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(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Night Elf Form)
Actions
Unit - Remove (Triggering unit) from the game
Hero - Create Scroll of Speed and give it to (Transporting unit)
Ally Player
Events
Player - Player 1 (Red) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -ally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally all
Then - Actions
For each (Integer A) from 1 to 11 , do (Actions)
Loop - Actions
Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
Player - For (Triggering player) , turn Friendly spell targeting On toward (Player((Integer A)))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally red
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 1 (Red)
Player - For (Triggering player) , turn Friendly spell targeting On toward Player 1 (Red)
Player - For (Triggering player) , turn Shared vision On toward Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally blue
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 2 (Blue)
Player - For (Triggering player) , turn Friendly spell targeting On toward Player 2 (Blue)
Player - For (Triggering player) , turn Shared vision On toward Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally teal
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 3 (Teal)
Player - For (Triggering player) , turn Friendly spell targeting On toward Player 3 (Teal)
Player - For (Triggering player) , turn Shared vision On toward Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -ally purple
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) On toward Player 4 (Purple)
Player - For (Triggering player) , turn Friendly spell targeting On toward Player 4 (Purple)
Player - For (Triggering player) , turn Shared vision On toward Player 4 (Purple)
Else - Actions
Unally Player
Events
Player - Player 1 (Red) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 2 (Blue) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 3 (Teal) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Player - Player 4 (Purple) types a chat message containing -unally (Unexpected type: 'stringnoformat') as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally all
Then - Actions
Set Variable Set PlayerGroup = (All players controlled by a User player)
Player Group - Pick every player in PlayerGroup and do (For (Triggering player), turn Alliance (non-aggression) Off toward (Picked player))
Player Group - Pick every player in PlayerGroup and do (For (Triggering player), turn Shared vision Off toward (Picked player))
Custom script: call DestroyForce(udg_PlayerGroup)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally red
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 1 (Red)
Player - For (Triggering player) , turn Shared vision Off toward Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally blue
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 2 (Blue)
Player - For (Triggering player) , turn Shared vision Off toward Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally teal
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 3 (Teal)
Player - For (Triggering player) , turn Shared vision Off toward Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Entered chat string) Equal to -unally purple
Then - Actions
Player - For (Triggering player) , turn Alliance (non-aggression) Off toward Player 4 (Purple)
Player - For (Triggering player) , turn Shared vision Off toward Player 4 (Purple)
Else - Actions
Untitled Trigger 002 Copy Copy
Events
Unit - A unit Loses an item
Conditions
Actions
Item - Change ownership of (Item being manipulated) to (Owner of (Triggering unit)) and Change color
Untitled Trigger 015
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Item - Pick every item in (Playable map area) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Claws of Attack +15
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Rifleman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Boots of Speed
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Swordsman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Cloak of Shadows
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Brigand for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Healing Wards
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Enforcer for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Cloak of Flames
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Lava Spawn (Level 1) for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Wirt's Leg
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Emissary for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Ring of Regeneration
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Blood Elf Engineer for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Claws of Attack +15
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Rifleman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Claws of Attack +15
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Rifleman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Boots of Speed
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Swordsman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Boots of Speed
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Swordsman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Claws of Attack +15
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Mortar Team for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Ring of Regeneration
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Blood Elf Engineer for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Wand of Illusion
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Sorceress for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Shamanic Totem
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Shaman for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Picked item)) Equal to Scroll of Speed
Then - Actions
Wait until ((Owner of (Picked item)) Not equal to Neutral Passive) , checking every 1 seconds
Unit - Create 1 . Druid of the Talon (Night Elf Form) for (Owner of (Picked item)) at (Position of (Picked item)) facing Default building facing degrees
Item - Remove (Picked item)
Else - Actions
Do nothing
Untitled Trigger 003
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Goblin Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 3 Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 3 Copy Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 3 Copy Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 003 Copy 3 Copy Copy 3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Human Shipyard
Actions
Unit - Create 1 . (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Untitled Trigger 004
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Naval Tactics! Help. with the description This game should be pretty simple to learn, you use your fleet to control trade routes. You gain trade routes by capturing trade ports. Some trade ports are more important than others. , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Commands: with the description For commands its the simple and standard,-ally [color]-unally [color] , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Untitled Trigger 006
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 1000
Player - Set (Picked player) . Current lumber to 0
Untitled Trigger 007
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Turn Gives bounty On for (Picked player))
Untitled Trigger 012
Events
Map initialization
Conditions
Actions
Player - Change color of Player 2 (Blue) to Blue , Changing color of existing units
five seconds
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: When your units are loaded into your ships it will give your ships an ability depending on what unit you load into the ship. For example, riflemen give +25 attack power. Experiment!!!
thirty seconds
Events
Time - Elapsed game time is 100.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: You gain income in Naval Tactics by controling the trade routes that crisscross the map. If you gain a trade port, then it will open its trade and send ships to your harbor for 10 gold per ship. You can gain stable income by building more peasants at your castle, but the gold mine has diminishing returns.
thirty seconds Copy
Events
Time - Elapsed game time is 200.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: There are 16 Key trade ports on the side of the map and four in the middle. Capturing these ports will give you a definite edge, since they give +25 gold, can be upgraded into colonies, and provide a safe harbor for your ships.
thirty seconds Copy Copy
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) for 30.00 seconds the text: In the middle of the map are four empires that, when conquered, will give you a bounty of 1000 gold!
Untitled Trigger 011 Copy 3
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Player - Add 10 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Player - Add 25 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy 2
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Player - Add 10 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 4
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Player - Add 25 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 5
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Player - Add 10 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy Copy
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Player - Add 25 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy Copy 2
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 2
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Player - Add 10 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy Copy 3
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Player - Add 25 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy Copy 4
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Player - Add 50 to (Owner of (Triggering unit)) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy 3 Copy
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
((Triggering player) is an ally of Player 2 (Blue).) Equal to True
(Player 2 (Blue) slot status) Equal to Is playing
(Player 2 (Blue) controller) Equal to User
Actions
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
Player - Add 50 to Player 2 (Blue) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy 3 Copy 2
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
((Triggering player) is an ally of Player 1 (Red).) Equal to True
(Player 1 (Red) slot status) Equal to Is playing
(Player 1 (Red) controller) Equal to User
Actions
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
Player - Add 50 to Player 1 (Red) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy 3 Copy 3
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
((Triggering player) is an ally of Player 3 (Teal).) Equal to True
(Player 3 (Teal) slot status) Equal to Is playing
(Player 3 (Teal) controller) Equal to User
Actions
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
Player - Add 50 to Player 3 (Teal) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 011 Copy 3 Copy 3 Copy 7
Events
Unit - A unit enters Region_002 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Peasant
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
((Triggering player) is an ally of Player 4 (Purple).) Equal to True
(Player 4 (Purple) slot status) Equal to Is playing
(Player 4 (Purple) controller) Equal to User
Actions
Player - Add 150 to (Owner of (Triggering unit)) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Unit - Remove (Triggering unit) from the game
Untitled Trigger 014
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Goblin Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Untitled Trigger 014 Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Untitled Trigger 014 Copy Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Untitled Trigger 014 Copy Copy 2
Events
Time - Every (Random real number between 30.00 and 60.00) seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Spices Colony Ship
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Spice Trade Copy
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Human Shipyard) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Human Shipyard) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
Textile Colony Ship
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Textile Trade
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Human Shipyard) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Peasant) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
Wine Colony Ship
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Move To . ((Owner of (Picked unit)) start location)
Else - Actions
Do nothing
Wine Trade
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Human Shipyard) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Human Shipyard) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) controller) Equal to User
((Units owned by (Owner of (Picked unit)) of type Peasant) is empty) Equal to False
Then - Actions
Unit - Create 1 Peasant for (Owner of (Picked unit)) at (Position of (Picked unit)) facing ((Owner of (Picked unit)) start location)
Unit - Order (Last created unit) to Right-Click . (Random unit from (Units owned by (Owner of (Picked unit)) of type Human Shipyard))
Else - Actions
Do nothing
Untitled Trigger 008
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff BOac) Equal to True
((Unit-type of (Picked unit)) Equal to Peasant) or ((Unit-type of (Picked unit)) Equal to Peasant)
Then - Actions
Unit - Remove (Picked unit) from the game
Player - Add 25 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
Untitled Trigger 008 Copy
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff MISSING STRING BOac) Equal to True
((Unit-type of (Picked unit)) Equal to Peasant) or ((Unit-type of (Picked unit)) Equal to Peasant)
Then - Actions
Unit - Remove (Picked unit) from the game
Player - Add 25 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
Untitled Trigger 008 Copy 2
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) has buff MISSING STRING BOac) Equal to True
((Unit-type of (Picked unit)) Equal to Peasant) or ((Unit-type of (Picked unit)) Equal to Peasant)
Then - Actions
Unit - Remove (Picked unit) from the game
Player - Add 25 to (Owner of (Picked unit)) . Current gold
Else - Actions
Do nothing
Untitled Trigger 009
Events
Unit - Giant Polar Bear 0235 <gen> Dies
Conditions
Actions
Game - Display to (All allies of (Owner of (Killing unit)).) for 15.00 seconds the text: Congratulations. You have found the Dharma Initiative Polar Bear, Please note that an incident has occured.
Untitled Trigger 002
Events
Unit - Hunter's Hall 0861 <gen> Dies
Conditions
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Unit - Create 5 . Druid of the Talon (Night Elf Form) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing (Random angle) degrees
Game - Display to (All allies of (Owner of (Killing unit)).) the text: You have stormed the Savages base, and claimed their spoils and fiercest warriors for your own!
Untitled Trigger 002 Copy
Events
Unit - Town Hall 0456 <gen> Dies
Conditions
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Unit - Create 5 . Sorceress for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing (Random angle) degrees
Game - Display to (All allies of (Owner of (Killing unit)).) the text: You have stormed the Savages base, and claimed their spoils and fiercest warriors for your own!
Untitled Trigger 002 Copy 2
Events
Unit - Fortress 0301 <gen> Dies
Conditions
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Unit - Create 5 . Shaman for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing (Random angle) degrees
Game - Display to (All allies of (Owner of (Killing unit)).) the text: You have stormed the Savages base, and claimed their spoils and fiercest warriors for your own!
Untitled Trigger 002 Copy 3
Events
Unit - Temple of Tides 0068 <gen> Dies
Conditions
Actions
Player - Add 1000 to (Owner of (Killing unit)) . Current gold
Unit - Create 10 . Mur'gul Reaver for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing (Random angle) degrees
Game - Display to (All allies of (Owner of (Killing unit)).) the text: You have stormed the Savages base, and claimed their spoils and fiercest warriors for your own!
Battle Sailor Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to R00F (Unexpected type: 'techcode')
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Expert Sailor
Events
Game - Button for Research R00H (Unexpected type: 'techcode') pressed.
Conditions
Actions
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Paladin) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Blood Mage) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Paladin) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Paladin) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Paladin) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Blood Mage) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Blood Mage) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Boots of Speed)
Hero - Create Boots of Speed and give it to (Picked unit)
Speed Rifle Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to R00G (Unexpected type: 'techcode')
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Expert Rifle Upgrade
Events
Unit - A unit Finishes an upgrade
Conditions
(Researched tech-type) Equal to R003 (Unexpected type: 'techcode')
Actions
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Paladin).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching ((Unit-type of (Picked unit)) Equal to Blood Mage).) and do (Actions)
Loop - Actions
Item - Remove (Item carried by (Picked unit) of type Claws of Attack +15)
Hero - Create Claws of Attack +15 and give it to (Picked unit)
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