Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Orc Invasionv1.8 Alpha.w3x
Variables
Untitled Category
Untitled Trigger 001
Destroyed Bridge
Cross the Bridge
Cross the Bridge 2
Orc Rienforcements
Orcs of the sea
Troll Kingdom
Mountain help
Untitled Category
Untitled Trigger 059
Untitled Trigger 064
Untitled Trigger 065
Untitled Category
Untitled Trigger 046
Untitled Trigger 047
Untitled Trigger 048
Untitled Trigger 049
Untitled Trigger 050
Untitled Trigger 051
Untitled Trigger 052
Untitled Category
Untitled Trigger 019
Vision trigger
Untitled Trigger 020
vision off
ladders
Untitled Trigger 045
Untitled Trigger 045 Copy
Untitled Trigger 045 Copy 2
Untitled Trigger 066
Untitled Trigger 066 Copy
Untitled Trigger 066 Copy 2
Quests
Untitled Trigger 067
Untitled Trigger 070
Untitled Trigger 071
Untitled Category
Untitled Trigger 044
Untitled Trigger 017
Untitled Trigger 042
Untitled Category
Untitled Trigger 041
Untitled Trigger 038
Untitled Trigger 039
Untitled Trigger 040
Untitled Trigger 061
Untitled Trigger 062
Untitled Category
Untitled Trigger 036
Untitled Trigger 037
hero selection
Agethis
Cocha
Destost
Dori
Dagren
Alatas
Magisto
Gardyvian
The Creator
The Creator Copy
The Creator Copy 2
The Creator Copy 3
shaman add on
Untitled Trigger 017 Copy
Untitled Trigger 016
pirate add on
Untitled Trigger 002
Untitled Trigger 018
Troll add on
Untitled Trigger 002 Copy
Untitled Trigger 018 Copy
mountain giant add on
Untitled Trigger 043
Untitled Category
Untitled Trigger 054
Untitled Trigger 054 Copy
Untitled Trigger 054 Copy 2
Untitled Trigger 054 Copy 3
Untitled Trigger 054 Copy 4
Untitled Trigger 063
Untitled Trigger 063 Copy
Untitled Trigger 063 Copy 2
Untitled Trigger 063 Copy 3
Untitled Trigger 026
Untitled Trigger 023
Untitled Trigger 022
Untitled Trigger 024
Untitled Trigger 025
Untitled Trigger 027
Untitled Trigger 021
Leaver
Red leave
blue leave
teal leave
purple leave
yellow leave
orange leave
green leave
pink leave
grey leave
Light blue leave
Dark Green leave
brown leave
Leaver Control red
Leaver Control red Copy
Leaver Control red Copy 2
Leaver Control red Copy 3
Leaver Control red Copy 4
Leaver Control red Copy 5
Leaver Control red Copy 6
Leaver Control red Copy 7
Leaver Control Grey
Leaver Control Grey Copy
Leaver Control Grey Copy 2
Leaver Control Grey Copy 3
Untitled Category
Set Admin
Untitled Trigger 058
village spawn end
Untitled Trigger 033
Untitled Trigger 055
Untitled Trigger 056
Untitled Trigger 057
Untitled Trigger 032
Untitled Trigger 031
Untitled Trigger 030
Untitled Trigger 029
Untitled Trigger 028
Untitled Trigger 034
Untitled Trigger 035
Untitled Category
Untitled Trigger 003
Untitled Trigger 060
Untitled Category
Untitled Trigger 006
Untitled Trigger 005
Untitled Category
Untitled Trigger 007
Untitled Trigger 008
Untitled Category
Untitled Trigger 011
Untitled Trigger 012
Untitled Category
Untitled Trigger 009
Untitled Trigger 010
Untitled Category
Untitled Trigger 014
Untitled Trigger 015
Untitled Category
Untitled Trigger 004
Untitled Trigger 013
Untitled Trigger 068
Untitled Trigger 053
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
Admin2
player
No
Admin3
player
No
Admin4
player
No
Adminplayer
player
No
AdminPlayerGroup
force
No
Untitled Trigger 001
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Environment - Change terrain type at (Center of (Playable map area)) to (Terrain type at (Center of bridge <gen>)) using variation -1 in an area of size 9 and shape Square
Game - Display to (All players) the text: The Orcs have finished construction on the bridge at the eastern gate and are ready to attack!!!
Trigger - Turn on Cross_the_Bridge <gen>
Trigger - Turn on Cross_the_Bridge_2 <gen>
Destructible - Create a LT10 (Unexpected type: 'destructablecode') at (Center of bridge <gen>) facing (Random angle) with scale 1 and variation 0
Destructible - Open Demonic Gate 0005 <gen>
Destroyed Bridge
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Destructible - Create a dead LT06 (Unexpected type: 'destructablecode') at (Center of bridge <gen>) facing (Random angle) with scale 1 and variation 0
Cross the Bridge
Events
Unit - A unit enters Bridge_cross_to_orc_entrance <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Bridge_cross_to_orc_exit <gen>)
Cross the Bridge 2
Events
Unit - A unit enters Bridge_cross_to_human_entrance <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Bridge_cross_to_human_exit <gen>)
Orc Rienforcements
Events
Time - Elapsed game time is 900.00 seconds
Conditions
Actions
Unit - Create 25 . Shaman for Player 9 (Gray) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Game - Display to (All players) for 5.00 seconds the text: Orc reinforcments have come from the Urk'shal clan with there mystical shamans
Unit - Create 10 . Orc Warchief for Player 12 (Brown) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Trigger - Run Untitled_Trigger_017_Copy <gen> (ignoring conditions)
Unit - Create 20 . Orc Archer for Player 11 (Dark Green) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Unit - Create 15 . Raider for Player 10 (Light Blue) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Orcs of the sea
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Unit - Create 15 . Orc Pirate for Player 12 (Brown) at (Center of Orc_pirates <gen>) facing Default building facing degrees
Unit - Create 2 . Orc Transport Ship for Neutral Passive at (Center of Orc_pirate2 <gen>) facing 270.00 degrees
Trigger - Run Untitled_Trigger_002 <gen> (ignoring conditions)
Game - Display to (All allies of Player 12 (Brown).) for 5.00 seconds the text: Your orc pirates from the sea have come to join the fight.
Troll Kingdom
Events
Time - Elapsed game time is 1500.00 seconds
Conditions
Actions
Trigger - Run Untitled_Trigger_002_Copy <gen> (ignoring conditions)
Unit - Create 15 . Troll warrior for Player 9 (Gray) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Unit - Create 15 . Troll warrior for Player 10 (Light Blue) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Unit - Create 15 . Troll warrior for Player 11 (Dark Green) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Unit - Create 15 . Troll warrior for Player 12 (Brown) at (Center of Orc_reinforcment <gen>) facing Default building facing degrees
Mountain help
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Unit - Create 10 . Mountain Giant for Player 9 (Gray) at (Center of Mountain_help <gen>) facing Default building facing degrees
Unit - Create 10 . Mountain Giant for Player 10 (Light Blue) at (Center of Mountain_help <gen>) facing Default building facing degrees
Unit - Create 10 . Mountain Giant for Player 11 (Dark Green) at (Center of Mountain_help <gen>) facing Default building facing degrees
Unit - Create 10 . Mountain Giant for Player 12 (Brown) at (Center of Mountain_help <gen>) facing Default building facing degrees
Untitled Trigger 059
Events
Unit - Barracks 0000 <gen> Is attacked
Unit - Barracks 0001 <gen> Is attacked
Unit - Barracks 0002 <gen> Is attacked
Unit - Barracks 0003 <gen> Is attacked
Unit - Barracks 0005 <gen> Is attacked
Unit - Barracks 0006 <gen> Is attacked
Unit - Barracks 0007 <gen> Is attacked
Unit - Barracks 0008 <gen> Is attacked
Conditions
((Triggering unit) is in (Units owned by Player 1 (Red).).) Equal to True
((Triggering unit) is in (Units owned by Player 2 (Blue).).) Equal to True
((Triggering unit) is in (Units owned by Player 3 (Teal).).) Equal to True
((Triggering unit) is in (Units owned by Player 4 (Purple).).) Equal to True
((Triggering unit) is in (Units owned by Player 5 (Yellow).).) Equal to True
((Triggering unit) is in (Units owned by Player 6 (Orange).).) Equal to True
((Triggering unit) is in (Units owned by Player 7 (Green).).) Equal to True
((Triggering unit) is in (Units owned by Player 8 (Pink).).) Equal to True
Actions
Unit - Kill (Triggering unit)
Untitled Trigger 064
Events
Unit - Fire 0107 <gen> Is attacked
Unit - Earth 0106 <gen> Is attacked
Unit - Storm 0108 <gen> Is attacked
Unit - Tent 0059 <gen> Is attacked
Unit - Tent 0058 <gen> Is attacked
Conditions
Actions
Unit - Change ownership of Fire 0107 <gen> to Neutral Hostile and Change color
Unit - Change ownership of Earth 0106 <gen> to Neutral Hostile and Change color
Unit - Change ownership of Storm 0108 <gen> to Neutral Hostile and Change color
Unit - Create 10 . Furbolg Ursa Warrior for Neutral Hostile at (Center of Panda_camp <gen>) facing Default building facing degrees
Unit - Create 1 . Brewmaster for Neutral Hostile at (Center of Panda_camp <gen>) facing Default building facing degrees
Untitled Trigger 065
Events
Unit - Earth 0106 <gen> Is attacked
Unit - Fire 0107 <gen> Is attacked
Unit - Storm 0108 <gen> Is attacked
Unit - Tent 0058 <gen> Is attacked
Unit - Tent 0059 <gen> Is attacked
Conditions
Actions
Trigger - Turn off Untitled_Trigger_064 <gen>
Untitled Trigger 046
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Agethis has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 047
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: King Cocha has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 048
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Dagren has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 049
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Alatas has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 050
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Dori Mithrin has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 051
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Lord Gardyvian has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 052
Events
Unit - Dies
Conditions
Actions
Game - Display to (All players) for 10.00 seconds the text: Magisto has been mortally injured and has been brought back to the throne room to be healed.
Untitled Trigger 019
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across human_visibility_region <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across human_visibility_region <gen>
Vision trigger
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across human_visibility_region2 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across human_visibility_region2 <gen>
Untitled Trigger 020
Events
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Orc_vision <gen>
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across Orc_vision <gen>
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across Orc_vision <gen>
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across Orc_vision <gen>
vision off
Events
Unit - A unit enters halls <gen>
Conditions
Actions
Trigger - Turn off Vision_trigger <gen>
Untitled Trigger 045
Events
Unit - A unit enters ladder_1 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_066 <gen>
Unit - Make (Triggering unit) Invulnerable
Unit - Pause (Triggering unit)
Untitled Trigger 045 Copy
Events
Unit - A unit enters ladder_3 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_066_Copy <gen>
Unit - Make (Triggering unit) Invulnerable
Unit - Pause (Triggering unit)
Untitled Trigger 045 Copy 2
Events
Unit - A unit enters ladder_2 <gen>
Conditions
((Triggering unit) is Mechanical) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_066_Copy_2 <gen>
Unit - Make (Triggering unit) Invulnerable
Unit - Pause (Triggering unit)
Untitled Trigger 066
Events
Unit - A unit enters ladder_1_enter <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of ladder_1_exit <gen>)
Untitled Trigger 066 Copy
Events
Unit - A unit enters ladder_3_enter <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of ladder_3_exit <gen>)
Untitled Trigger 066 Copy 2
Events
Unit - A unit enters ladder_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of ladder_2_exit <gen>)
Untitled Trigger 067
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Human Gates with the description The human Gate commands are -open/close throne -open/close halls -open/close western gate and -open/close bridge , using icon path ReplaceableTextures\CommandButtons\BTNWaygate.blp
Quest - Create a Required quest titled Secret Items with the description Look for the 3 secret items used in the crafting of the sacred blade of evil whoever may find all 3 of them will have ultimate power. Blade will be crafted right infront of the gate in the courtyard so orcs fight hard if you want the Blade of Evil. , using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
Quest - Create a Required quest titled Orc help with the description Orcs I can tell you that massing axeman will do nothing they should be used as shields for your strong soldiers to get to the gates and dont mass shamies because they cannot affect royal guards because of spell immunity so do your best to win and have fun. , using icon path ReplaceableTextures\CommandButtons\BTNGrunt.blp
Game Cache - Create a game cache from MapName.w3v (Unexpected type: 'stringnoformat')
Untitled Trigger 070
Events
Conditions
Actions
Untitled Trigger 071
Events
Conditions
Actions
Untitled Trigger 044
Events
Map initialization
Conditions
Actions
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 1800.00 seconds
Untitled Trigger 017
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player - Set Player 1 (Red) . Current gold to 500
Player - Set Player 2 (Blue) . Current gold to 500
Player - Set Player 3 (Teal) . Current gold to 500
Player - Set Player 4 (Purple) . Current gold to 500
Player - Set Player 5 (Yellow) . Current gold to 500
Player - Set Player 6 (Orange) . Current gold to 500
Player - Set Player 7 (Green) . Current gold to 500
Player - Set Player 8 (Pink) . Current gold to 500
Untitled Trigger 042
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Player - Add 80 to Player 1 (Red) . Current gold
Player - Add 80 to Player 2 (Blue) . Current gold
Player - Add 80 to Player 3 (Teal) . Current gold
Player - Add 80 to Player 4 (Purple) . Current gold
Player - Add 80 to Player 5 (Yellow) . Current gold
Player - Add 80 to Player 6 (Orange) . Current gold
Player - Add 80 to Player 7 (Green) . Current gold
Player - Add 80 to Player 8 (Pink) . Current gold
Player - Add 80 to Player 9 (Gray) . Current gold
Player - Add 80 to Player 10 (Light Blue) . Current gold
Player - Add 80 to Player 11 (Dark Green) . Current gold
Player - Add 80 to Player 12 (Brown) . Current gold
Untitled Trigger 041
Events
Unit - A unit enters halls <gen>
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) has an item of type Dreadnoth's Sword) Equal to True
((Triggering unit) has an item of type Bagatelles' Staff) Equal to True
((Triggering unit) has an item of type Linkkid25s Bow) Equal to True
Actions
Hero - Create Sword of Evil Productions and give it to (Triggering unit)
Game - Display to (All players) the text: A player has created the sword of evil productions whoever wields it now will be almost completly unstoppable!!!
Untitled Trigger 038
Events
Unit - A unit enters barracks13 <gen>
Conditions
And - All (Conditions) are true
Conditions
((Triggering unit) has an item of type Linkkid25s Bow) Equal to True
((Triggering unit) is A Hero) Equal to True
Actions
Unit - Replace (Triggering unit) with a The Creator using The new unit's max life and mana
Item - Create Ring of Protection +3 at (Center of barracks13 <gen>)
Trigger - Run Untitled_Trigger_039 <gen> (ignoring conditions)
Untitled Trigger 039
Events
Unit - A unit enters barracks13 <gen>
Conditions
Actions
Trigger - Turn off Untitled_Trigger_038 <gen>
Untitled Trigger 040
Events
Unit - A unit enters village_spawn8 <gen>
Conditions
((Triggering unit) has an item of type Ring of Protection +3) Equal to True
Unit - Move (Triggering unit) instantly to (Center of City_entrance <gen>)
Untitled Trigger 037
Events
Unit - A unit enters City_exit <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of City_exit2 <gen>)
Agethis
Events
Unit - A unit enters Agethis <gen>
Conditions
Actions
Unit - Create 1 . Kings Advisor for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove (Triggering unit) from the game
Unit - Remove Kings Advisor 0123 <gen> from the game
Unit - Change ownership of Circle of Power 0114 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Cocha
Events
Unit - A unit enters Cocha <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . The King for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove The King 0124 <gen> from the game
Unit - Change ownership of Circle of Power 0117 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Destost
Events
Unit - A unit enters Destost <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Queen Ranger for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Queen Ranger 0121 <gen> from the game
Unit - Change ownership of Circle of Power 0113 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Dori
Events
Unit - A unit enters Dori <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Mysterious Dwarf for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Mysterious Dwarf 0122 <gen> from the game
Unit - Change ownership of Circle of Power 0119 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Dagren
Events
Unit - A unit enters Dagren <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Kings Elite Guard for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Kings Elite Guard 0127 <gen> from the game
Unit - Change ownership of Circle of Power 0118 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Alatas
Events
Unit - A unit enters Alatas <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Kings Elite Guard for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Kings Elite Guard 0128 <gen> from the game
Unit - Change ownership of Circle of Power 0116 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Magisto
Events
Unit - A unit enters Magisto <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Town Mage for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Town Mage 0126 <gen> from the game
Unit - Change ownership of Circle of Power 0115 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
Gardyvian
Events
Unit - A unit enters Gardyvian <gen>
Conditions
Actions
Unit - Remove (Triggering unit) from the game
Unit - Create 1 . Kings General for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Remove Kings General 0125 <gen> from the game
Unit - Change ownership of Circle of Power 0120 <gen> to (Owner of (Triggering unit)) and Change color
Trigger - Turn off (This trigger)
The Creator
Events
Unit - A unit enters Region_065 <gen>
Conditions
(Name of (Triggering player)) Equal to linkkid25
Actions
Unit - Create 1 . The Creator for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Change ownership of Circle of Power 0135 <gen> to (Owner of (Triggering unit)) and Change color
Unit - Remove (Triggering unit) from the game
Trigger - Turn off (This trigger)
Unit - Remove The Creator 0137 <gen> from the game
The Creator Copy
Events
Unit - A unit enters Region_066 <gen>
Conditions
(Name of (Triggering player)) Equal to bagatelles
Actions
Unit - Create 1 . The Mystic for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Change ownership of Circle of Power 0136 <gen> to (Owner of (Triggering unit)) and Change color
Unit - Remove (Triggering unit) from the game
Trigger - Turn off (This trigger)
Unit - Remove The Creator 0137 <gen> from the game
The Creator Copy 2
Events
Unit - A unit enters Region_067 <gen>
Conditions
(Name of (Triggering player)) Equal to Josh8622
Actions
Unit - Create 1 . WarChief for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Change ownership of Circle of Power 0140 <gen> to (Owner of (Triggering unit)) and Change color
Unit - Remove (Triggering unit) from the game
Trigger - Turn off (This trigger)
Unit - Remove The Creator 0137 <gen> from the game
The Creator Copy 3
Events
Unit - A unit enters Region_068 <gen>
Conditions
(Name of (Triggering player)) Equal to Dreadnoth
Actions
Unit - Create 1 . The SwordsMaster for (Owner of (Triggering unit)) at (Center of halls <gen>) facing Default building facing degrees
Unit - Change ownership of Circle of Power 0141 <gen> to (Owner of (Triggering unit)) and Change color
Unit - Remove (Triggering unit) from the game
Trigger - Turn off (This trigger)
Unit - Remove The Creator 0137 <gen> from the game
Untitled Trigger 017 Copy
Events
Map initialization
Conditions
Actions
Unit - Remove Barracks 0024 <gen> from the game
Unit - Remove Barracks 0025 <gen> from the game
Unit - Remove Barracks 0022 <gen> from the game
Unit - Remove Barracks 0013 <gen> from the game
Unit - Remove Barracks 0014 <gen> from the game
Unit - Remove Barracks 0015 <gen> from the game
Unit - Remove Barracks 0017 <gen> from the game
Unit - Remove Barracks 0012 <gen> from the game
Unit - Remove Barracks 0009 <gen> from the game
Unit - Remove Barracks 0023 <gen> from the game
Unit - Remove Barracks 0018 <gen> from the game
Unit - Remove Barracks 0016 <gen> from the game
Wait 2 seconds
Trigger - Run Untitled_Trigger_016 <gen> (ignoring conditions)
Untitled Trigger 016
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Barracks2 for Player 9 (Gray) at (Center of barracks6 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 9 (Gray) at (Center of barracks8 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 9 (Gray) at (Center of barracks3 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 11 (Dark Green) at (Center of barracks5 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 10 (Light Blue) at (Center of barracks <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 10 (Light Blue) at (Center of barracks4 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 10 (Light Blue) at (Center of barracks9 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 11 (Dark Green) at (Center of barracks10 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 11 (Dark Green) at (Center of barracks2 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 12 (Brown) at (Center of barracks7 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 12 (Brown) at (Center of barracks12 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks2 for Player 12 (Brown) at (Center of barracks11 <gen>) facing Default building facing degrees
Untitled Trigger 002
Events
Map initialization
Conditions
Actions
Unit - Remove (Random unit from (Units in barracks11 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks12 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks10 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks2 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks3 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks4 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks5 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks6 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks7 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks8 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks9 <gen>)) from the game
Wait 2 seconds
Trigger - Run Untitled_Trigger_018 <gen> (ignoring conditions)
Untitled Trigger 018
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Barracks3 for Player 12 (Brown) at (Center of barracks11 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 12 (Brown) at (Center of barracks12 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 9 (Gray) at (Center of barracks6 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 9 (Gray) at (Center of barracks3 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 11 (Dark Green) at (Center of barracks2 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 11 (Dark Green) at (Center of barracks5 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 10 (Light Blue) at (Center of barracks4 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 10 (Light Blue) at (Center of barracks <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 12 (Brown) at (Center of barracks7 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 9 (Gray) at (Center of barracks8 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 10 (Light Blue) at (Center of barracks9 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks3 for Player 11 (Dark Green) at (Center of barracks10 <gen>) facing Default building facing degrees
Game - Display to (All players) for 15.00 seconds the text: Orcs from across the sea have come to get revenge with there bretheren.
Untitled Trigger 002 Copy
Events
Map initialization
Conditions
Actions
Unit - Remove (Random unit from (Units in barracks11 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks12 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks10 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks2 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks3 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks4 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks5 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks6 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks7 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks8 <gen>)) from the game
Unit - Remove (Random unit from (Units in barracks9 <gen>)) from the game
Wait 2 seconds
Trigger - Run Untitled_Trigger_018_Copy <gen> (ignoring conditions)
Untitled Trigger 018 Copy
Events
Map initialization
Conditions
Actions
Unit - Create 1 . Barracks4 for Player 12 (Brown) at (Center of barracks11 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 12 (Brown) at (Center of barracks12 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 9 (Gray) at (Center of barracks6 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 9 (Gray) at (Center of barracks3 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 11 (Dark Green) at (Center of barracks2 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 11 (Dark Green) at (Center of barracks5 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 10 (Light Blue) at (Center of barracks4 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 10 (Light Blue) at (Center of barracks <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 12 (Brown) at (Center of barracks7 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 9 (Gray) at (Center of barracks8 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 10 (Light Blue) at (Center of barracks9 <gen>) facing Default building facing degrees
Unit - Create 1 . Barracks4 for Player 11 (Dark Green) at (Center of barracks10 <gen>) facing Default building facing degrees
Game - Display to (All players) for 15.00 seconds the text: Troll Warriors have come to get in on the action of war.
Untitled Trigger 043
Events
Time - Elapsed game time is 1800.00 seconds
Conditions
Actions
Unit - Create 1 . Mountain barracks for Player 9 (Gray) at (Center of Mountain_barracks <gen>) facing Default building facing degrees
Unit - Create 1 . Mountain barracks for Player 10 (Light Blue) at (Center of mountain_barracks2 <gen>) facing Default building facing degrees
Unit - Create 1 . Mountain barracks for Player 11 (Dark Green) at (Center of mountain_barracks4 <gen>) facing Default building facing degrees
Unit - Create 1 . Mountain barracks for Player 12 (Brown) at (Center of mountain_barracks3 <gen>) facing Default building facing degrees
Untitled Trigger 054
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Enforcer for Neutral Hostile at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Assassin for Neutral Hostile at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Neutral Hostile at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Neutral Hostile at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Bandit for Neutral Hostile at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Untitled Trigger 054 Copy
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Enforcer for Player 12 (Brown) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Assassin for Player 12 (Brown) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Player 12 (Brown) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Player 12 (Brown) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Bandit for Player 12 (Brown) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Untitled Trigger 054 Copy 2
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Enforcer for Player 9 (Gray) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Town militia for Player 9 (Gray) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Player 9 (Gray) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Player 9 (Gray) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Bandit for Player 9 (Gray) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Untitled Trigger 054 Copy 3
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 10 (Light Blue) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Assassin for Player 10 (Light Blue) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Player 10 (Light Blue) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Player 10 (Light Blue) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Bandit for Player 10 (Light Blue) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Untitled Trigger 054 Copy 4
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Enforcer for Player 11 (Dark Green) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Assassin for Player 11 (Dark Green) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Bandit Lord for Player 11 (Dark Green) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Brigand for Player 11 (Dark Green) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Unit - Create 3 . Bandit for Player 11 (Dark Green) at (Center of Bandit_spawn <gen>) facing Default building facing degrees
Untitled Trigger 063
Events
Unit - Dark Wizard 0103 <gen> Dies
Conditions
((Triggering unit) is in (Units owned by Player 9 (Gray).).) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_054_Copy_2 <gen>
Untitled Trigger 063 Copy
Events
Unit - Dark Wizard 0103 <gen> Dies
Conditions
((Triggering unit) is in (Units owned by Player 10 (Light Blue).).) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_054_Copy_3 <gen>
Untitled Trigger 063 Copy 2
Events
Unit - Dark Wizard 0103 <gen> Dies
Conditions
((Triggering unit) is in (Units owned by Player 11 (Dark Green).).) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_054_Copy_4 <gen>
Untitled Trigger 063 Copy 3
Events
Unit - Dark Wizard 0103 <gen> Dies
Conditions
((Triggering unit) is in (Units owned by Player 12 (Brown).).) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_054_Copy <gen>
Untitled Trigger 026
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 8 (Pink) at (Center of village_spawn <gen>) facing Default building facing degrees
Untitled Trigger 023
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 2 (Blue) at (Center of village_spawn2 <gen>) facing Default building facing degrees
Untitled Trigger 022
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 3 (Teal) at (Center of village_spawn3 <gen>) facing Default building facing degrees
Untitled Trigger 024
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 4 (Purple) at (Center of village_spawn4 <gen>) facing Default building facing degrees
Untitled Trigger 025
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 6 (Orange) at (Center of village_spawn6 <gen>) facing Default building facing degrees
Untitled Trigger 027
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 5 (Yellow) at (Center of village_spawn5 <gen>) facing Default building facing degrees
Untitled Trigger 021
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Town militia for Player 7 (Green) at (Center of village_spawn7 <gen>) facing Default building facing degrees
Red leave
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Red player leaves the game
blue leave
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Blue player leaves the game
teal leave
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Teal player leaves the game
purple leave
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Purple player leaves the game
yellow leave
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Yellow player leaves the game
orange leave
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Orange player leaves the game
green leave
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Green player leaves the game
pink leave
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Pink player leaves the game
grey leave
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Grey player leaves the game
Light blue leave
Events
Player - Player 10 (Light Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Light blue player leaves the game
Dark Green leave
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Dark green player leaves the game
brown leave
Events
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) the text: Brown player leaves the game
Leaver Control red
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 2
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 3
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 4
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 5
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 6
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Leaver Control red Copy 7
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision and full shared units
Leaver Control Grey
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Leaver Control Grey Copy
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Leaver Control Grey Copy 2
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Leaver Control Grey Copy 3
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision and full shared units
Set Admin
Events
Player - Player 1 (Red) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -enable admin (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If ((Name of (Triggering player)) Equal to linkkid25) then do (Set VariableSet Admin2 = (Triggering player)) else do (Do nothing)
If ((Name of (Triggering player)) Equal to linkkid25) then do (Add (Matching player) to AdminPlayerGroup) else do (Do nothing)
If ((Name of (Triggering player)) Equal to bagatelles) then do (Set VariableSet Adminplayer = (Triggering player)) else do (Do nothing)
If ((Name of (Triggering player)) Equal to bagatelles) then do (Add Adminplayer to (All players)) else do (Do nothing)
If ((Name of (Triggering player)) Equal to Josh8622) then do (Set VariableSet Admin3 = (Triggering player)) else do (Do nothing)
If ((Name of (Triggering player)) Equal to Josh8622) then do (Add Admin3 to AdminPlayerGroup) else do (Do nothing)
If ((Name of (Triggering player)) Equal to Dreadnoth) then do (Set VariableSet Admin4 = (Triggering player)) else do (Do nothing)
If ((Name of (Triggering player)) Equal to Dreadnoth) then do (Add Admin4 to AdminPlayerGroup) else do (Do nothing)
Untitled Trigger 058
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: The Exit to from the city is at the ping.
Cinematic - Ping minimap for (All players) at (Center of City_exit <gen>) for 15.00 seconds
Untitled Trigger 033
Events
Unit - Farm 0038 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_026 <gen>
Untitled Trigger 055
Events
Unit - Dark Wizard 0103 <gen> Dies
Conditions
Actions
Trigger - Remove Untitled_Trigger_054 <gen> from the trigger queue
Untitled Trigger 056
Events
Unit - A unit enters Bandit_spawn_off <gen>
Conditions
((Triggering unit) is in (Units owned by Neutral Hostile.).) Equal to True
Actions
Trigger - Turn off Untitled_Trigger_054 <gen>
Untitled Trigger 057
Events
Unit - A unit leaves Bandit_spawn_off <gen>
Conditions
((Triggering unit) is in (Units owned by Neutral Hostile.).) Equal to True
Actions
Trigger - Turn on Untitled_Trigger_054 <gen>
Untitled Trigger 032
Events
Unit - Farm 0039 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_023 <gen>
Untitled Trigger 031
Events
Unit - Farm 0040 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_022 <gen>
Untitled Trigger 030
Events
Unit - Farm 0041 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_024 <gen>
Untitled Trigger 029
Events
Unit - Farm 0042 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_027 <gen>
Untitled Trigger 028
Events
Unit - Farm 0043 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_025 <gen>
Untitled Trigger 034
Events
Unit - Farm 0044 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_021 <gen>
Untitled Trigger 035
Events
Unit - City castle 0045 <gen> Dies
Conditions
Actions
Trigger - Turn off Untitled_Trigger_021 <gen>
Trigger - Turn off Untitled_Trigger_022 <gen>
Trigger - Turn off Untitled_Trigger_023 <gen>
Trigger - Turn off Untitled_Trigger_024 <gen>
Trigger - Turn off Untitled_Trigger_025 <gen>
Trigger - Turn off Untitled_Trigger_026 <gen>
Trigger - Turn off Untitled_Trigger_027 <gen>
Game - Display to (All players) for 10.00 seconds the text: The human village has been destroyed by the orcs all thats left now is the human castle.
Untitled Trigger 003
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Cinematic - Ping minimap for (All allies of Player 9 (Gray).) at (Center of bridge <gen>) for 3.00 seconds
Cinematic - Ping minimap for (All players) at (Center of City_exit <gen>) for 3.00 seconds
Game - Display to (All allies of Player 10 (Light Blue).) the text: You the orcs have 5 minutes amass an army able to destroy the human fortress while the bridge is being constructed and gate is being opened dont forgot to kill the human city the entrance to is the white marble were pinged and the exit is in between the houses in the northeast were the other ping is.
Cinematic - Ping minimap for (All allies of Player 11 (Dark Green).) at (Center of Town_entrance <gen>) for 3.00 seconds
Game - Display to (All allies of Player 1 (Red).) the text: You have five minutes to make a stable army before the orcs start an invasion hurry and defend. the exit to the city is just west of the statue in between all the buildings
Untitled Trigger 060
Events
Time - Elapsed game time is 15.00 seconds
Time - Every 300.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: The Human gate commands are -open throne, -open halls, -open western gate, -open bridge and same thing with close instead of open.
Untitled Trigger 006
Events
Player - Player 1 (Red) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close throne (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0003 <gen>
Untitled Trigger 005
Events
Player - Player 1 (Red) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open throne (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0003 <gen>
Untitled Trigger 007
Events
Player - Player 1 (Red) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -open halls (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0000 <gen>
Untitled Trigger 008
Events
Player - Player 3 (Teal) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -close halls (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0000 <gen>
Untitled Trigger 011
Events
Player - Player 1 (Red) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -open bridge (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0002 <gen>
Untitled Trigger 012
Events
Player - Player 1 (Red) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -close bridge (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0002 <gen>
Untitled Trigger 009
Events
Player - Player 2 (Blue) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 1 (Red) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -open western gate (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Open Gate 0001 <gen>
Untitled Trigger 010
Events
Player - Player 1 (Red) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -close western gate (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Destructible - Close Gate 0001 <gen>
Untitled Trigger 014
Events
Unit - Throne of Kings 0004 <gen> Dies
Conditions
Actions
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Untitled Trigger 015
Events
Time - Elapsed game time is 2400.00 seconds
Conditions
Actions
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Untitled Trigger 004
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 300.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Orcs are released!
Untitled Trigger 013
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Destructible - Make Demonic Gate 0005 <gen> Invulnerable
Untitled Trigger 068
Events
Player - Player 1 (Red) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 10 (Light Blue) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Player - Player 12 (Brown) types a chat message containing fall back to the next gate!!! (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Make Goblin Merchant 0104 <gen> Vulnerable
Untitled Trigger 053
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Countdown Timer - Start (Last started timer) as a One-shot timer that will expire in 2100.00 seconds
Countdown Timer - Change the title of (Last created timer window) to Humans win
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.