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Triggers
SSH BM.w3x
Variables
Initialization
Initialization
Map Info
Map Info
Items
Death Spear R
Gauntlets of Dragon Bone R
Gauntlets of Christmas R
Forsaken Blades R
Void Blades R
Scroll of Giganter R
Scroll of Bacchus R
Zink Armor R
Xenon Armor R
Chrome Armor R
Verens Armor R
Fear Spear R
Great Spear R
Horror Spear R
JohxRakhalzs Spear R
Death Spear
Gauntlets of Dragon Bone
Gauntlets of Christmas
Forsaken Blades
Void Blades
Scroll of Giganter
Scroll of Bacchus
Zink Armor
Xenon Armor
Chrome Armor
Verens Armor
Fear Spear
Great Spear
Horror Spear
JohxRakhalzs Spear
Engine
Win 1
Win 2
Win 3
Win 4
Sant Gold
Respawn
Penguins
Santa Hats
Points
Penguins Killed
Duel
Duel Start
Duel Control
Duel
Duel End
Team and Inve 1
Team and Inve 2
Team and Inve 3
Team and Inve 4
AI
AI Duel
Multiboard
Multiboard
Multiboard Update
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
Computers
force
No
Duel_Time
integer
No
Santas
group
No
Team_1_Points
integer
No
Team_2_Points
integer
No
Team_3_Points
integer
No
Team_4_Points
integer
No
Walk_Units
group
No
Default melee game initialization for all players
Initialization
Events
Map initialization
Conditions
Actions
Game - Set the time of day to 12
Unit - Change ownership of Upgrade Tower 0032 <gen> to Neutral Extra and Change color
Player Group - Pick every player in (All players) and do (Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across Penguins <gen>)
Player Group - Pick every player in (All players controlled by a Computer player) and do (Add (Picked player) to Computers)
Player Group - Pick every player in (All players) and do (Set (Picked player).Food cap to 300)
Unit Group - Pick every unit in (Units in Santa_Claus <gen> matching ((Owner of (Triggering unit)) Not equal to Neutral Extra)) and do (Add (Picked unit) to Santas)
If ((Player 1 (Red) slot status) Equal to Is unused) then do (Remove Santa Claus 0011 <gen> from the game) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is unused) then do (Remove Santa Claus 0013 <gen> from the game) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is unused) then do (Remove Santa Claus 0014 <gen> from the game) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is unused) then do (Remove Santa Claus 0015 <gen> from the game) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is unused) then do (Remove Santa Claus 0016 <gen> from the game) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is unused) then do (Remove Santa Claus 0017 <gen> from the game) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is unused) then do (Remove Santa Claus 0018 <gen> from the game) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is unused) then do (Remove Santa Claus 0019 <gen> from the game) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is unused) then do (Remove Santa Claus 0020 <gen> from the game) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is unused) then do (Remove Santa Claus 0021 <gen> from the game) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is unused) then do (Remove Santa Claus 0022 <gen> from the game) else do (Do nothing)
If ((Player 12 (Brown) slot status) Equal to Is unused) then do (Remove Santa Claus 0023 <gen> from the game) else do (Do nothing)
Destructible - Open Icy Gate 0001 <gen>
Destructible - Open Icy Gate 0020 <gen>
Destructible - Open Icy Gate 0000 <gen>
Destructible - Open Icy Gate 0003 <gen>
Destructible - Make Icy Gate 0000 <gen> Invulnerable
Destructible - Make Icy Gate 0001 <gen> Invulnerable
Destructible - Make Icy Gate 0020 <gen> Invulnerable
Destructible - Make Icy Gate 0003 <gen> Invulnerable
Sound - Set music volume to 100 %
Sound - Play Basshunter___Jingle_Bells <gen>
Wait 2 seconds
Player Group - Pick every player in Computers and do (Pick every unit in (Units owned by (Picked player).) and do (Add (Picked unit) to Walk_Units))
Map Info
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Quest - Create a Required quest titled Map Info with the description I created this map because my brother asked me to. So i need to give him some credits because it was he that told me how the terrain should look like. But nearly everything else is created by me. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Required quest titled Gameplay with the description The gameplay is very easy you kill penguins to gain points to your team and every third minute there will be a FFA duel. There ar shops where you can buy items to boost your santa. , using icon path ReplaceableTextures\CommandButtons\BTNNecromancerMaster.blp
Quest - Create a Required quest titled Credits with the description Game Idea: akafabenSound: BasshunterModels, Icons and Skins: Amigurumi, Storm_PCF, Sellenisko, IamMclovin, Debode, epsilon, BlackRockClan, kola, aki15 and CRAZYRUSSIAN , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled MrStonefist with the description I'm the creator of this map but the idea was my brothers. You can find me and more maps of mine at "www.hiveworkshop.com" or mail me at "[email protected]". I hope you'll enjoy playing this map.|cffff0000GL HF|r , using icon path ReplaceableTextures\CommandButtons\BTNMrStonefist.blp
Quest - Create a Optional quest titled Bug Report with the description If you find any bug please report to me at "www.hiveworkshop.com" or at "MrStonefist"@gmail.com"Thanks!!! , using icon path ReplaceableTextures\CommandButtons\BTNCarrionScarabs.blp
Death Spear R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Death Spear Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Death Spear Recipe)
Hero - Create Death Spear Recipe and give it to (Triggering unit)
Gauntlets of Dragon Bone R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Gauntlets of Dragon Bone Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Dragon Bone Recipe)
Hero - Create Gauntlets of Dragon Bone Recipe and give it to (Triggering unit)
Gauntlets of Christmas R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Gauntlets of Christmas Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Christmas Recipe)
Hero - Create Gauntlets of Christmas Recipe and give it to (Triggering unit)
Forsaken Blades R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Forsaken Blades Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Forsaken Blades Recipe)
Hero - Create Forsaken Blades Recipe and give it to (Triggering unit)
Void Blades R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Void Blades Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Void Blades Recipe)
Hero - Create Void Blades Recipe and give it to (Triggering unit)
Scroll of Giganter R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Scroll of Giganter Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Scroll of Giganter Recipe)
Hero - Create Scroll of Giganter Recipe and give it to (Triggering unit)
Scroll of Bacchus R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Scroll of Bacchus Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Scroll of Bacchus Recipe)
Hero - Create Scroll of Bacchus Recipe and give it to (Triggering unit)
Zink Armor R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Zink Armor Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Zink Armor Recipe)
Hero - Create Zink Armor Recipe and give it to (Triggering unit)
Xenon Armor R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Xenon Armor Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Xenon Armor Recipe)
Hero - Create Xenon Armor Recipe and give it to (Triggering unit)
Chrome Armor R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Chrome Armor Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Chrome Armor Recipe)
Hero - Create Chrome Armor Recipe and give it to (Triggering unit)
Verens Armor R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Veren's Armor Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Veren's Armor Recipe)
Hero - Create Veren's Armor Recipe and give it to (Triggering unit)
Fear Spear R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Fear Spear Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Fear Spear Recipe)
Hero - Create Fear Spear Recipe and give it to (Triggering unit)
Great Spear R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Great Spear Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Great Spear Recipe)
Hero - Create Great Spear Recipe and give it to (Triggering unit)
Horror Spear R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Horror Spear Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Horror Spear Recipe)
Hero - Create Horror Spear Recipe and give it to (Triggering unit)
JohxRakhalzs Spear R
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Joh'Rakhal's Spear Recipe) Equal to True
Actions
Item - Remove (Item carried by (Triggering unit) of type Joh'Rakhal's Spear Recipe)
Hero - Create Joh'Rakhal's Spear Recipe and give it to (Triggering unit)
Death Spear
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Death Spear Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Spear) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Spear)
Item - Remove (Item carried by (Triggering unit) of type Death Spear Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Death Spear and give it to (Triggering unit)
Else - Actions
Do nothing
Gauntlets of Dragon Bone
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Gauntlets of Dragon Bone Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Gloves of Child Skin) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Gloves of Child Skin)
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Dragon Bone Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Gauntlets of Dragon Bone and give it to (Triggering unit)
Else - Actions
Do nothing
Gauntlets of Christmas
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Gauntlets of Christmas Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Gauntlets of Dragon Bone) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Dragon Bone)
Item - Remove (Item carried by (Triggering unit) of type Gauntlets of Christmas Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Gauntlets of Christmas and give it to (Triggering unit)
Else - Actions
Do nothing
Forsaken Blades
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Forsaken Blades Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Rune Blades) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Rune Blades)
Item - Remove (Item carried by (Triggering unit) of type Forsaken Blades Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Forsaken Blades and give it to (Triggering unit)
Else - Actions
Do nothing
Void Blades
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Void Blades Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Forsaken Blades) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Forsaken Blades)
Item - Remove (Item carried by (Triggering unit) of type Void Blades Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Void Blades and give it to (Triggering unit)
Else - Actions
Do nothing
Scroll of Giganter
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Scroll of Giganter Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Scroll of Thor) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Scroll of Thor)
Item - Remove (Item carried by (Triggering unit) of type Scroll of Giganter Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Scroll of Giganter and give it to (Triggering unit)
Else - Actions
Do nothing
Scroll of Bacchus
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Scroll of Bacchus Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Scroll of Giganter) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Scroll of Giganter)
Item - Remove (Item carried by (Triggering unit) of type Scroll of Bacchus Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Scroll of Bacchus and give it to (Triggering unit)
Else - Actions
Do nothing
Zink Armor
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Zink Armor Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Armor) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Armor)
Item - Remove (Item carried by (Triggering unit) of type Zink Armor Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Zink Armor and give it to (Triggering unit)
Else - Actions
Do nothing
Xenon Armor
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Xenon Armor Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Zink Armor) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Zink Armor)
Item - Remove (Item carried by (Triggering unit) of type Xenon Armor Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Xenon Armor and give it to (Triggering unit)
Else - Actions
Do nothing
Chrome Armor
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Chrome Armor Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Xenon Armor) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Xenon Armor)
Item - Remove (Item carried by (Triggering unit) of type Chrome Armor Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Chrome Armor and give it to (Triggering unit)
Else - Actions
Do nothing
Verens Armor
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Veren's Armor Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Chrome Armor) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Chrome Armor)
Item - Remove (Item carried by (Triggering unit) of type Veren's Armor Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Veren's Armor and give it to (Triggering unit)
Else - Actions
Do nothing
Fear Spear
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Fear Spear Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Death Spear) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Death Spear)
Item - Remove (Item carried by (Triggering unit) of type Fear Spear Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Fear Spear and give it to (Triggering unit)
Else - Actions
Do nothing
Great Spear
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Great Spear Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Fear Spear) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Fear Spear)
Item - Remove (Item carried by (Triggering unit) of type Great Spear Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Great Spear and give it to (Triggering unit)
Else - Actions
Do nothing
Horror Spear
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Horror Spear Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Great Spear) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Great Spear)
Item - Remove (Item carried by (Triggering unit) of type Horror Spear Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Horror Spear and give it to (Triggering unit)
Else - Actions
Do nothing
JohxRakhalzs Spear
Events
Unit - A unit Acquires an item
Conditions
((Triggering unit) has an item of type Joh'Rakhal's Spear Recipe) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering unit) has an item of type Horror Spear) Equal to True
Then - Actions
Item - Remove (Item carried by (Triggering unit) of type Horror Spear)
Item - Remove (Item carried by (Triggering unit) of type Joh'Rakhal's Spear Recipe)
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of (Triggering unit) using Abilities\Spells\Items\AIem\AIemTarget.mdl
Hero - Create Joh'Rakhal's Spear and give it to (Triggering unit)
Else - Actions
Do nothing
Win 1
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Team_1_Points Greater than or equal to 300
Then - Actions
Unit - Pause all units
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 - Defeat Player 4 (Purple) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 5 (Yellow) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 6 (Orange) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 7 (Green) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 8 (Pink) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 9 (Gray) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 10 (Light Blue) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 11 (Dark Green) with the message: Team Alpha killed 300 penguins before your team.
Game - Defeat Player 12 (Brown) with the message: Team Alpha killed 300 penguins before your team.
Else - Actions
Do nothing
Win 2
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Team_2_Points Greater than or equal to 300
Then - Actions
Unit - Pause all units
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 - Defeat Player 1 (Red) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 2 (Blue) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 3 (Teal) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 7 (Green) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 8 (Pink) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 9 (Gray) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 10 (Light Blue) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 11 (Dark Green) with the message: Team Beta killed 300 penguins before your team.
Game - Defeat Player 12 (Brown) with the message: Team Beta killed 300 penguins before your team.
Else - Actions
Do nothing
Win 3
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Team_3_Points Greater than or equal to 300
Then - Actions
Unit - Pause all units
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 2 (Blue) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 3 (Teal) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 4 (Purple) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 5 (Yellow) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 6 (Orange) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 10 (Light Blue) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 11 (Dark Green) with the message: Team Chaos killed 300 penguins before your team.
Game - Defeat Player 12 (Brown) with the message: Team Chaos killed 300 penguins before your team.
Else - Actions
Do nothing
Win 4
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Team_4_Points Greater than or equal to 300
Then - Actions
Unit - Pause all units
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 2 (Blue) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 3 (Teal) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 4 (Purple) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 5 (Yellow) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 6 (Orange) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 7 (Green) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 8 (Pink) with the message: Team Dobby killed 300 penguins before your team.
Game - Defeat Player 9 (Gray) with the message: Team Dobby killed 300 penguins before your team.
Else - Actions
Do nothing
Sant Gold
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Santa Claus
Actions
Player - Add 50 to (Owner of (Killing unit)) . Current gold
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has been killed, + ((Name of (Owner of (Killing unit))) + gains 50 gold.)))
Respawn
Events
Unit - A unit Dies
Conditions
Actions
Wait 5.00 seconds
If (((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or ((Owner of (Triggering unit)) Equal to Player 3 (Teal)))) then do (Instantly revive (Triggering unit) at (Center of Team_1 <gen>), Show revival graphics) else do (Do nothing)
If (((Owner of (Triggering unit)) Equal to Player 4 (Purple)) or (((Owner of (Triggering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Triggering unit)) Equal to Player 6 (Orange)))) then do (Instantly revive (Triggering unit) at (Center of Team_2 <gen>), Show revival graphics) else do (Do nothing)
If (((Owner of (Triggering unit)) Equal to Player 7 (Green)) or (((Owner of (Triggering unit)) Equal to Player 8 (Pink)) or ((Owner of (Triggering unit)) Equal to Player 9 (Gray)))) then do (Instantly revive (Triggering unit) at (Center of Team_3 <gen>), Show revival graphics) else do (Do nothing)
If (((Owner of (Triggering unit)) Equal to Player 10 (Light Blue)) or (((Owner of (Triggering unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Triggering unit)) Equal to Player 12 (Brown)))) then do (Instantly revive (Triggering unit) at (Center of Team_4 <gen>), Show revival graphics) else do (Do nothing)
Penguins
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Create 5 Penguin for Neutral Extra at (Random point in Penguins <gen>) facing (Center of Penguins <gen>)
Santa Hats
Events
Unit - A unit enters Penguins <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Penguin
Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of (Triggering unit) using war3mapImported\SantaHat.mdx
Points
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Neutral Extra
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
(Owner of (Killing unit)) Equal to Player 2 (Blue)
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Then - Actions
Player - Add 1 to Player 1 (Red) . Food used
Player - Add 1 to Player 2 (Blue) . Food used
Player - Add 1 to Player 3 (Teal) . Food used
Special Effect - Create a special effect at (Random point in Team_1 <gen>) using war3mapImported\SantaHat.mdx
Set Variable Set Team_1_Points = (Team_1_Points + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Then - Actions
Player - Add 1 to Player 4 (Purple) . Food used
Player - Add 1 to Player 5 (Yellow) . Food used
Player - Add 1 to Player 6 (Orange) . Food used
Special Effect - Create a special effect at (Random point in Team_2 <gen>) using war3mapImported\SantaHat.mdx
Set Variable Set Team_2_Points = (Team_2_Points + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 7 (Green)
(Owner of (Killing unit)) Equal to Player 8 (Pink)
(Owner of (Killing unit)) Equal to Player 9 (Gray)
Then - Actions
Player - Add 1 to Player 7 (Green) . Food used
Player - Add 1 to Player 8 (Pink) . Food used
Player - Add 1 to Player 9 (Gray) . Food used
Special Effect - Create a special effect at (Random point in Team_3 <gen>) using war3mapImported\SantaHat.mdx
Set Variable Set Team_3_Points = (Team_3_Points + 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 10 (Light Blue)
(Owner of (Killing unit)) Equal to Player 11 (Dark Green)
(Owner of (Killing unit)) Equal to Player 12 (Brown)
Then - Actions
Player - Add 1 to Player 10 (Light Blue) . Food used
Player - Add 1 to Player 11 (Dark Green) . Food used
Player - Add 1 to Player 12 (Brown) . Food used
Special Effect - Create a special effect at (Random point in Team_4 <gen>) using war3mapImported\SantaHat.mdx
Set Variable Set Team_4_Points = (Team_4_Points + 1)
Else - Actions
Penguins Killed
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Not equal to Neutral Extra
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current lumber
Duel Start
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (Duel_Time Equal to 180) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 360) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 540) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 720) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 900) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1080) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1260) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1440) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1620) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1800) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 1980) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 2160) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 2340) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 2520) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
If (Duel_Time Equal to 2700) then do (Run Duel <gen> (ignoring conditions)) else do (Do nothing)
Duel Control
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Set Variable Set Duel_Time = (Duel_Time + 1)
Duel
Events
Conditions
Actions
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (Explode (Picked unit).)
Wait 1.00 seconds
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (Remove (Picked unit) from the game)
Trigger - Turn off Penguins <gen>
Wait 0.99 seconds
Trigger - Turn off Duel_Control <gen>
Wait 0.01 seconds
Trigger - Turn on Duel_End <gen>
Trigger - Turn on AI_Duel <gen>
Unit Group - Pick every unit in Santas and do (Move (Picked unit) instantly to (Random point in Penguins <gen>))
Unit Group - Pick every unit in Santas and do (Remove Invulnerable (Neutral) from (Picked unit))
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Enemy
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Enemy
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Enemy
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Enemy
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Enemy
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Enemy
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Enemy
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Enemy
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Enemy
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Enemy
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Enemy
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Enemy
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Enemy
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Enemy
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Enemy
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Enemy
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Enemy
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 11 (Dark Green) treat Player 12 (Brown) as an Enemy
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Enemy
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Enemy
Destructible - Close Icy Gate 0001 <gen>
Destructible - Close Icy Gate 0020 <gen>
Destructible - Close Icy Gate 0000 <gen>
Destructible - Close Icy Gate 0003 <gen>
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Pan camera for Player 1 (Red) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Pan camera for Player 2 (Blue) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Pan camera for Player 3 (Teal) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Pan camera for Player 4 (Purple) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Pan camera for Player 5 (Yellow) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Pan camera for Player 6 (Orange) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Pan camera for Player 7 (Green) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Pan camera for Player 8 (Pink) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Pan camera for Player 9 (Gray) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Pan camera for Player 10 (Light Blue) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Pan camera for Player 11 (Dark Green) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Pan camera for Player 12 (Brown) to (Position of (Picked unit)) over 0.00 seconds)
Duel End
Events
Time - Every 2 seconds of game time
Conditions
(Number of units in (Units in Penguins <gen>)) Less than or equal to 1
Actions
Destructible - Open Icy Gate 0000 <gen>
Destructible - Open Icy Gate 0001 <gen>
Destructible - Open Icy Gate 0003 <gen>
Destructible - Open Icy Gate 0020 <gen>
Unit Group - Pick every unit in (Units in 1 <gen>) and do (If (((Owner of (Picked unit)) controller) Equal to Computer) then do (Order (Picked unit) to Move To.(Random point in AI_1 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in 2 <gen>) and do (If (((Owner of (Picked unit)) controller) Equal to Computer) then do (Order (Picked unit) to Move To.(Random point in AI_2 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in 3 <gen>) and do (If (((Owner of (Picked unit)) controller) Equal to Computer) then do (Order (Picked unit) to Move To.(Random point in AI_3 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in 4 <gen>) and do (If (((Owner of (Picked unit)) controller) Equal to Computer) then do (Order (Picked unit) to Move To.(Random point in AI_4 <gen>)) else do (Do nothing))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Penguins <gen>)) Equal to 1
Then - Actions
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (If (((Owner of (Picked unit)) Equal to Player 1 (Red)) or (((Owner of (Picked unit)) Equal to Player 2 (Blue)) or ((Owner of (Picked unit)) Equal to Player 3 (Teal)))) then do (Move (Picked unit) instantly to (Center of Team_1 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (If (((Owner of (Picked unit)) Equal to Player 4 (Purple)) or (((Owner of (Picked unit)) Equal to Player 5 (Yellow)) or ((Owner of (Picked unit)) Equal to Player 6 (Orange)))) then do (Move (Picked unit) instantly to (Center of Team_2 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (If (((Owner of (Picked unit)) Equal to Player 7 (Green)) or (((Owner of (Picked unit)) Equal to Player 8 (Pink)) or ((Owner of (Picked unit)) Equal to Player 9 (Gray)))) then do (Move (Picked unit) instantly to (Center of Team_3 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units in Penguins <gen>) and do (If (((Owner of (Picked unit)) Equal to Player 10 (Light Blue)) or (((Owner of (Picked unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Picked unit)) Equal to Player 12 (Brown)))) then do (Move (Picked unit) instantly to (Center of Team_4 <gen>)) else do (Do nothing))
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Pan camera for Player 1 (Red) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Pan camera for Player 2 (Blue) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Pan camera for Player 3 (Teal) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Pan camera for Player 4 (Purple) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Pan camera for Player 5 (Yellow) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Pan camera for Player 6 (Orange) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Pan camera for Player 7 (Green) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Pan camera for Player 8 (Pink) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Pan camera for Player 9 (Gray) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue).) and do (Pan camera for Player 10 (Light Blue) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Pan camera for Player 11 (Dark Green) to (Position of (Picked unit)) over 0.00 seconds)
Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Pan camera for Player 12 (Brown) to (Position of (Picked unit)) over 0.00 seconds)
Unit - Order Upgrade Tower 0032 <gen> to research R000 (Unexpected type: 'techcode')
Trigger - Turn on Penguins <gen>
Trigger - Turn on Duel_Control <gen>
Trigger - Turn off AI_Duel <gen>
Wait 2.00 seconds
Trigger - Turn off (This trigger)
Else - Actions
Unit - Order Upgrade Tower 0032 <gen> to research R000 (Unexpected type: 'techcode')
Trigger - Turn on Penguins <gen>
Trigger - Turn on Duel_Control <gen>
Wait 2.00 seconds
Trigger - Turn off (This trigger)
Team and Inve 1
Events
Unit - A unit enters 1 <gen>
Conditions
Actions
Unit - Add Invulnerable (Neutral) to (Triggering unit)
Unit - Remove Wander (Neutral) from (Triggering unit)
Player - Make (Owner of (Triggering unit)) treat Player 1 (Red) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 2 (Blue) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 3 (Teal) as an Ally with shared vision
Unit - Set life of (Triggering unit) to 100 %
Team and Inve 2
Events
Unit - A unit enters 2 <gen>
Conditions
Actions
Unit - Add Invulnerable (Neutral) to (Triggering unit)
Unit - Remove Wander (Neutral) from (Triggering unit)
Player - Make (Owner of (Triggering unit)) treat Player 4 (Purple) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 6 (Orange) as an Ally with shared vision
Unit - Set life of (Triggering unit) to 100 %
Team and Inve 3
Events
Unit - A unit enters 3 <gen>
Conditions
Actions
Unit - Add Invulnerable (Neutral) to (Triggering unit)
Unit - Remove Wander (Neutral) from (Triggering unit)
Player - Make (Owner of (Triggering unit)) treat Player 7 (Green) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 8 (Pink) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 9 (Gray) as an Ally with shared vision
Unit - Set life of (Triggering unit) to 100 %
Team and Inve 4
Events
Unit - A unit enters 4 <gen>
Conditions
Actions
Unit - Add Invulnerable (Neutral) to (Triggering unit)
Unit - Remove Wander (Neutral) from (Triggering unit)
Player - Make (Owner of (Triggering unit)) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make (Owner of (Triggering unit)) treat Player 12 (Brown) as an Ally with shared vision
Unit - Set life of (Triggering unit) to 100 %
AI Duel
Events
Unit - A unit Dies
Conditions
Actions
If (((Owner of (Killing unit)) controller) Equal to Computer) then do (Order (Killing unit) to Patrol To.(Random point in Penguins <gen>)) else do (Do nothing)
Multiboard
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and 5 rows, titled |cffff0000Team Score|r .
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 1 to |cffffcc00Team|r
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 2 to Alpha
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 3 to Beta
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 4 to Chaos
Multiboard - Set the text for (Last created multiboard) item in column 1 , row 5 to Dobby
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 1 to |cffffcc00Score|r
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 1 to 6.50 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 2 to 6.50 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 3 to 6.50 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 4 to 6.50 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 1 , row 5 to 6.50 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 1 to 5.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 2 to 5.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 3 to 5.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 4 to 5.00 % of the total screen width
Multiboard - Set the width for (Last created multiboard) item in column 2 , row 5 to 5.00 % of the total screen width
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 1 to ReplaceableTextures\CommandButtons\PASSantaClaus.blp
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 2 to ReplaceableTextures\CommandButtons\PASSantaClaus.blp
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 3 to ReplaceableTextures\CommandButtons\PASSantaClaus.blp
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 4 to ReplaceableTextures\CommandButtons\PASSantaClaus.blp
Multiboard - Set the icon for (Last created multiboard) item in column 1 , row 5 to ReplaceableTextures\CommandButtons\PASSantaClaus.blp
Multiboard - Set the icon for (Last created multiboard) item in column 2 , row 1 to ReplaceableTextures\CommandButtons\PASPenguin.blp
Multiboard - Set the icon for (Last created multiboard) item in column 2 , row 2 to ReplaceableTextures\CommandButtons\PASPenguin.blp
Multiboard - Set the icon for (Last created multiboard) item in column 2 , row 3 to ReplaceableTextures\CommandButtons\PASPenguin.blp
Multiboard - Set the icon for (Last created multiboard) item in column 2 , row 4 to ReplaceableTextures\CommandButtons\PASPenguin.blp
Multiboard - Set the icon for (Last created multiboard) item in column 2 , row 5 to ReplaceableTextures\CommandButtons\PASPenguin.blp
Wait 2 seconds
Multiboard - Show (Last created multiboard)
Multiboard Update
Events
Time - Every 0.05 seconds of game time
Conditions
Actions
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 2 to (String(Team_1_Points))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 3 to (String(Team_2_Points))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 4 to (String(Team_3_Points))
Multiboard - Set the text for (Last created multiboard) item in column 2 , row 5 to (String(Team_4_Points))
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