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Triggers
NouNearNookNan.w3x
Variables
Melee Initialization
Melee Initialization
Help Tips
StartGame
Gold
CheckOut
PlayerLeave
Quest
Sound
Game System & Kill Death
AttackFriendly
NoviceLv
TreeDie
KillSay
HeroDie
DeadlyBaseDie
GhostBaseDie
BuyKill
FirstBlood
HeroChange
DeadlyNoleaver
GhostNoleaver
Creep System
CreepComing
CreepLaneLeft
CreepLaneCenter
CreepLaneRight
CreepControl Center
CreepControl Left
CreepControl Right
CreepUpgrade
BossTeam
BossTeam2
Item System
Rune
Change Item
Purchasable Item
Normal Mix Item
Skill System
Moone Walk
Assasin Ultimater
Shutter Chance
Earth
Text
Text
Tower
TowerSet
TD1
TD2
TD3
TD4
TD5
TG1
TG2
TG3
TG4
TG5
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
AUDamage
real
No
FlySkill
unit
No
Jumpdmg
real
No
Kill
integer
Yes
PG
force
No
RuneSetting
integer
Yes
Temp_Kill
integer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Hero Changer 0018 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Hero Changer 0014 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Game - Turn the day/night cycle On
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 0
Player - Set (Picked player) . Current lumber to 0
Player - Set (Picked player) . Food cap to 1
Player - Set (Picked player) . Food max to 1
Player - Turn Gives bounty On for (Picked player)
Help Tips
Events
Player - Player 1 (Red) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -help (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Missing string for 'DisplayTextToPlayer'
StartGame
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Wait 1.00 game-time seconds
Game - Display to (All players) the text: |c00FFFF00** Nou Near Nook Nan **|r|c00FF0000www.thaiwcm.co.cc|r|c006969FFCreate By [T]art|r
Wait 5.00 game-time seconds
Game - Display to (All players) the text: -|c00FF9696|c00FFFF00MSN:|r [email protected]|r|c0000FF00|c00FFFF00HI5:|r http://kanin-page.hi5.com|r
Wait 10.00 game-time seconds
Game - Display to (All players) the text: -|c000000FFCreep is coming every 30 second|r
Wait 15.00 game-time seconds
Game - Display to (All players) the text: -|c000000FF-help for see a tips|r
Gold
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 1 to (Picked player) . Current gold
CheckOut
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) slot status) Equal to Is unused)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
PlayerLeave
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Triggering player)) + |c00FFFF00 Has Leave from the war.|r)
Game - Grant shared vision and full shared unit control of (Triggering player) units with his/her allies
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Triggering player) slot status) Equal to Has left the game)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Quest
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Information with the description Create by [T]artMSN: [email protected] : http://kanin-page.hi5.comwww.thaiwcm.co.cc , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled Help with the description -You can change you hero job at Hero Changer [ Level 50 ]-At level 5 you have 1 lumber for change a hero-If base of team has die,Killing Team is winner , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Sound
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Play Mainscreen <gen>
Sound - Set music volume to 100 %
AttackFriendly
Events
Unit - A unit Is attacked
Conditions
((Owner of (Attacked unit)) is an ally of (Owner of (Attacking unit)).) Equal to True
Actions
Unit - Order (Attacking unit) to Stop .
NoviceLv
Events
Unit - A unit Gains a level
Conditions
((Leveling Hero) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Leveling Hero)) Equal to Deadly
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Leveling Hero)) Greater than or equal to 6
Then - Actions
Hero - Set (Leveling Hero) Hero-level to 5 , Hide level-up graphics
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Leveling Hero)) Equal to Ghost
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of (Leveling Hero)) Greater than or equal to 6
Then - Actions
Hero - Set (Leveling Hero) Hero-level to 5 , Hide level-up graphics
Game - Missing string for 'DisplayTextToPlayer'
Else - Actions
Else - Actions
TreeDie
Events
Destructible - A destructible within (Playable map area) dies
Conditions
Actions
Destructible - Resurrect (Dying destructible) with (Max life of (Dying destructible)) life and Show birth animation
KillSay
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Game - Display to (All players) for 5.00 seconds the text: ((Name of (Owner of (Dying unit))) + ( has die by + (Name of (Owner of (Killing unit)))))
HeroDie
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
Player - Add -50 to (Owner of (Dying unit)) . Current gold
Game - Missing string for 'DisplayTextToPlayer'
Wait 5.00 seconds
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Camera - Pan camera for (Owner of (Dying unit)) to ((Owner of (Dying unit)) start location) over 0 seconds
DeadlyBaseDie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ancient N.N.N.N.
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 12 (Brown)
Then - Actions
Wait 2 seconds
Game - Display to (All players) the text: |c00FFFF00The |c00FF0000Ghost|r has winer !!|r
Game - Pause the game
Else - Actions
GhostBaseDie
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ancient N.N.N.N.
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Then - Actions
Wait 2 seconds
Game - Display to (All players) the text: |c00FFFF00The |c00FF7F00Deadly|r has winer !!|r
Game - Pause the game
Else - Actions
BuyKill
Events
Unit - A unit Sells a unit
Conditions
((Buying unit) is A Hero) Equal to True
Actions
Game - Missing string for 'DisplayTextToPlayer'
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
Hero - Drop (Item carried by (Buying unit) in slot (Integer A)) from (Buying unit) .
Unit - Remove (Buying unit) from the game
FirstBlood
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Killing unit) is A Hero) Equal to True
Then - Actions
Game - Display to (All players) the text: ((Name of (Owner of (Killing unit))) + (|c00FFFF00 has a |r + |c00FF0000FIRST BLOOD|r))
Player - Add 100 to (Owner of (Killing unit)) . Current gold
Trigger - Turn off (This trigger)
Else - Actions
HeroChange
Events
Unit - A unit Gains a level
Conditions
(Level of (Triggering unit)) Greater than or equal to 5
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Leveling Hero)) Equal to Deadly
Then - Actions
Player - Set (Triggering player) . Current lumber to 1
Player - Set (Triggering player) . Food cap to 1
Game - Missing string for 'DisplayTextToPlayer'
Unit - Move (Leveling Hero) instantly to (Center of DeadlyCH <gen>)
Camera - Pan camera for (Owner of (Leveling Hero)) to (Position of Hero Changer 0018 <gen>) over 1.00 seconds
Cinematic - Ping minimap for (All players matching (((Leveling Hero) is A Hero) Equal to True).) at (Position of Hero Changer 0018 <gen>) for 5.00 seconds
Trigger - Turn on DeadlyNoleaver <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Leveling Hero)) Equal to Ghost
Then - Actions
Player - Set (Triggering player) . Current lumber to 1
Player - Set (Triggering player) . Food cap to 1
Game - Missing string for 'DisplayTextToPlayer'
Unit - Move (Leveling Hero) instantly to (Center of GhostCH <gen>)
Camera - Pan camera for (Owner of (Leveling Hero)) to (Position of Hero Changer 0014 <gen>) over 1.00 seconds
Cinematic - Ping minimap for (All players matching (((Leveling Hero) is A Hero) Equal to True).) at (Position of Hero Changer 0014 <gen>) for 5.00 seconds
Trigger - Turn on GhostNoleaver <gen>
Else - Actions
DeadlyNoleaver
Events
Unit - A unit leaves DeadlyCH <gen>
Conditions
(Unit-type of (Leaving unit)) Equal to Deadly
Actions
Unit - Move (Leaving unit) instantly to (Center of DeadlyCH <gen>)
Game - Missing string for 'DisplayTextToPlayer'
Cinematic - Ping minimap for (All players matching (((Leveling Hero) is A Hero) Equal to True).) at (Position of Hero Changer 0018 <gen>) for 5.00 seconds
Trigger - Turn off (This trigger)
GhostNoleaver
Events
Unit - A unit leaves GhostCH <gen>
Conditions
(Unit-type of (Leaving unit)) Equal to Ghost
Actions
Unit - Move (Leaving unit) instantly to (Center of GhostCH <gen>)
Game - Missing string for 'DisplayTextToPlayer'
Cinematic - Ping minimap for (All players matching (((Leveling Hero) is A Hero) Equal to True).) at (Position of Hero Changer 0014 <gen>) for 5.00 seconds
Trigger - Turn off (This trigger)
CreepComing
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Start (Missing string for 'CreateTimerBJ') as a One-shot timer that will expire in 30 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Creep Coming
Countdown Timer - Show (Last created timer window) for (Picked player)
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100 %, 0.00 %, 0.00 %) with 0.00 % transparency
Wait 30.00 game-time seconds
Game - Display to (All players) the text: |c00FF0000!!Creep has Coming!!|r
Countdown Timer - Destroy (Last created timer window)
Unit - Make Tower 0029 <gen> Vulnerable
Unit - Make Tower 0028 <gen> Vulnerable
CreepLaneLeft
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Ghost Creep for Player 11 (Dark Green) at (Center of GhostCreep1 <gen>) facing Default building facing degrees
Unit - Create 1 . Ghost Range Creep for Player 11 (Dark Green) at (Center of GhostCreep1 <gen>) facing Default building facing degrees
Unit - Create 2 . Deadly Creep for Player 12 (Brown) at (Center of DeadlyCreep1 <gen>) facing Default building facing degrees
Unit - Create 1 . Deadly Range Creep for Player 12 (Brown) at (Center of DeadlyCreep1 <gen>) facing Default building facing degrees
CreepLaneCenter
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Ghost Creep for Player 11 (Dark Green) at (Center of GhostCreepCen <gen>) facing Default building facing degrees
Unit - Create 1 . Ghost Range Creep for Player 11 (Dark Green) at (Center of GhostCreepCen <gen>) facing Default building facing degrees
Unit - Create 2 . Deadly Creep for Player 12 (Brown) at (Center of DeadlyCreepCen <gen>) facing Default building facing degrees
Unit - Create 1 . Deadly Range Creep for Player 12 (Brown) at (Center of DeadlyCreepCen <gen>) facing Default building facing degrees
CreepLaneRight
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Ghost Creep for Player 11 (Dark Green) at (Center of GhostCreep2 <gen>) facing Default building facing degrees
Unit - Create 1 . Ghost Range Creep for Player 11 (Dark Green) at (Center of GhostCreep2 <gen>) facing Default building facing degrees
Unit - Create 2 . Deadly Creep for Player 12 (Brown) at (Center of DeadlyCreep2 <gen>) facing Default building facing degrees
Unit - Create 1 . Deadly Range Creep for Player 12 (Brown) at (Center of DeadlyCreep2 <gen>) facing Default building facing degrees
CreepControl Center
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in DeadlyCreepCen <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of GhostCreepCen <gen>)
Unit Group - Pick every unit in (Units in GhostCreepCen <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of DeadlyCreepCen <gen>)
CreepControl Left
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in DeadlyCreep1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of GhostCreep1 <gen>)
Unit Group - Pick every unit in (Units in GhostCreep1 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of DeadlyCreep1 <gen>)
CreepControl Right
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in DeadlyCreep2 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of GhostCreep2 <gen>)
Unit Group - Pick every unit in (Units in GhostCreep2 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of DeadlyCreep2 <gen>)
CreepUpgrade
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to ((Current research level of R001 (Unexpected type: 'techcode') for Player 11 (Dark Green)) + 1) for Player 11 (Dark Green)
Player - Set the current research level of R000 (Unexpected type: 'techcode') to ((Current research level of R000 (Unexpected type: 'techcode') for Player 12 (Brown)) + 1) for Player 12 (Brown)
Player - Set the current research level of R001 (Unexpected type: 'techcode') to ((Current research level of R001 (Unexpected type: 'techcode') for Player 12 (Brown)) + 1) for Player 12 (Brown)
BossTeam
Events
Unit - Fortress 0013 <gen> Dies
Conditions
Actions
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Play PursuitTheme <gen>
Sound - Set music volume to 100 %
Unit - Create 1 . Ancient N.N.N.N. for Player 12 (Brown) at (Position of (Dying unit)) facing Default building facing degrees
Game - Display to (All players) the text: (|cffffcc00Deadly Team has call a |r + (Name of (Last created unit)))
BossTeam2
Events
Unit - Black Citadel 0011 <gen> Dies
Conditions
Actions
Sound - Clear the music list
Sound - Stop music Immediately
Sound - Play PursuitTheme <gen>
Sound - Set music volume to 100 %
Unit - Create 1 . Ancient N.N.N.N. for Player 11 (Dark Green) at (Position of (Dying unit)) facing Default building facing degrees
Game - Display to (All players) the text: (|cffffcc00Ghost Team has call a |r + (Name of (Last created unit)))
Rune
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Set Variable Set RuneSetting[1] = (Random integer number between 1 and 3)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RuneSetting[1] Equal to 1
Then - Actions
Item - Create Rune of Speed at (Center of Rune <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RuneSetting[1] Equal to 2
Then - Actions
Item - Create Rune of Hp at (Center of Rune <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
RuneSetting[3] Equal to 1
Then - Actions
Item - Create Rune of Mp at (Center of Rune <gen>)
Else - Actions
.
Change Item
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Charged
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A)))
(Item being manipulated) Not equal to (Item carried by (Hero manipulating item) in slot (Integer A))
Then - Actions
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item being manipulated)) + (Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))))
Item - Remove (Item being manipulated)
Else - Actions
.
Purchasable Item
Events
Unit - A unit Acquires an item
Conditions
(Item-class of (Item being manipulated)) Equal to Purchasable
Actions
For each (Integer A) from 1 to 6 , do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to (Item-type of (Item carried by (Hero manipulating item) in slot (Integer A)))
(Item being manipulated) Not equal to (Item carried by (Hero manipulating item) in slot (Integer A))
Then - Actions
Item - Set charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A)) to ((Charges remaining in (Item being manipulated)) + (Charges remaining in (Item carried by (Hero manipulating item) in slot (Integer A))))
Item - Remove (Item being manipulated)
Else - Actions
Normal Mix Item
Events
Unit - A unit Acquires an item
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Hero manipulating item) has an item of type Claws of Attack +15) Equal to True
((Hero manipulating item) has an item of type Mask of Death) Equal to True
Then - Actions
Item - Remove (Item carried by (Hero manipulating item) of type Claws of Attack +15)
Item - Remove (Item carried by (Hero manipulating item) of type Mask of Death)
Hero - Create Crown of Kings +5 and give it to (Hero manipulating item)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Else - Actions
Moone Walk
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Moone Walk
Actions
Set Variable Set Jumpdmg = (Random real number between 100.00 and 200.00)
Unit - Add Fly Skill to (Casting unit)
Unit - Remove Fly Skill from (Casting unit)
Unit - Turn collision for (Casting unit) Off .
Unit - Order (Casting unit) to Move To . (Target point of ability being cast)
Animation - Change (Casting unit) flying height to 500.00 at 500.00
Set Variable Set FlySkill = (Casting unit)
Wait 5.00 seconds
Animation - Change FlySkill flying height to 0.00 at 0.00
Wait 0.01 seconds
Unit - Turn collision for FlySkill On .
Set Variable Set FlySkill = No unit
Set Variable Set Jumpdmg = (50.00 x (Real((Level of Moone Walk for (Casting unit)))))
Unit - Create 1 . MooneWalkDummy for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage circular area after 0.01 seconds of radius 300.00 at (Position of (Target unit of ability being cast)) , dealing Jumpdmg damage of attack type Spells and damage type Normal
Assasin Ultimater
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Assasin Ultimater
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Assasin Ultimater for (Casting unit)) Equal to 1
Then - Actions
Set Variable Set AUDamage = ((Real((Agility of (Casting unit) (Exclude bonuses)))) x 1.50)
Unit - Create 1 . AUDummy for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Target unit of ability being cast)) , dealing AUDamage damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Assasin Ultimater for (Casting unit)) Equal to 1
Then - Actions
Set Variable Set AUDamage = ((Real((Agility of (Casting unit) (Exclude bonuses)))) x 2.50)
Unit - Create 1 . AUDummy for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Target unit of ability being cast)) , dealing AUDamage damage of attack type Spells and damage type Normal
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Assasin Ultimater for (Casting unit)) Equal to 1
Then - Actions
Set Variable Set AUDamage = ((Real((Agility of (Casting unit) (Exclude bonuses)))) x 3.50)
Unit - Create 1 . AUDummy for (Owner of (Casting unit)) at (Position of (Target unit of ability being cast)) facing Default building facing degrees
Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
Unit - Cause (Last created unit) to damage circular area after 0.00 seconds of radius 300.00 at (Position of (Target unit of ability being cast)) , dealing AUDamage damage of attack type Spells and damage type Normal
Else - Actions
Shutter Chance
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Shutter Chance
Actions
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Earth
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Earth
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Earth for (Casting unit)) Equal to 1
Then - Actions
Unit - Create 1 . Earth Spirit for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Earth for (Casting unit)) Equal to 2
Then - Actions
Unit - Create 2 . Earth Spirit for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Earth for (Casting unit)) Equal to 3
Then - Actions
Unit - Create 3 . Earth Spirit for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Earth for (Casting unit)) Equal to 4
Then - Actions
Unit - Create 4 . Earth Spirit for (Owner of (Casting unit)) at (Target point of ability being cast) facing Default building facing degrees
Else - Actions
Text
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Floating Text - Create floating text that reads |c00FFFF00Ghost Base & Tome|r at (Center of GhostCreepCen <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads |c00FFFF00Deadly Base & Tome|r at (Center of DeadlyCreepCen <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads |c00FF7F00Hero Change And Healing Item|r at (Center of HeroChangeAndHealingItemG <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads |c00FF7F00Hero Change And Healing Item|r at (Center of HeroChangeAndHealingItemD <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads |c000000FFEquiment And Stat Item|r at (Center of EquimentAndStatItemD <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Floating Text - Create floating text that reads |c000000FFEquiment And Stat Item|r at (Center of EquimentAndStatItemG <gen>) with Z offset 0 , using font size 7.00 , color ( 100 %, 100 %, 100 %), and 0 % transparency
TowerSet
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Make Super Tower 0022 <gen> Invulnerable
Unit - Make Super Tower 0023 <gen> Invulnerable
Unit - Make Advance Tower 0027 <gen> Invulnerable
Unit - Make Advance Tower 0026 <gen> Invulnerable
Unit - Make Tower 0028 <gen> Invulnerable
Unit - Make Black Citadel 0011 <gen> Invulnerable
Unit - Make Tower 0029 <gen> Invulnerable
Unit - Make Advance Tower 0024 <gen> Invulnerable
Unit - Make Advance Tower 0025 <gen> Invulnerable
Unit - Make Super Tower 0030 <gen> Invulnerable
Unit - Make Super Tower 0031 <gen> Invulnerable
Unit - Make Fortress 0013 <gen> Invulnerable
TD1
Events
Unit - Tower 0029 <gen> Dies
Conditions
Actions
Unit - Make Advance Tower 0024 <gen> Vulnerable
Unit - Make Advance Tower 0025 <gen> Vulnerable
TD2
Events
Unit - Advance Tower 0024 <gen> Dies
Conditions
Actions
Unit - Create 1 . Noober Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Super Tower 0030 <gen> Vulnerable
Unit - Make Super Tower 0031 <gen> Vulnerable
TD3
Events
Unit - Advance Tower 0025 <gen> Dies
Conditions
Actions
Unit - Create 1 . Noober Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Super Tower 0030 <gen> Vulnerable
Unit - Make Super Tower 0031 <gen> Vulnerable
TD4
Events
Unit - Super Tower 0030 <gen> Dies
Conditions
Actions
Unit - Create 1 . Normal Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Fortress 0013 <gen> Vulnerable
TD5
Events
Unit - Super Tower 0031 <gen> Dies
Conditions
Actions
Unit - Create 1 . Normal Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Fortress 0013 <gen> Vulnerable
TG1
Events
Unit - Tower 0028 <gen> Dies
Conditions
Actions
Unit - Make Advance Tower 0027 <gen> Vulnerable
Unit - Make Advance Tower 0026 <gen> Vulnerable
TG2
Events
Unit - Advance Tower 0027 <gen> Dies
Conditions
Actions
Unit - Create 1 . Noober Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Super Tower 0022 <gen> Vulnerable
Unit - Make Super Tower 0023 <gen> Vulnerable
TG3
Events
Unit - Advance Tower 0026 <gen> Dies
Conditions
Actions
Unit - Create 1 . Noober Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Super Tower 0022 <gen> Vulnerable
Unit - Make Super Tower 0023 <gen> Vulnerable
TG4
Events
Unit - Super Tower 0022 <gen> Dies
Conditions
Actions
Unit - Create 1 . Normal Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit - Make Black Citadel 0011 <gen> Vulnerable
TG5
Events
Unit - Super Tower 0023 <gen> Dies
Conditions
Actions
Unit - Create 1 . Normal Ancient N.N.N.N. for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
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