <gen>) + (Execution count of Dark_Green_Kills <gen>)) + (Execution count of Brown_Kills <gen>)) as team4 (Unexpected type: 'stringnoformat') of teamkills (Unexpected type: 'stringnoformat') in (Last created game cache)
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to (Load team1 of teamkills from (Last created game cache))
Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to (Load team2 of teamkills from (Last created game cache))
Leaderboard - Change the value for Player 7 (Green) in (Last created leaderboard) to (Load team3 of teamkills from (Last created game cache))
Leaderboard - Change the value for Player 10 (Light Blue) in (Last created leaderboard) to (Load team4 of teamkills from (Last created game cache))
Game - Display to (All players) the text: |CFF7B0046High Mages|R: We have updated the scores.
Victory Team 1
Events
Unit - A unit enters Center_Center <gen>
Conditions
(Load team1 of teamkills from (Last created game cache)) Greater than or equal to 30
Actions
Game - Display to (All players) the text: Team 1 have won the game. The game will end in 1 minute
Wait 60.00 seconds
Game - Victory Player 1 (Red) ( Skip dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Skip dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Skip dialogs, Skip scores)
Game - Defeat Player 4 (Purple) with the message: Unlucky, Try again
Game - Defeat Player 5 (Yellow) with the message: Unlucky, Try again
Game - Defeat Player 6 (Orange) with the message: Unlucky, Try again
Game - Defeat Player 7 (Green) with the message: Unlucky, Try again
Game - Defeat Player 8 (Pink) with the message: Unlucky, Try again
Game - Defeat Player 9 (Gray) with the message: Unlucky, Try again
Game - Defeat Player 10 (Light Blue) with the message: Unlucky, Try again
Game - Defeat Player 11 (Dark Green) with the message: Unlucky, Try again
Game - Defeat Player 12 (Brown) with the message: Unlucky, Try again
Victory Team 2
Events
Unit - A unit enters Center_Center <gen>
Conditions
(Load team2 of teamkills from (Last created game cache)) Greater than or equal to 30
Actions
Game - Display to (All players) the text: Team 2 have won the game. The game will end in 1 minute
Wait 60.00 seconds
Game - Victory Player 4 (Purple) ( Skip dialogs, Skip scores)
Game - Victory Player 5 (Yellow) ( Skip dialogs, Skip scores)
Game - Victory Player 6 (Orange) ( Skip dialogs, Skip scores)
Game - Defeat Player 1 (Red) with the message: Unlucky, Try again
Game - Defeat Player 2 (Blue) with the message: Unlucky, Try again
Game - Defeat Player 3 (Teal) with the message: Unlucky, Try again
Game - Defeat Player 7 (Green) with the message: Unlucky, Try again
Game - Defeat Player 8 (Pink) with the message: Unlucky, Try again
Game - Defeat Player 9 (Gray) with the message: Unlucky, Try again
Game - Defeat Player 10 (Light Blue) with the message: Unlucky, Try again
Game - Defeat Player 11 (Dark Green) with the message: Unlucky, Try again
Game - Defeat Player 12 (Brown) with the message: Unlucky, Try again
Victory Team 3
Events
Unit - A unit enters Center <gen>
Conditions
(Load team3 of teamkills from (Last created game cache)) Greater than or equal to 30
Actions
Game - Display to (All players) the text: Team 3 have won the game. The game will end in 1 minute
Wait 60.00 seconds
Game - Victory Player 7 (Green) ( Skip dialogs, Skip scores)
Game - Victory Player 8 (Pink) ( Skip dialogs, Skip scores)
Game - Victory Player 9 (Gray) ( Skip dialogs, Skip scores)
Game - Defeat Player 4 (Purple) with the message: Unlucky, Try again
Game - Defeat Player 5 (Yellow) with the message: Unlucky, Try again
Game - Defeat Player 6 (Orange) with the message: Unlucky, Try again
Game - Defeat Player 1 (Red) with the message: Unlucky, Try again
Game - Defeat Player 2 (Blue) with the message: Unlucky, Try again
Game - Defeat Player 3 (Teal) with the message: Unlucky, Try again
Game - Defeat Player 10 (Light Blue) with the message: Unlucky, Try again
Game - Defeat Player 11 (Dark Green) with the message: Unlucky, Try again
Game - Defeat Player 12 (Brown) with the message: Unlucky, Try again
Victory Team 4
Events
Unit - A unit enters Center <gen>
Conditions
(Load team4 of teamkills from (Last created game cache)) Greater than or equal to 30
Actions
Game - Display to (All players) the text: Team 1 have won the game. The game will end in 1 minute
Wait 60.00 seconds
Game - Victory Player 10 (Light Blue) ( Skip dialogs, Skip scores)
Game - Victory Player 11 (Dark Green) ( Skip dialogs, Skip scores)
Game - Victory Player 12 (Brown) ( Skip dialogs, Skip scores)
Game - Defeat Player 4 (Purple) with the message: Unlucky, Try again
Game - Defeat Player 5 (Yellow) with the message: Unlucky, Try again
Game - Defeat Player 6 (Orange) with the message: Unlucky, Try again
Game - Defeat Player 7 (Green) with the message: Unlucky, Try again
Game - Defeat Player 8 (Pink) with the message: Unlucky, Try again
Game - Defeat Player 9 (Gray) with the message: Unlucky, Try again
Game - Defeat Player 1 (Red) with the message: Unlucky, Try again
Game - Defeat Player 2 (Blue) with the message: Unlucky, Try again
Game - Defeat Player 3 (Teal) with the message: Unlucky, Try again
Storm Bolt Lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Stun
Actions
Unit - Add Stun lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Storm Bolt Lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Stun lvl 2
Actions
Unit - Add Stun lvl 2 to (Triggering unit)
Unit - Remove Stun lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Storm Bolt Lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Stun lvl 3
Actions
Unit - Add Stun lvl 3 to (Triggering unit)
Unit - Remove Stun lvl 2 from (Triggering unit)
Unit - Remove Stun lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Antimagic Shell lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Anti-Magic Shell
Actions
Unit - Add Anti-magic Shell Lvl 1 (Neutral Hostile) to (Triggering unit)
Item - Remove (Item being manipulated)
Antimagic Shell lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Anti-Magic Shell lvl 2
Actions
Unit - Add Anti-magic Shell Lvl 2 (Neutral Hostile) to (Triggering unit)
Unit - Remove Anti-magic Shell Lvl 1 (Neutral Hostile) from (Triggering unit)
Item - Remove (Item being manipulated)
Antimagic Shell lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Anti-Magic Shell lvl 3
Actions
Unit - Add Anti-magic Shell Lvl 3 (Neutral Hostile) to (Triggering unit)
Unit - Remove Anti-magic Shell Lvl 2 (Neutral Hostile) from (Triggering unit)
Unit - Remove Anti-magic Shell Lvl 1 (Neutral Hostile) from (Triggering unit)
Item - Remove (Item being manipulated)
Blink lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blink
Actions
Unit - Add Blink lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Blink Lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blink lvl 2
Actions
Unit - Add Blink lvl 2 to (Triggering unit)
Unit - Remove Blink lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Blink lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blink lvl 3
Actions
Unit - Add Blink lvl 3 to (Triggering unit)
Unit - Remove Blink lvl 2 from (Triggering unit)
Unit - Remove Blink lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Blizzard lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blizzard
Actions
Unit - Add Blizzard lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Blizzard lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blizzard lvl 2
Actions
Unit - Add Blizzard lvl 2 to (Triggering unit)
Unit - Remove Blizzard lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Blizzard lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Blizzard lvl 3
Actions
Unit - Add Blizzard lvl 3 to (Triggering unit)
Unit - Remove Blizzard lvl 2 from (Triggering unit)
Unit - Remove Blizzard lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Brilliance Aura lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Brilliance Aura
Actions
Unit - Add Brilliance Aura lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Brilliance Aura lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Brilliance Aura lvl 2
Actions
Unit - Add Brilliance Aura lvl 2 to (Triggering unit)
Unit - Remove Brilliance Aura lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Brilliance Aura lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Brilliance Aura lvl 3
Actions
Unit - Add Brilliance Aura lvl 3 to (Triggering unit)
Unit - Remove Brilliance Aura lvl 2 from (Triggering unit)
Unit - Remove Brilliance Aura lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Entangling Roots lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Entangling Roots
Actions
Unit - Add Entangling Roots lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Entangling Roots lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Entangling Roots lvl 2
Actions
Unit - Add Entangling Roots lvl 2 to (Triggering unit)
Unit - Remove Entangling Roots lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Entangling Roots lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Entangling Roots lvl 3
Actions
Unit - Add Entangling Roots lvl 3 to (Triggering unit)
Unit - Remove Entangling Roots lvl 2 from (Triggering unit)
Unit - Remove Entangling Roots lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Hex lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hex
Actions
Unit - Add Hex lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Hex lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hex lvl 2
Actions
Unit - Add Hex lvl 2 to (Triggering unit)
Unit - Remove Hex lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Hex lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Hex lvl 3
Actions
Unit - Add Hex lvl 3 to (Triggering unit)
Unit - Remove Hex lvl 2 from (Triggering unit)
Unit - Remove Hex lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Rejuvination lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rejuvination
Actions
Unit - Add Rejuvenation Lvl 1 (Neutral Hostile) to (Triggering unit)
Item - Remove (Item being manipulated)
Rejuvination lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rejuvination lvl 2
Actions
Unit - Add Rejuvenation Lvl 2 (Neutral Hostile) to (Triggering unit)
Unit - Remove Rejuvenation Lvl 1 (Neutral Hostile) from (Triggering unit)
Item - Remove (Item being manipulated)
rejuvination lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Rejuvination lvl 3
Actions
Unit - Add Rejuvenation Lvl 3 (Neutral Hostile) to (Triggering unit)
Unit - Remove Rejuvenation Lvl 2 (Neutral Hostile) from (Triggering unit)
Unit - Remove Rejuvenation Lvl 1 (Neutral Hostile) from (Triggering unit)
Item - Remove (Item being manipulated)
Shadow strike lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shadow Strike
Actions
Unit - Add Shadow Strike lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Shadow Strike lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shadow Strike lvl 2
Actions
Unit - Add Shadow Strike lvl 2 to (Triggering unit)
Unit - Remove Shadow Strike lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Shadow Strike lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shadow Strike lvl 3
Actions
Unit - Add Shadow Strike lvl 3 to (Triggering unit)
Unit - Remove Shadow Strike lvl 2 from (Triggering unit)
Unit - Remove Shadow Strike lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Shockwave lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shockwave
Actions
Unit - Add Shockwave lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Shockwave lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shockwave lvl 2
Actions
Unit - Add Shockwave lvl 2 to (Triggering unit)
Unit - Remove Shockwave lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Shockwave lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Shockwave lvl 3
Actions
Unit - Add Shockwave lvl 3 to (Triggering unit)
Unit - Remove Shockwave lvl 2 from (Triggering unit)
Unit - Remove Shockwave lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Wind Walk lvl 1
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wind Walk
Actions
Unit - Add Wind Walk lvl 1 to (Triggering unit)
Item - Remove (Item being manipulated)
Wind Walk lvl 2
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wind Walk lvl 2
Actions
Unit - Add Wind Walk lvl 2 to (Triggering unit)
Unit - Remove Wind Walk lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Wind Walk lvl 3
Events
Unit - A unit Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Wind Walk lvl 3
Actions
Unit - Add Wind Walk lvl 3 to (Triggering unit)
Unit - Remove Wind Walk lvl 2 from (Triggering unit)
Unit - Remove Wind Walk lvl 1 from (Triggering unit)
Item - Remove (Item being manipulated)
Red
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Red has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_1 for Player 1 (Red) over 0 seconds
Blue
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Blue has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_1 for Player 2 (Blue) over 0 seconds
Teal
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Teal has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_1 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_1 for Player 3 (Teal) over 0 seconds
Purple
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Purple has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_2 for Player 4 (Purple) over 0 seconds
Orange
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Orange has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_2 for Player 6 (Orange) over 0 seconds
Yellow
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Yellow has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_2 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_2 for Player 5 (Yellow) over 0 seconds
Green
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Green has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_3 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_3 for Player 7 (Green) over 0 seconds
Pink
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Pink has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_3 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_3 for Player 8 (Pink) over 0 seconds
Grey
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Grey has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_3 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_3 for Player 9 (Gray) over 0 seconds
Light Blue
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Light Blue has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_4 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_4 for Player 10 (Light Blue) over 0 seconds
Dark Green
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Dark Green has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_4 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_4 for Player 11 (Dark Green) over 0 seconds
Brown
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Game - Display to (All players) the text: |CFF7B0046High Mages|R: Brown has been killed and will revive in 30 seconds.
Wait 30.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Team_4 <gen>) , Hide revival graphics
Camera - . Apply . gg_cam_Team_4 for Player 12 (Brown) over 0 seconds
Helm of the Map Maker
Events
Player - Player 1 (Red) types a chat message containing -mapmaker (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off (This trigger)
Hero - Create Helm of the Map Maker and give it to Competing Mage 0001 <gen>
Game - Display to (All players) the text: |CFF7B0046High Mages|R:The map maker |CFF005826S.i.c.k|R is the game.
Red Leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0001 <gen> from the game
Blue Leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0002 <gen> from the game
Teal Leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0003 <gen> from the game
Purple Leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0004 <gen> from the game
Yellow Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0016 <gen> from the game
Orange Leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0017 <gen> from the game
Green Leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0018 <gen> from the game
Pink Leaves
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0019 <gen> from the game
Grey Leaves
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0020 <gen> from the game
Light Blue Leaves
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0021 <gen> from the game
Dark Green Leaves
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0022 <gen> from the game
Brown Leaves
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (|CFF7B0046High Mages|R: A Player has left the game. His teamates will gain extra mana and lumber. Player Left : + (Name of (Triggering player)))
Player Group - Pick every player in (All allies of (Triggering player).) and do (Actions)
Loop - Actions
Player - Add 4 to (Picked player) . Current lumber
Unit - Remove Competing Mage 0023 <gen> from the game
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