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Triggers
Midnight Apocalypse Vampire Slayers v 1.2.w3x
Variables
Initialization
Melee Initialization
auto lvl 20
money
Remove people
Help
Repostition
Vamps
No leave V
Vamps Lose
choose Vampire
choose Astral
choose Incubus
Vamp kills
VFK
Lesser vamps
VR
VGR
VM
Lesser Vamps Move
Wolfs
No leave W
Wolfs Lose
choose Spirit Wolf
choose werewolf
choose Lycatharope
Wolf kills
Lesser wolfs
WR
WGR
WM
Lesser wolves Move
Humans
Human Kills
No leave H
Move Town Guards
Humans Lose
choose slayer
choose Paladin
choose priest
Town Guards
HR
HGR
HM
Villagers
Villagers die
Villagers ReCreate
V1
v2
v3
v4
v5
v6
v7
v8
v9
v10
v11
v12
v13
v14
v15
v16
v17
v18
v19
v20
v21
v22
v23
v24
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
Gamelength
dialog
No
Length
button
Yes
test20
unit
No
timer
timer
No
Vamps
force
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in Wolves_No_Leave <gen> owned by Neutral Passive) and do (Change ownership of (Picked unit) to Neutral Extra and Change color)
-------- Neutral Enemys --------
Player - Make Neutral Hostile treat Neutral Extra as an Enemy
Player - Make Neutral Hostile treat Neutral Passive as an Enemy
Player - Make Neutral Passive treat Player 5 (Yellow) as an Enemy
Player - Make Neutral Passive treat Player 6 (Orange) as an Enemy
Player - Make Neutral Passive treat Player 7 (Green) as an Enemy
Player - Make Neutral Passive treat Player 8 (Pink) as an Enemy
Player - Make Neutral Passive treat Player 9 (Gray) as an Enemy
Player - Make Neutral Passive treat Player 10 (Light Blue) as an Enemy
Player - Make Neutral Passive treat Player 11 (Dark Green) as an Enemy
Player - Make Neutral Passive treat Player 12 (Brown) as an Enemy
Player - Make Neutral Passive treat Neutral Extra as an Enemy
Player - Make Neutral Passive treat Neutral Hostile as an Enemy
Player - Make Neutral Extra treat Neutral Passive as an Enemy
Player - Make Neutral Extra treat Neutral Hostile as an Enemy
Player - Make Neutral Extra treat Player 1 (Red) as an Enemy
Player - Make Neutral Extra treat Player 2 (Blue) as an Enemy
Player - Make Neutral Extra treat Player 3 (Teal) as an Enemy
Player - Make Neutral Extra treat Player 4 (Purple) as an Enemy
Player - Make Neutral Extra treat Player 5 (Yellow) as an Enemy
Player - Make Neutral Extra treat Player 6 (Orange) as an Enemy
Player - Make Neutral Extra treat Player 7 (Green) as an Enemy
Player - Make Neutral Extra treat Player 8 (Pink) as an Enemy
-------- Neutral Ally --------
Player - Make Neutral Hostile treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Neutral Hostile treat Player 6 (Orange) as an Ally with shared vision
Player - Make Neutral Hostile treat Player 7 (Green) as an Ally with shared vision
Player - Make Neutral Hostile treat Player 8 (Pink) as an Ally with shared vision
Player - Make Neutral Passive treat Player 1 (Red) as an Ally with shared vision
Player - Make Neutral Passive treat Player 2 (Blue) as an Ally with shared vision
Player - Make Neutral Passive treat Player 3 (Teal) as an Ally with shared vision
Player - Make Neutral Passive treat Player 4 (Purple) as an Ally with shared vision
Player - Make Neutral Extra treat Player 9 (Gray) as an Ally with shared vision
Player - Make Neutral Extra treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Neutral Extra treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Neutral Extra treat Player 12 (Brown) as an Ally with shared vision
-------- ____________ --------
Player - Make Player 1 (Red) treat Neutral Passive as an Ally with shared vision
Player - Make Player 1 (Red) treat Neutral Extra as an Enemy
Player - Make Player 2 (Blue) treat Neutral Passive as an Ally with shared vision
Player - Make Player 2 (Blue) treat Neutral Extra as an Enemy
Player - Make Player 3 (Teal) treat Neutral Passive as an Ally with shared vision
Player - Make Player 3 (Teal) treat Neutral Extra as an Enemy
Player - Make Player 4 (Purple) treat Neutral Passive as an Ally with shared vision
Player - Make Player 4 (Purple) treat Neutral Extra as an Enemy
-------- ____________ --------
Player - Make Player 5 (Yellow) treat Neutral Passive as an Enemy
Player - Make Player 5 (Yellow) treat Neutral Extra as an Enemy
Player - Make Player 5 (Yellow) treat Neutral Hostile as an Ally with shared vision
Player - Make Player 6 (Orange) treat Neutral Passive as an Enemy
Player - Make Player 6 (Orange) treat Neutral Extra as an Enemy
Player - Make Player 6 (Orange) treat Neutral Hostile as an Ally with shared vision
Player - Make Player 7 (Green) treat Neutral Passive as an Enemy
Player - Make Player 7 (Green) treat Neutral Extra as an Enemy
Player - Make Player 7 (Green) treat Neutral Hostile as an Ally with shared vision
Player - Make Player 8 (Pink) treat Neutral Passive as an Enemy
Player - Make Player 8 (Pink) treat Neutral Extra as an Enemy
Player - Make Player 8 (Pink) treat Neutral Hostile as an Ally with shared vision
-------- ____________ --------
Player - Make Player 9 (Gray) treat Neutral Passive as an Enemy
Player - Make Player 9 (Gray) treat Neutral Extra as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Neutral Passive as an Enemy
Player - Make Player 10 (Light Blue) treat Neutral Extra as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Neutral Passive as an Enemy
Player - Make Player 11 (Dark Green) treat Neutral Extra as an Ally with shared vision
Player - Make Player 12 (Brown) treat Neutral Passive as an Enemy
Player - Make Player 12 (Brown) treat Neutral Extra as an Ally with shared vision
-------- ____________ --------
Environment - Set sky to Felwood Sky
Game - Set the time of day to 5.00
Wait 0.50 seconds
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Pan camera for (Picked player) to (Center of Human_Center <gen>) over 0 seconds)
Player Group - Pick every player in (All allies of Player 5 (Yellow).) and do (Pan camera for (Picked player) to (Center of Vampire_Center <gen>) over 0 seconds)
Player Group - Pick every player in (All allies of Player 9 (Gray).) and do (Pan camera for (Picked player) to (Center of Werewolf_Center <gen>) over 0 seconds)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 500)
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Child (2) corpse for Neutral Passive at (Center of Corpse_Copy_10 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Female) corpse for Neutral Passive at (Center of Corpse_Copy_11 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse_Copy_12 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Child (2) corpse for Neutral Passive at (Center of Corpse_Copy_13 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male) corpse for Neutral Passive at (Center of Corpse_Copy_14 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Child (2) corpse for Neutral Passive at (Center of Corpse_Copy_2 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Female) corpse for Neutral Passive at (Center of Corpse_Copy_3 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse_Copy_4 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Child corpse for Neutral Passive at (Center of Corpse_Copy_5 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse_Copy_6 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse_Copy_7 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Male 2) corpse for Neutral Passive at (Center of Corpse_Copy_8 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Villager (Female) corpse for Neutral Passive at (Center of Corpse_Copy_9 <gen>) facing (Random angle) degrees
Unit - Create a permanent Skeletal Child corpse for Neutral Passive at (Center of Corpse_Copy <gen>) facing (Random angle) degrees
Wait 0.50 seconds
Sound - Clear the music list
Sound - Play BloodElfTheme <gen>
Sound - Set Music to (100.00 + 200.00) %
Game - Display to (All players) for 15.00 seconds the text: Welcome To Midnight ApocalypseChoose Your Hero By Attacking It With Your Chooser.If You Have Any Questions Look At The Quest Menu.Map Created By Kelna
Unit - Make Spirt Wolf 0148 <gen> Vulnerable
Unit - Make Lycatharope 0146 <gen> Vulnerable
Unit - Make Werewolf 0147 <gen> Vulnerable
Wait 120.00 seconds
Trigger - Turn on Repostition <gen>
auto lvl 20
Events
Player - Player 1 (Red) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing - (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Hero - Set test20 Hero-level to 20 , Hide level-up graphics
money
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Add 10 to (Picked player).Current gold)
Remove people
Events
Time - Every 2 seconds of game time
Conditions
Actions
If ((Player 1 (Red) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 1 (Red)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 2 (Blue) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 2 (Blue)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 3 (Teal) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 3 (Teal)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 4 (Purple) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 4 (Purple)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 5 (Yellow)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 6 (Orange) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 6 (Orange)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 7 (Green) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 7 (Green)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 8 (Pink) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 8 (Pink)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 9 (Gray) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 9 (Gray)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 10 (Light Blue)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 11 (Dark Green)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
If ((Player 12 (Brown) slot status) Not equal to Is playing) then do (Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Remove (Picked unit) from the game)) else do (Do nothing)
Help
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Story with the description The Humans have been at war with the powers of darkness since the beginnings of time. Hell sent forth vampires and werewolves to curse the land and to consume humanity. This is their struggle. only one shall live. Good luck. , using icon path ReplaceableTextures\CommandButtons\BTNBookOfSummoning.blp
Quest - Create a Required quest titled Object of the Game with the description The object of Midnight Apocalypse is to Slay the Opponent's leader.Once one of your Opponents Leaders dies you still must battle it out against the remaining enemy. , using icon path ReplaceableTextures\CommandButtons\BTNBarkskin.blp
Quest - Create a Required quest titled Note For Noobs with the description Here are a couple of helpful tips for all you noobs out there:1) Spawns : If you are a Vampire you must attack the civilians to gain gold, this also spawns lesser vampires. If you are a Werewolf you too must attack civilians to gain gold and spawn lesser werewolves. Now Humans, you must attack these spawns to gain gold, but you get a constant of 15 town guards that randomly attack-move around the map.2) Gain Exp : Exp will level up your character and make it stronger3) Run! : Run away! Running is not considered being a coward! So if you are about to die, do youself a favor and run.4) Buy Items : Please, please buy items, you will be owned instantly without them.5) Plan : Think about your moves and help each other to make a plan to acomplish something.Good luck you noobs,Kelna , using icon path ReplaceableTextures\CommandButtons\BTNStun.blp
Quest - Create a Optional quest titled Secrets with the description This map is riddled with small secrets, look around you might find something......... , using icon path ReplaceableTextures\PassiveButtons\PASBTNElunesBlessing.blp
Quest - Create a Optional quest titled Credits with the description Thank You Brim-XThis Map Has Been Created By: Kelna , using icon path ReplaceableTextures\CommandButtons\BTNStrongDrink.blp
Quest - Create a Optional quest titled Versions with the description 1.1 (Gold Bug Fixed) and (Humans Weakened)1.2 (Added new items) (Lowered Loading Screen Quality For Faster Download) (Modified triggers/spells/units) , using icon path ReplaceableTextures\CommandButtons\BTNScrollOfHealing.blp
Repostition
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit - Order Astral Vampire 0003 <gen> to Attack-Move To . (Center of VM2 <gen>)
Unit - Order Vampire 0007 <gen> to Attack-Move To . (Center of VM1 <gen>)
Unit - Order Incubus 0006 <gen> to Attack-Move To . (Center of VM3 <gen>)
Unit - Order Vlad The Vampire High Lord 0143 <gen> to Attack-Move To . (Center of Region_059 <gen>)
Unit - Order Priest 0152 <gen> to Attack-Move To . (Center of HM3 <gen>)
Unit - Order Slayer 0000 <gen> to Attack-Move To . (Center of Hm1 <gen>)
Unit - Order Paladin 0153 <gen> to Attack-Move To . (Center of HM2 <gen>)
Unit - Order King 0144 <gen> to Attack-Move To . (Center of Region_057 <gen>)
Unit - Order Alpha Werewolf 0145 <gen> to Attack-Move To . (Center of Region_058 <gen>)
Unit - Order Spirt Wolf 0148 <gen> to Attack-Move To . (Center of WM1 <gen>)
Unit - Order Lycatharope 0146 <gen> to Attack-Move To . (Center of WM2 <gen>)
Unit - Order Werewolf 0147 <gen> to Attack-Move To . (Center of WM3 <gen>)
No leave V
Events
Unit - A unit leaves Vamps_No_Leave <gen>
Conditions
Actions
If ((Triggering unit) Equal to Vlad The Vampire High Lord 0143 <gen>) then do (Move (Triggering unit) instantly to (Center of Region_059 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Vampire 0007 <gen>) then do (Move (Triggering unit) instantly to (Center of VM1 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Astral Vampire 0003 <gen>) then do (Move (Triggering unit) instantly to (Center of VM2 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Incubus 0006 <gen>) then do (Move (Triggering unit) instantly to (Center of VM3 <gen>)) else do (Do nothing)
Vamps Lose
Events
Unit - Vlad The Vampire High Lord 0143 <gen> Dies
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: ((Name of Player 5 (Yellow)) + , You Have Been Banished)
Game - Defeat Player 6 (Orange) with the message: ((Name of Player 6 (Orange)) + , You Have Been Banished)
Game - Defeat Player 7 (Green) with the message: ((Name of Player 7 (Green)) + , You Have Been Banished)
Game - Defeat Player 8 (Pink) with the message: ((Name of Player 8 (Pink)) + , You Have Been Banished)
Trigger - Turn off VGR <gen>
Trigger - Turn off Lesser_vamps <gen>
choose Vampire
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Vampire
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Vampire for (Owner of (Attacking unit)) at (Center of Vampire_create <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
choose Astral
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Astral Vampire
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Astral Vampire for (Owner of (Attacking unit)) at (Center of Vampire_create <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
choose Incubus
Events
Unit - A unit owned by Neutral Hostile . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Incubus
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Incubus for (Owner of (Attacking unit)) at (Center of Vampire_create <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
Vamp kills
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 1 (Red)
(Owner of (Killing unit)) Not equal to Player 2 (Blue)
(Owner of (Killing unit)) Not equal to Player 3 (Teal)
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
(Owner of (Killing unit)) Not equal to Player 9 (Gray)
(Owner of (Killing unit)) Not equal to Player 10 (Light Blue)
(Owner of (Killing unit)) Not equal to Player 11 (Dark Green)
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
(Owner of (Killing unit)) Not equal to Neutral Extra
Actions
Hero - Add 5 experience to (Killing unit) , Show level-up graphics
Wait 7.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\Undead\Darksummoning\DarkSummonTarget.mdl
Wait 0.50 seconds
Unit - Replace (Dying unit) with a Lesser Vampire using The new unit's max life and mana
Unit - Change ownership of (Last replaced unit) to Neutral Hostile and Change color
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Lesser Vampire) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
VFK
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 1 (Red)
(Owner of (Killing unit)) Not equal to Player 2 (Blue)
(Owner of (Killing unit)) Not equal to Player 3 (Teal)
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
Actions
Hero - Add 15 experience to (Killing unit) , Show level-up graphics
Lesser vamps
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units of type Lesser Vampire)) Less than 10
Actions
Unit - Create 1 . Lesser Vampire for Neutral Hostile at (Center of Vampire_create <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Lesser Vampire) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
VR
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Unit - A unit owned by Player 6 (Orange) . Dies
Unit - A unit owned by Player 7 (Green) . Dies
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Quest - Display to (All players) the Warning message: ((Name of (Owner of (Dying unit))) + The Vampire Has Been Banished.)
Game - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) for 5.00 seconds the text: Your Hero Will Be Revived In One Minute
Player - Add -100 to (Owner of (Dying unit)) . Current gold
Player - Add 100 to (Owner of (Killing unit)) . Current gold
Wait 60.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Vampire_Center <gen>) , Show revival graphics
VGR
Events
Unit - A unit owned by Neutral Hostile . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 240.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Vampire_Center <gen>) , Show revival graphics
VM
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units in Vampire_Center <gen> matching ((Unit-type of (Matching unit)) Equal to Chooser))) Equal to 0
Actions
Unit - Order Vampire 0007 <gen> to Move To . (Center of VM1 <gen>)
Unit - Order Astral Vampire 0003 <gen> to Move To . (Center of VM2 <gen>)
Unit - Order Incubus 0006 <gen> to Move To . (Center of VM3 <gen>)
Trigger - Turn on Lesser_vamps <gen>
Trigger - Turn off (This trigger)
Lesser Vamps Move
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile of type Lesser Vampire) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
No leave W
Events
Unit - A unit leaves Wolves_No_Leave <gen>
Conditions
Actions
If ((Triggering unit) Equal to Alpha Werewolf 0145 <gen>) then do (Move (Triggering unit) instantly to (Center of Region_058 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Lycatharope 0146 <gen>) then do (Move (Triggering unit) instantly to (Center of WM2 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Spirt Wolf 0148 <gen>) then do (Move (Triggering unit) instantly to (Center of WM1 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Werewolf 0147 <gen>) then do (Move (Triggering unit) instantly to (Center of WM3 <gen>)) else do (Do nothing)
Wolfs Lose
Events
Unit - Alpha Werewolf 0145 <gen> Dies
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: ((Name of Player 9 (Gray)) + , You Have Been Obliterated)
Game - Defeat Player 10 (Light Blue) with the message: ((Name of Player 10 (Light Blue)) + , You Have Been Obliterated)
Game - Defeat Player 11 (Dark Green) with the message: ((Name of Player 11 (Dark Green)) + , You Have Been Obliterated)
Game - Defeat Player 12 (Brown) with the message: ((Name of Player 12 (Brown)) + , You Have Been Obliterated)
Trigger - Turn off WGR <gen>
Trigger - Turn off Lesser_wolfs <gen>
choose Spirit Wolf
Events
Unit - A unit owned by Neutral Extra . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Spirt Wolf
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Spirt Wolf for (Owner of (Attacking unit)) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Make (Last created unit) Vulnerable
Set Variable Set test20 = (Last created unit)
choose werewolf
Events
Unit - A unit owned by Neutral Extra . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Werewolf
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Werewolf for (Owner of (Attacking unit)) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Make (Last created unit) Vulnerable
Set Variable Set test20 = (Last created unit)
choose Lycatharope
Events
Unit - A unit owned by Neutral Extra . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Lycatharope
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Lycatharope for (Owner of (Attacking unit)) at (Center of Region_003 <gen>) facing Default building facing degrees
Unit - Make (Last created unit) Vulnerable
Set Variable Set test20 = (Last created unit)
Wolf kills
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 1 (Red)
(Owner of (Killing unit)) Not equal to Player 2 (Blue)
(Owner of (Killing unit)) Not equal to Player 3 (Teal)
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
(Owner of (Killing unit)) Not equal to Player 5 (Yellow)
(Owner of (Killing unit)) Not equal to Player 6 (Orange)
(Owner of (Killing unit)) Not equal to Player 7 (Green)
(Owner of (Killing unit)) Not equal to Player 8 (Pink)
(Owner of (Killing unit)) Not equal to Neutral Hostile
Actions
Hero - Add 5 experience to (Killing unit) , Show level-up graphics
Wait 7.50 seconds
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using Abilities\Spells\NightElf\BattleRoar\RoarCaster.mdl
Wait 0.50 seconds
Unit - Replace (Dying unit) with a Lesser Werewolf using The new unit's max life and mana
Unit - Change ownership of (Last replaced unit) to Neutral Extra and Change color
Unit Group - Pick every unit in (Units owned by Neutral Extra of type Lesser Werewolf) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Lesser wolfs
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units of type Lesser Werewolf)) Less than 10
Actions
Unit - Create 1 . Lesser Werewolf for Neutral Extra at (Center of Region_003 <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Lesser Werewolf) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
WR
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Unit - A unit owned by Player 10 (Light Blue) . Dies
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Quest - Display to (All players) the Warning message: ((Name of (Owner of (Dying unit))) + The Werewolf Has Been Obliterated.)
Game - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) for 5.00 seconds the text: Your Hero Will Be Revived In One Minute
Player - Add -100 to (Owner of (Dying unit)) . Current gold
Player - Add 100 to (Owner of (Killing unit)) . Current gold
Wait 60.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
WGR
Events
Unit - A unit owned by Neutral Extra . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 240.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Region_003 <gen>) , Show revival graphics
WM
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units in Werewolf_Center <gen> matching ((Unit-type of (Matching unit)) Equal to Chooser))) Equal to 0
Actions
Unit - Order Werewolf 0147 <gen> to Move To . (Center of WM3 <gen>)
Unit - Order Lycatharope 0146 <gen> to Move To . (Center of WM2 <gen>)
Unit - Order Spirt Wolf 0148 <gen> to Move To . (Center of WM1 <gen>)
Trigger - Turn on Lesser_wolfs <gen>
Trigger - Turn off (This trigger)
Lesser wolves Move
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Extra of type Lesser Werewolf) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Human Kills
Events
Unit - A unit owned by Neutral Hostile . Dies
Unit - A unit owned by Neutral Extra . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 5 (Yellow)
(Owner of (Killing unit)) Not equal to Player 6 (Orange)
(Owner of (Killing unit)) Not equal to Player 7 (Green)
(Owner of (Killing unit)) Not equal to Player 8 (Pink)
(Owner of (Killing unit)) Not equal to Player 9 (Gray)
(Owner of (Killing unit)) Not equal to Player 10 (Light Blue)
(Owner of (Killing unit)) Not equal to Player 11 (Dark Green)
(Owner of (Killing unit)) Not equal to Player 12 (Brown)
Actions
Player - Add 6 to (Owner of (Killing unit)) . Current gold
Hero - Add 5 experience to (Killing unit) , Show level-up graphics
No leave H
Events
Unit - A unit leaves Humans_no_Leave <gen>
Conditions
Actions
If ((Triggering unit) Equal to King 0144 <gen>) then do (Move (Triggering unit) instantly to (Center of Region_057 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Paladin 0153 <gen>) then do (Move (Triggering unit) instantly to (Center of HM2 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Slayer 0000 <gen>) then do (Move (Triggering unit) instantly to (Center of Hm1 <gen>)) else do (Do nothing)
If ((Triggering unit) Equal to Priest 0152 <gen>) then do (Move (Triggering unit) instantly to (Center of HM3 <gen>)) else do (Do nothing)
Move Town Guards
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Town Guard) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
Humans Lose
Events
Unit - King 0144 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: ((Name of Player 1 (Red)) + , You Have Been Take By Darkness.)
Game - Defeat Player 2 (Blue) with the message: ((Name of Player 2 (Blue)) + , You Have Been Take By Darkness.)
Game - Defeat Player 3 (Teal) with the message: ((Name of Player 3 (Teal)) + , You Have Been Take By Darkness.)
Game - Defeat Player 4 (Purple) with the message: ((Name of Player 4 (Purple)) + , You Have Been Take By Darkness.)
choose slayer
Events
Unit - A unit owned by Neutral Passive . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Slayer
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Slayer for (Owner of (Attacking unit)) at (Center of Region_002 <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
choose Paladin
Events
Unit - A unit owned by Neutral Passive . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Paladin
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Paladin for (Owner of (Attacking unit)) at (Center of Region_002 <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
choose priest
Events
Unit - A unit owned by Neutral Passive . Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Chooser
(Unit-type of (Attacked unit)) Equal to Priest
Actions
Unit - Remove (Attacking unit) from the game
Unit - Create 1 . Priest for (Owner of (Attacking unit)) at (Center of Region_002 <gen>) facing Default building facing degrees
Set Variable Set test20 = (Last created unit)
Town Guards
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units of type Town Guard)) Less than 15
Actions
Unit - Create 1 . Town Guard for Neutral Passive at (Center of Human_Center <gen>) facing Default building facing degrees
Unit Group - Pick every unit in (Units of type Town Guard) and do (Order (Picked unit) to Attack-Move To.(Random point in (Playable map area)))
HR
Events
Unit - A unit owned by Player 1 (Red) . Dies
Unit - A unit owned by Player 2 (Blue) . Dies
Unit - A unit owned by Player 3 (Teal) . Dies
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Quest - Display to (All players) the Warning message: ((Name of (Owner of (Dying unit))) + The Human Has Been Taken By Darkness.)
Game - Display to (All players matching ((Owner of (Dying unit)) Equal to (Matching player)).) for 5.00 seconds the text: Your Hero Will Be Revived In One Minute
Player - Add -100 to (Owner of (Dying unit)) . Current gold
Player - Add 100 to (Owner of (Killing unit)) . Current gold
Wait 60.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Human_Center <gen>) , Show revival graphics
HGR
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
Wait 240.00 seconds
Hero - Instantly revive (Dying unit) at (Center of Human_Center <gen>) , Show revival graphics
HM
Events
Time - Every 5.00 seconds of game time
Conditions
(Number of units in (Units in Human_Center <gen> matching ((Unit-type of (Matching unit)) Equal to Chooser))) Equal to 0
Actions
Unit - Order Priest 0152 <gen> to Move To . (Center of HM3 <gen>)
Unit - Order Paladin 0153 <gen> to Move To . (Center of HM2 <gen>)
Unit - Order Slayer 0000 <gen> to Move To . (Center of Hm1 <gen>)
Trigger - Turn on Town_Guards <gen>
Trigger - Turn off (This trigger)
Villagers die
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Owner of (Killing unit)) Not equal to Player 1 (Red)
(Owner of (Killing unit)) Not equal to Player 2 (Blue)
(Owner of (Killing unit)) Not equal to Player 3 (Teal)
(Owner of (Killing unit)) Not equal to Player 4 (Purple)
(Owner of (Killing unit)) Not equal to Neutral Extra
(Owner of (Killing unit)) Not equal to Neutral Hostile
Actions
Cinematic - Ping minimap for (All allies of Player 1 (Red).) at (Position of (Dying unit)) for 1.00 seconds
Game - Display to (All allies of Player 1 (Red).) for 2.00 seconds the text: The Villagers Are Under Attack!
Villagers ReCreate
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Trigger - Run v10 <gen> (ignoring conditions)
Trigger - Run v11 <gen> (ignoring conditions)
Trigger - Run v12 <gen> (ignoring conditions)
Trigger - Run v13 <gen> (ignoring conditions)
Trigger - Run v14 <gen> (ignoring conditions)
Trigger - Run v15 <gen> (ignoring conditions)
Trigger - Run v16 <gen> (ignoring conditions)
Trigger - Run v17 <gen> (ignoring conditions)
Trigger - Run v18 <gen> (ignoring conditions)
Trigger - Run v19 <gen> (ignoring conditions)
Trigger - Run v2 <gen> (ignoring conditions)
Trigger - Run v20 <gen> (ignoring conditions)
Trigger - Run v21 <gen> (ignoring conditions)
Trigger - Run v22 <gen> (ignoring conditions)
Trigger - Run v23 <gen> (ignoring conditions)
Trigger - Run v24 <gen> (ignoring conditions)
Trigger - Run v3 <gen> (ignoring conditions)
Trigger - Run v4 <gen> (ignoring conditions)
Trigger - Run v5 <gen> (ignoring conditions)
Trigger - Run v6 <gen> (ignoring conditions)
Trigger - Run v7 <gen> (ignoring conditions)
Trigger - Run v8 <gen> (ignoring conditions)
Trigger - Run v9 <gen> (ignoring conditions)
Trigger - Run V1 <gen> (ignoring conditions)
V1
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate <gen>) facing Default building facing degrees) else do (Do nothing)
v2
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_10 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_10 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_10 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_10 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_10 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_10 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_10 <gen>) facing Default building facing degrees) else do (Do nothing)
v3
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_11 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_11 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_11 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_11 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_11 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_11 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_11 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_11 <gen>) facing Default building facing degrees) else do (Do nothing)
v4
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_12 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_12 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_12 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_12 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_12 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_12 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_12 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_12 <gen>) facing Default building facing degrees) else do (Do nothing)
v5
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_13 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_13 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_13 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_13 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_13 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_13 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_13 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_13 <gen>) facing Default building facing degrees) else do (Do nothing)
v6
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_14 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_14 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_14 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_14 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_14 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_14 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_14 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_14 <gen>) facing Default building facing degrees) else do (Do nothing)
v7
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_15 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_15 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_15 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_15 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_15 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_15 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_15 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_15 <gen>) facing Default building facing degrees) else do (Do nothing)
v8
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_16 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_16 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_16 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_16 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_16 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_16 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_16 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_16 <gen>) facing Default building facing degrees) else do (Do nothing)
v9
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_17 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_17 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_17 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_17 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_17 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_17 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_17 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_17 <gen>) facing Default building facing degrees) else do (Do nothing)
v10
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_18 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_18 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_18 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_18 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_18 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_18 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_18 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_18 <gen>) facing Default building facing degrees) else do (Do nothing)
v11
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_19 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_19 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_19 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_19 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_19 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_19 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_19 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_19 <gen>) facing Default building facing degrees) else do (Do nothing)
v12
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_2 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_2 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_2 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_2 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_2 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_2 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_2 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_2 <gen>) facing Default building facing degrees) else do (Do nothing)
v13
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
v14
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_20 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_20 <gen>) facing Default building facing degrees) else do (Do nothing)
v15
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_21 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_21 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_21 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_21 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_21 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_21 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_21 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_21 <gen>) facing Default building facing degrees) else do (Do nothing)
v16
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_22 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_22 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_22 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_22 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_22 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_22 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_22 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_22 <gen>) facing Default building facing degrees) else do (Do nothing)
v17
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_23 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_23 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_23 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_23 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_23 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_23 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_23 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_23 <gen>) facing Default building facing degrees) else do (Do nothing)
v18
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_3 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_3 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_3 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_3 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_3 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_3 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_3 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_3 <gen>) facing Default building facing degrees) else do (Do nothing)
v19
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_4 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_4 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_4 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_4 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_4 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_4 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_4 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_4 <gen>) facing Default building facing degrees) else do (Do nothing)
v20
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_5 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_5 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_5 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_5 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_5 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_5 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_5 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_5 <gen>) facing Default building facing degrees) else do (Do nothing)
v21
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_6 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_6 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_6 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_6 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_6 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_6 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_6 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_6 <gen>) facing Default building facing degrees) else do (Do nothing)
v22
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_7 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_7 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_7 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_7 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_7 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_7 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_7 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_7 <gen>) facing Default building facing degrees) else do (Do nothing)
v23
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_8 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_8 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_8 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_8 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_8 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_8 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_8 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_8 <gen>) facing Default building facing degrees) else do (Do nothing)
v24
Events
Conditions
Actions
If ((Number of units in (Units in Villagers_Recreate_Copy_9 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_9 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_9 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_9 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_9 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_9 <gen>) facing Default building facing degrees) else do (Do nothing)
Wait 0.50 seconds
If ((Number of units in (Units in Villagers_Recreate_Copy_9 <gen> owned by Neutral Passive)) Less than 4) then do (Create 1.Villager for Neutral Passive at (Random point in Villagers_Recreate_Copy_9 <gen>) facing Default building facing degrees) else do (Do nothing)
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