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Triggers
Magi TD v1.0.w3x
Variables
Initialization
Victory Arthas
Music
Units Give Gold
Sight
Player Group
Money
Kill Board
Kill Board
P1 Kill
P2 Kill
P3 Kill
P4 Kill
Quests
Give Gold
Purpose
Help
Start
Start Timer
Commands
Levels
Levels Copy
Levels Copy 2
Levels Copy 3
Timer
Creep Time
Creep Time 2
Creep
Level Up
Easy
No Creeping
Medium
Hard
Levels
Level End
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
Seperator
Level 16
Level 17
Level 18
Level 19
Level 20
Level 21
Level 22
Level 23
Level 24
Level 25
Level 26
Level 27
Level 28
Level 29
Level 30
Seperator 2
Level 31
Level 32
Level 33
Level 34
Level 35
Final Level
Bonus Level
Finale
Winning
Hero Choice
Choice
Blademaster
Tauren
Far Seer
Spear Guy
Life Lost
Life Lost
Lose
Lose
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Gold_Recieved
integer
No
4
Level
integer
No
1
Lives
integer
No
45
P1_Kills
integer
No
P2_Kills
integer
No
P3_Kills
integer
No
P4_Kills
integer
No
The_Defenders
force
No
Timer
timer
No
Victory Arthas
Events
Map initialization
Conditions
Actions
Animation - Play Cold Water 0002 <gen> 's Stand Victory animation
Plays Music
Music
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Play PH1 <gen>
Wait (Length of (Last played music)) seconds
Sound - Play War2IntroMusic <gen>
Wait (Length of (Last played music)) seconds
Sound - Play Credits <gen>
Wait (Length of (Last played music)) seconds
Trigger - Run (This trigger) (ignoring conditions)
Allows Units To Give Gold
Units Give Gold
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 5 (Yellow)
Allows for sight of entire map.
Sight
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Center of (Playable map area)) to a radius of 10000.00 .
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from (Center of (Playable map area)) to a radius of 10000.00 .
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility from (Center of (Playable map area)) to a radius of 10000.00 .
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility from (Center of (Playable map area)) to a radius of 10000.00 .
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility from (Center of (Playable map area)) to a radius of 10000.00 .
Sets up the player group.
Player Group
Events
Map initialization
Conditions
Actions
Player Group - Add Player 1 (Red) to The_Defenders
Player Group - Add Player 2 (Blue) to The_Defenders
Player Group - Add Player 3 (Teal) to The_Defenders
Player Group - Add Player 4 (Purple) to The_Defenders
Money
Events
Map initialization
Conditions
Actions
Player - Add 30 to Player 1 (Red) . Current gold
Player - Add 30 to Player 2 (Blue) . Current gold
Player - Add 30 to Player 3 (Teal) . Current gold
Player - Add 30 to Player 4 (Purple) . Current gold
Kill Board
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Kills
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label (Name of Player 1 (Red)) and value P1_Kills
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label (Name of Player 2 (Blue)) and value P2_Kills
Leaderboard - Add Player 3 (Teal) to (Last created leaderboard) with label (Name of Player 3 (Teal)) and value P3_Kills
Leaderboard - Add Player 4 (Purple) to (Last created leaderboard) with label (Name of Player 4 (Purple)) and value P4_Kills
Leaderboard - Add Player 6 (Orange) to (Last created leaderboard) with label Lives Left and value Lives
Leaderboard - Show (Last created leaderboard)
P1 Kill
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Actions
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to (P1_Kills + 1)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
P2 Kill
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Actions
Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to (P2_Kills + 1)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
P3 Kill
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Leaderboard - Change the value for Player 3 (Teal) in (Last created leaderboard) to (P3_Kills + 1)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
P4 Kill
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Actions
Leaderboard - Change the value for Player 4 (Purple) in (Last created leaderboard) to (P4_Kills + 1)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Give Gold
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Give Gold with the description To give gold you can go to the allies menu. The values of going up have been changed. a single left click will bring it up by 1. A ctrl left click will bring it up by 10 , using icon path ReplaceableTextures\CommandButtons\BTNPhilosophersStone.blp
Purpose
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Job with the description Your job is to defend the portal with towers build only in your area and don't block or the creatures will attack you. , using icon path ReplaceableTextures\CommandButtons\BTNFelHound.blp
Help
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Help with the description Type In -levels, to find info on all the levels. NOTE: There is no sell function in this tower defense do not edit it so that there is one. I did not include one with this map because without a sell function the map is a lot harder. , using icon path ReplaceableTextures\CommandButtons\BTNManaDrain.blp
Start Timer
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Trigger - Run Creep_Time_2 <gen> (ignoring conditions)
Levels
Events
Player - Player 1 (Red) types a chat message containing -levels (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: (A Total of 37 Levels + (You are playing level + (String(Level))))
Levels Copy
Events
Player - Player 2 (Blue) types a chat message containing -levels (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: (A Total of 37 Levels + (You are playing level + (String(Level))))
Levels Copy 2
Events
Player - Player 3 (Teal) types a chat message containing -levels (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: (A Total of 37 Levels + (You are playing level + (String(Level))))
Levels Copy 3
Events
Player - Player 4 (Purple) types a chat message containing -levels (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: (A Total of 37 Levels + (You are playing level + (String(Level))))
Creep Time
Events
Conditions
Actions
Countdown Timer - Start Timer as a One-shot timer that will expire in 30 seconds
Trigger - Turn on Easy <gen>
Trigger - Turn on Medium <gen>
Trigger - Turn on Hard <gen>
Creep Time 2
Events
Conditions
Actions
Countdown Timer - Start Timer as a One-shot timer that will expire in 30 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Creeping Time Left
Countdown Timer - Show (Last created timer window) for Player 1 (Red)
Countdown Timer - Show (Last created timer window) for Player 2 (Blue)
Countdown Timer - Show (Last created timer window) for Player 3 (Teal)
Countdown Timer - Show (Last created timer window) for Player 4 (Purple)
Trigger - Turn on Easy <gen>
Trigger - Turn on Medium <gen>
Trigger - Turn on Hard <gen>
Level Up
Events
Unit - A unit Gains a level
Conditions
Actions
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Add 100 to Player 1 (Red).Current lumber) else do (If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Add 100 to Player 2 (Blue).Current lumber) else do (If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Add 100 to Player 3 (Teal).Current lumber) else do (If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Add 100 to Player 4 (Purple).Current lumber) else do (Do nothing))))
Easy
Events
Unit - A unit enters easy_creeps <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
Actions
Unit - Create 1 . Bandit easy for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Forest Troll easy for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Forest Troll High Priest easy for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Giant Spider easy for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Gnoll easy for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
No Creeping
Events
Time - Timer expires
Conditions
Actions
Trigger - Turn off Easy <gen>
Trigger - Turn off Hard <gen>
Trigger - Turn off Medium <gen>
If (Level Equal to 1) then do (Run Level_1 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 2) then do (Run Level_2 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 3) then do (Run Level_3 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 4) then do (Run Level_4 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 5) then do (Run Level_5 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 6) then do (Run Level_6 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 7) then do (Run Level_7 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 8) then do (Run Level_8 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 9) then do (Run Level_9 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 10) then do (Run Level_10 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 11) then do (Run Level_11 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 12) then do (Run Level_12 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 13) then do (Run Level_13 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 14) then do (Run Level_14 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 15) then do (Run Level_15 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 16) then do (Run Level_16 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 17) then do (Run Level_17 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 18) then do (Run Level_18 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 19) then do (Run Level_19 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 20) then do (Run Level_20 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 21) then do (Run Level_21 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 22) then do (Run Level_22 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 23) then do (Run Level_23 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 24) then do (Run Level_24 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 25) then do (Run Level_25 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 26) then do (Run Level_26 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 27) then do (Run Level_27 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 28) then do (Run Level_28 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 29) then do (Run Level_29 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 29) then do (Run Level_29 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 30) then do (Run Level_30 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 31) then do (Run Level_31 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 32) then do (Run Level_32 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 33) then do (Run Level_33 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 34) then do (Run Level_34 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 35) then do (Run Level_35 <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 36) then do (Run Final_Level <gen> (ignoring conditions)) else do (Do nothing)
If (Level Equal to 37) then do (Run Bonus_Level <gen> (ignoring conditions)) else do (Do nothing)
Medium
Events
Unit - A unit enters medium_creeps <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
Actions
Unit - Create 1 . Wendigo medium for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Wildkin medium for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Bloodfiend medium for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Battle Golem medium for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Hard
Events
Unit - A unit enters hard_creeps <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Hostile
Actions
Unit - Create 1 . Ancient Wendigo Hard for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Stormreaver Necrolyte hard for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . War Golem for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
Unit - Create 1 . Salamander Vizier hard for Neutral Hostile at (Center of Hero_and_creeps_appear <gen>) facing Default building facing degrees
This is what is said when a level ends.
Level End
Events
Player - Player 5 (Yellow) 's Food used becomes Equal to 0.00
Conditions
(Player 5 (Yellow) Food used) Equal to 0
Actions
Set Variable Set Gold_Recieved = (Gold_Recieved + 1)
Game - Display to (All players) the text: (You have Beaten + ((Level + (String(Level))) + ( Congradulations, you recieve + ((String(Gold_Recieved)) + Gold))))
Player Group - Pick every player in (All players) and do (Add Gold_Recieved to (Picked player).Current gold)
Set Variable Set Level = (Level + 1)
If (Level Equal to 38) then do (Run Winning <gen> (ignoring conditions)) else do (Do nothing)
Trigger - Turn off (This trigger)
Trigger - Run Creep_Time <gen> (ignoring conditions)
Level 1
Events
Conditions
Actions
Game - Display to (All players) the text: Level 1 Human Realm- Dogs
Unit - Create 20 . Dog (Level 1) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Dog (Level 1) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Trigger - Turn on Level_End <gen>
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Level 2
Events
Conditions
Actions
Game - Display to (All players) the text: Level 2 Human Realm- Children
Unit - Create 20 . Child (Level 2) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Child (Level 2) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 3
Events
Conditions
Actions
Game - Display to (All players) the text: Level 3 Human Realm- Women
Unit - Create 20 . Woman (Level 3) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Woman (Level 3) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 4
Events
Conditions
Actions
Game - Display to (All players) the text: Level 4 Human Realm- Men
Unit - Create 20 . Man (Level 4) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Man (Level 4) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 5
Events
Conditions
Actions
Game - Display to (All players) the text: Level 5 Human Realm- Footman
Unit - Create 20 . Footman (Level 5) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Footman (Level 5) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 6
Events
Conditions
Actions
Game - Display to (All players) the text: Level 6 Human Realm- RiflemenThe Number 1 Rule of Tower Defenses: Blame your Ally!!!
Unit - Create 20 . Rifleman (Level 6) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Rifleman (Level 6) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 7
Events
Conditions
Actions
Game - Display to (All players) the text: Level 7 Human Realm- Priest
Unit - Create 20 . Priest (Level 7) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Priest (Level 7) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 8
Events
Conditions
Actions
Game - Display to (All players) the text: Level 8 Human Realm- SorceressEmail me at [email protected]
Unit - Create 20 . Sorceress (Level 8) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Sorceress (Level 8) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 9
Events
Conditions
Actions
Game - Display to (All players) the text: Level 9 Human Realm- Spell Breaker
Unit - Create 20 . Spell Breaker (Level 9) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Spell Breaker (Level 9) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 10
Events
Conditions
Actions
Game - Display to (All players) the text: Level 10 Human Realm- Knights
Unit - Create 20 . Knight (Level 10) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Knight (Level 10) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 11
Events
Conditions
Actions
Game - Display to (All players) the text: Level 11 Human Realm- MageNumber 2 Rule of Tower Defenses: Don't Suck
Unit - Create 20 . Mage (Level 11) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Mage (Level 11) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 12
Events
Conditions
Actions
Game - Display to (All players) the text: Level 12 Human Realm- Paladins
Unit - Create 20 . Paladin (Level 12) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Paladin (Level 12) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 13
Events
Conditions
Actions
Game - Display to (All players) the text: Level 13 Human Realm- Wizards
Unit - Create 20 . Wizard (Level 13) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Wizard (Level 13) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 14
Events
Conditions
Actions
Game - Display to (All players) the text: Level 14 Human Realm- Elite Guard
Unit - Create 20 . Elite Guard (Level 14) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Elite Guard (Level 14) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 15
Events
Conditions
Actions
Game - Display to (All players) the text: Level 15, Final Level of Human Realm- 4 Kings
Unit - Create 2 . King (Level 15) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 2 . King (Level 15) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
This is the divider between The Human Realm and The Night-Elf Realm
Seperator
Events
Conditions
Actions
Level 16
Events
Conditions
Actions
Game - Display to (All players) the text: Level 16 Night Elf Realm- Worker
Unit - Create 20 . Worker (Level 16) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Worker (Level 16) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 17
Events
Conditions
Actions
Game - Display to (All players) the text: Level 17 Night Elf Realm- Archer
Unit - Create 20 . Archer (Level 17) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Archer (Level 17) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 18
Events
Conditions
Actions
Game - Display to (All players) the text: Level 18 Night Elf Realm- HuntressNumber 3 Rule of Tower Defenses: Go with the Pack (If someons gettin dissed, diss em)
Unit - Create 20 . Huntress (Level 18) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Huntress (Level 18) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 19
Events
Conditions
Actions
Game - Display to (All players) the text: Level 19 Night Elf Realm- Dryad
Unit - Create 20 . Dryad (Level 19) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Dryad (Level 19) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 20
Events
Conditions
Actions
Game - Display to (All players) the text: Level 20 Night Elf Realm- Druid of the Talon
Unit - Create 20 . Druid of The Talon (Level 20) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Druid of The Talon (Level 20) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 21
Events
Conditions
Actions
Game - Display to (All players) the text: Level 21 Night Elf Realm- Druid of the Claw
Unit - Create 20 . Druid of The Claw (Level 21) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Druid of The Claw (Level 21) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 22
Events
Conditions
Actions
Game - Display to (All players) the text: Level 22 Night Elf Realm- Bear
Unit - Create 20 . Bear (Level 22) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Bear (Level 22) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 23
Events
Conditions
Actions
Game - Display to (All players) the text: Level 23 Night Elf Realm- Treant
Unit - Create 20 . Treant (Level 23) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Treant (Level 23) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 24
Events
Conditions
Actions
Game - Display to (All players) the text: Level 24 Night Elf Realm- Mountain Golem
Unit - Create 20 . Mountain Golem (Level 24) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Mountain Golem (Level 24) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 25
Events
Conditions
Actions
Game - Display to (All players) the text: Level 25 Night Elf Realm- Warrior TreeNumber 4 Rule of Tower Defenses: Copy the best players stragety and then invent a name for it like "Strategerie"
Unit - Create 20 . Warrior Tree (Level 25) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Warrior Tree (Level 25) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 26
Events
Conditions
Actions
Game - Display to (All players) the text: Level 26 Night Elf Realm- Wizard Tree
Unit - Create 20 . Wizard Tree (Level 26) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Wizard Tree (Level 26) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 27
Events
Conditions
Actions
Game - Display to (All players) the text: Level 27 Night Elf Realm- High Druid
Unit - Create 20 . High Druid (Level 27) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . High Druid (Level 27) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 28
Events
Conditions
Actions
Game - Display to (All players) the text: Level 28 Night Elf Realm- Demon Hunter
Unit - Create 20 . Demon Hunter (Level 28) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Demon Hunter (Level 28) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 29
Events
Conditions
Actions
Game - Display to (All players) the text: Level 29 Night Elf Realm- Priestess of the Moon
Unit - Create 10 . Priestess of The Moon (Level 29) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 10 . Priestess of The Moon (Level 29) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 30
Events
Conditions
Actions
Game - Display to (All players) the text: Level 30 Night Elf Realm- Lords
Unit - Create 2 . Lord (Level 30) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 2 . Lord (Level 30) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
This seperates the realm of night elves and the evil realm.
Seperator 2
Events
Conditions
Actions
Level 31
Events
Conditions
Actions
Game - Display to (All players) the text: Level 31 Evil Realm- Hell Beast
Unit - Create 20 . Hell Beast (Level 31) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Hell Beast (Level 31) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 32
Events
Conditions
Actions
Game - Display to (All players) the text: Level 32 Evil Realm- Pit Lord
Unit - Create 20 . Pit Lord (Level 32) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Pit Lord (Level 32) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 33
Events
Conditions
Actions
Game - Display to (All players) the text: Level 33 Evil Realm- Hell Soldier
Unit - Create 20 . Hell Soldier (Level 33) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Hell Soldier (Level 33) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 34
Events
Conditions
Actions
Game - Display to (All players) the text: Level 34 Evil Realm- Demon
Unit - Create 20 . Demon (Level 34) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Demon (Level 34) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Level 35
Events
Conditions
Actions
Game - Display to (All players) the text: Level 35 Evil Realm- WarlockDon't Lose now or you wont be able to see the 2 secret levels.
Unit - Create 20 . Warlock (Level 35) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 20 . Warlock (Level 35) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Final Level
Events
Conditions
Actions
Game - Display to (All players) the text: Final Level:?There are two of them because he just hapened to multiply himself before this began.(LOL)
Unit - Create 1 . Devil (Final Level) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 1 . Devil (Final Level) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Bonus Level
Events
Conditions
Actions
Game - Display to (All players) the text: Go Blizzard Bonus Level
Unit - Create 1 . Blizzard (Bonus Level) for Player 5 (Yellow) at (Center of Left_Side_Units <gen>) facing Default building facing degrees
Unit - Create 1 . Blizzard (Bonus Level) for Player 5 (Yellow) at (Center of Right_Side_Units <gen>) facing Default building facing degrees
Unit Group - Order (Units in left_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in left_side_top <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_bottom <gen>) to Move To . (Center of Portal <gen>)
Unit Group - Order (Units in right_side_top <gen>) to Move To . (Center of Portal <gen>)
Trigger - Turn on Level_End <gen>
Winning
Events
Conditions
Actions
Game - Display to (All players) the text: You have one the game. Congradulations!
Sound - Stop music Immediately
Sound - Play MuradinTaunt1 <gen>
Wait 2.30 seconds
Sound - Play MuradinTaunt2 <gen>
Floating Text - Create floating text that reads You Won at (Target of (Current camera)) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 3.00 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 - Victory Player 4 (Purple) ( Skip dialogs, Skip scores)
Telling the players about the game and choosing hero.
Choice
Events
Map initialization
Conditions
Actions
Camera - . Apply . gg_cam_Hero_Choice for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Hero_Choice for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Hero_Choice for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Hero_Choice for Player 4 (Purple) over 0 seconds
Wait 0.50 seconds
Game - Display to (All players) the text: Welcome to Element Magicians Tower Defense. You may now choose your orc hero by moving your unit into its circle of power. You may also creep after choosing your hero. For info on the levels type in "-levels". I have to give many thanks to Zoator(ztd) because he inspired me to make a tower defense(even though I have never talked to him). Also many thanks to Farm TD, which I used to help me figure out the TD basics. Finally many thanks to Blizzard for making such an awesome game and world editor.
Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
Player chooses blademaster.
Blademaster
Events
Unit - A unit enters Blademaster <gen>
Conditions
Actions
Unit - Explode Blademaster 0023 <gen> .
Trigger - Turn off (This trigger)
Unit - Explode (Triggering unit) .
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Create 1 Blademaster for Player 1 (Red) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Create 1 Blademaster for Player 2 (Blue) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Create 1 Blademaster for Player 3 (Teal) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Create 1 Blademaster for Player 4 (Purple) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Player chooses tauren.
Tauren
Events
Unit - A unit enters Tauren <gen>
Conditions
Actions
Unit - Explode Tauren Chieftain 0025 <gen> .
Trigger - Turn off (This trigger)
Unit - Explode (Triggering unit) .
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Create 1 Tauren Chieftain for Player 1 (Red) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Create 1 Tauren Chieftain for Player 2 (Blue) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Create 1 Tauren Chieftain for Player 3 (Teal) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Create 1 Tauren Chieftain for Player 4 (Purple) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Player chooses Far Seer.
Far Seer
Events
Unit - A unit enters Far_Seer <gen>
Conditions
Actions
Unit - Explode Far Seer 0024 <gen> .
Trigger - Turn off (This trigger)
Unit - Explode (Triggering unit) .
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Create 1 Far Seer for Player 1 (Red) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Create 1 Far Seer for Player 2 (Blue) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Create 1 Far Seer for Player 3 (Teal) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Create 1 Far Seer for Player 4 (Purple) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
Player chooses spear guy.
Spear Guy
Events
Unit - A unit enters Spear_Guy <gen>
Conditions
Actions
Unit - Explode Shadow Hunter 0026 <gen> .
Trigger - Turn off (This trigger)
Unit - Explode (Triggering unit) .
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Create 1 Shadow Hunter for Player 1 (Red) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Create 1 Shadow Hunter for Player 2 (Blue) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 3 (Teal)) then do (Create 1 Shadow Hunter for Player 3 (Teal) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 4 (Purple)) then do (Create 1 Shadow Hunter for Player 4 (Purple) at (Center of Hero_and_creeps_appear <gen>) facing (Position of (Triggering unit))) else do (Do nothing)
How lives are lost.
Life Lost
Events
Unit - A unit enters Portal <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Actions
Set Variable Set Lives = (Lives - 1)
Unit - Remove (Triggering unit) from the game
Leaderboard - Change the value for Player 6 (Orange) in (Last created leaderboard) to Lives
Game - Display to (All players) the text: YOU HAVE LOST A LIFE!
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
If (Lives Equal to 0) then do (Run Lose <gen> (ignoring conditions)) else do (Do nothing)
Lose
Events
Conditions
Actions
Game - Display to (All players) the text: You have zero lives left you are a failure.
Wait 1.00 seconds
Game - Defeat Player 1 (Red) with the message: You have lost Elemental Magicians Tower Defense.
Game - Defeat Player 2 (Blue) with the message: You have lost Elemental Magicians Tower Defense.
Game - Defeat Player 3 (Teal) with the message: You have lost Elemental Magicians Tower Defense.
Game - Defeat Player 4 (Purple) with the message: You have lost Elemental Magicians Tower Defense.
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