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Triggers
Sinking City Ver. 2.7.w3x
Variables
Map Triggers
Map Intialization
Unstuck
Rubble Clear 2
Trap Warning
Wood Bonus
Starting Rescouces
KING CRAB
Mini Hydra Spawn
Hydra Spawn
Water Spawn
Turtle Spawn
Baby Turtles
Baby Turtles Copy
Level 2 Turtles
Level 2 Turtles Copy
Dragon Turtle
Dragon Turtle Copy
Cave
Cave Move
Water Respawn
Water Respawn 2
Water Respawn 3
Water Spawn 2
Water 2 Respawn
Water 2 Respawn 2
Water 2 Respawn 3
Clearing Rubble
Vicitory
Water Path
Water AI
Water Path
Water Path 2
Water Path 3
Water Path 4
Water Path 5
Water Path 6
Water Path 7
Water Path 8
Water Path 9
Water Path 10
Water Path 11
Water Path 12
Water Path 13
Water Path 14
Water Path 15
Water Path 16
Water Path 17
Water Path 18
Water Path 19
Water Path 20
Water Path 21
Water Path 22
Water Path 23
Water Path 24
Water Path 25
Water Path 26
Water Path 27
Water Path 28
Water Path 29
Water Path 30
Water Path 31
Secrets
P1 Secret
P2 Secret
P3 Secret
P4 Secret
P5 Secret
P6 Secret
P7 Secret
P8 Secret
P9 Secret
P11 Secret
NE Secret
Walkway Switch
Platform Break
Teleport Secret
Holy Priest Secret
Berserker Secret
Summoner Secret
Free Units
Death
P1 Death
P2 Death
P3 Death
P4 Death
P5 Death
P6 Death
P7 Death
P8 Death
P9 Death
P11 Death
Spirit Removal
Diffuculty
Damage 1
Damage 2
Damage 3
Blocker 1
Blocker 2
Blocker 3
Kicking Command
Kicking Command
Kicking Command Copy
Kicking Command Copy 2
Kicking Command Copy 3
Kicking Command Copy 4
Kicking Command Copy 5
Kicking Command Copy 6
Kicking Command Copy 7
Kicking Command Copy 8
Kicking Command Copy 9
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
Ghost
group
No
Map Intialization
Events
Map initialization
Conditions
Actions
Sound - Stop the currently playing music theme
Sound - Stop music Immediately
Sound - Play Mainscreen <gen>
Quest - Create a Required quest titled Credits with the description Official Name: Escape From The Sinking CityShorter Name: Sinking CityThis map has been made by Sir_Mark.Testers-Shots(warrior-slayer),Rey_Mysterio_UD,Deegee,Angel-X, DuckKing,krisstorms,and Doomsnowman.Many thanks to people that donated thier ideas. They are: Shots, Gordan_Freeman,adam9000, , using icon path ReplaceableTextures\CommandButtons\BTNStarfall.blp
Quest - Create a Required quest titled Survivor's Guide with the description Contents:1-What you can build/use.2-Know your enemies.Tips are listed in another section becuase of limit._____________________________________________________1-What you can build/use.Each building you can build acts as a blocker. Important Info is listed when you have your mouse over the building. The only building that can build units is the Workshop. The Tower acts as a blocker but can be upgraded to a Chaos Tower or Fire Bomb Tower.The units that you can use are the Mortar Team and Rifleman. The Mortar Team has stats like the Fire Bomb Tower.The Rifleman,though weak,is the only unit that can damage the Hydra._____________________________________________________2-Know your enemy.Water-75 Piecing,1000 HP.Flood Water-100 Normal,1500 HP.Water Spirit-175 Siege,2500 HP.Hydra Hatchling-2-75 Chaos,2500 HP.Hydra-5-125 Chaos,5000 HP,Divine Armor.Deep Sea Hydra Guadian-10-500 Chaos,10000 HP,Divine Armor.Water=Flood Water=Water Spirit (Once they die) , using icon path ReplaceableTextures\CommandButtons\BTNPeasant.blp
Quest - Create a Required quest titled Tips with the description Tips:-Build to slow them down but keep 5 wood!-Each time diffuculty is increased,the water units get better attack,hp,and hitpoints. The blockers will also have more armor and hp.-Shrines are good for you so build them!-If the blockers have a shrine near them,attack the shrine or else the shrine will heal them. Please note though you CAN kill the blockers without killing the shrine,but it takes longer.-Use your units well,like defending or destorying buildings. Units,once upgraded,are better in the long run. (Exeption,Chaos Tower)-I won't tell you the cheats...it takes all the fun out of looking for them.-Think the game is too easy? Think again...-Harvest wood whenever possible,however keep running!-Try to camp at every major wood spot to gather wood and build some def to slow the water down.-The middle needs you to surrivle 3 mins before you can go on,also get more time becuase of blockers just after that...-Upgrading Matters ALOT! If you don't upgrade the game willl be harder.-Chaos Towers are effective at things, even unstoppable things...-If people really enjoy this map then I might make a part 2. If they like this map even more I will make an rpg version of this. So host this map and play it alot!!! , using icon path ReplaceableTextures\CommandButtons\BTNFireRocks.blp
Quest - Create a Required quest titled Versions Page 1 with the description Version 1-Released________________Versiom1.5-Added boss and fixed many bugs________________Version 1.7-Fixed bugs,deleted cooldown time on reveal,added more Towers of Power but attack cooldown now 3 min,made a midway water spawn ^^,Made end a bit easier (or harder since new water spawn ^^),added a new unit to Workshop,and more._______________Version 2.0-Added 2 more cheats,now Speed upgrade does not affect Car,Attack Upgrade fixed,added another way to revive,lumber cost for revive/extra worker reduced to 500,water now has less damage and now has a ranged attack,made Hyrdas harder again,Motar splash will not affect trees,Rifleman can now attack trees and have a new upgrade,added player 1 kicking command._______________Version 2.2-2nd path near start has been replaced by a 1 time trap usable by the surivors,(Unbreakable wall now has .5 more hitpoints,no more reg,Fortifed instead of Hero,and armor now 30 instead of 50),Change in blockers a little bit,Change in Terrain a little bit,Turtle units added Deadly Waters,New buildings/units for Surivors,1 more cheat,Guide for Surivors,Replace Surivor in workshop to Havester Droid._____________________________________________________Version 2.2 Fixed Versions:Fixed Many Bugs,added a cheat!changed player 12 to a computer that takes control of red's blockers in previsios versions. Removed Fire/Ice Mage due to friendly fire. Added Unstuck Feature. Unbreakable Wall goes back to old HP (100000 instead of 150000.) Rubble now takes 3 min instead of 2. Made Trap easier to use,Made Trap Stronger,Fixed some placement problems,Fixed Mana Reg,Fixed a few bugs. , using icon path ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
Quest - Create a Required quest titled Versions Page 2 with the description Version 2.4Added 2 new characters, made the Car better, made the map slightly harder, added another notice to the trap and must be done manulally, added a Hydra Spawn, made a makeshift difficulty selector, fixed a long dead trigger, added extra ''allied'' blockers._____________________________________________________Version 2.5Fixed Secret Characters, make boss reg weaker, fixed Damage Diffuculty, make a few tweaks around the map, added Version Page 2,made some trigger edits,fixed a sound,buffed a Secret Character, Name Change to Sinking City, Human Sprit no longer has pathing!_____________________________________________________Version 2.7I thought I was finished... Fixed a typo, hopefully fixed some secret character attacks, got rid of an ability on a secret character but buffed to compansate, Spirit now flies since no pathing refused to work, , using icon path ReplaceableTextures\CommandButtons\BTNTomeOfRetraining.blp
Quest - Create a Optional quest titled Cheats with the description You need to find the cheats idiot.Well you might as well have something to look at while you are here...Version 1.5 Cheats-The only cheat in this one unlocks Knight of the Realm. (I might as well tell you how to get this one. You can get it if you beat the game.)Version 2.0 Cheats-1 of the cheats unlocks another character and a secret passage. There is another secret passage as well.Version 2.2 Cheats-1 more people you can get!Version 2.4 Cheats: 2 more people you can get! , using icon path ReplaceableTextures\CommandButtons\BTNTomeRed.blp
Quest - Create a Optional quest titled Commands with the description Comands:Player 1: -Kick P#All Players: -Unstuck-Player one can kick player that are a pain to others Type -Kick (P#) and that player will be kicked out of the game. That player's units will still be on the map and still contine what they were doing. (This command will be later replaced by a votekick so a red player can't be a noob kicking everyone.)-Unstuck is used to unstuck all the things that are stuck. (Chances are slim to none if you use this command. Hopefully when I get around to making the 2nd version, the creeps will no longer get stuck) , using icon path ReplaceableTextures\WorldEditUI\Doodad-Water.blp
Quest - Create a Optional quest titled Known Bugs with the description The AI has a thing for making themselves stuck. This is mostly based on your building deployment since it blocks their path as they attempt to find a way around it, but can't, thus making themselves stuck. The -unstuck feature mostly will not resolve this, and may help or hinder the progress for them to be unstuck. , using icon path ReplaceableTextures\CommandButtons\BTNCloakOfFlames.blp
Destructible - Pick every destructible in Invisable_Walkway <gen> and do (Kill (Picked destructible))
Player Group - Pick every player in (All allies of Player 1 (Red).) and do (Make (Picked player) treat Player 12 (Brown) as an Ally)
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally
Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally
Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally
Unstuck
Events
Player - Player 1 (Red) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 2 (Blue) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 3 (Teal) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 4 (Purple) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 5 (Yellow) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 6 (Orange) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 7 (Green) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 8 (Pink) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 9 (Gray) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Player - Player 11 (Dark Green) types a chat message containing -unstuck (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) the text: You have attempted to make the water unstuck. This may not work, but feel free to keep trying.
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 10 (Light Blue)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Random point in (Playable map area))
Rubble Clear 2
Events
Unit - The Unbreakable Wall 0239 <gen> Dies
Conditions
Actions
Unit Group - Pick every unit in (Units in Rubble_2 <gen>) and do (Remove (Picked unit) from the game)
Trap Warning
Events
Unit - A unit enters Trap_Warning <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: WARNING TO ALL PEOPLE THAT WANT TO LIVE! The Big Boom Barrells ASLO AFFECT ALLIES! I repeat ALSO AFFECT ALLIES AND YOURSELF!!. Attack them from afar and use them to kill the water. Notice : Too many deaths have been reported about the Big Boom Barrel Trap. Thus, to prevent the Big Boom Barrel Co. to stay in bussiness, we added this notice. YOU CAN WALK THOUGH THE TRAP WITHOUT SETTING IT OFF. The trap will now only set off if you attack it.
Wood Bonus
Events
Unit - A unit enters Wood_Bonus <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Game - Display to (All players) the text: Yay you have found a small bonus...+100 wood...
Player - Add 100 to Player 1 (Red) . Current lumber
Player - Add 100 to Player 2 (Blue) . Current lumber
Player - Add 100 to Player 3 (Teal) . Current lumber
Player - Add 100 to Player 4 (Purple) . Current lumber
Player - Add 100 to Player 5 (Yellow) . Current lumber
Player - Add 100 to Player 6 (Orange) . Current lumber
Player - Add 100 to Player 7 (Green) . Current lumber
Player - Add 100 to Player 8 (Pink) . Current lumber
Player - Add 100 to Player 9 (Gray) . Current lumber
Player - Add 100 to Player 11 (Dark Green) . Current lumber
Player - Add 100 to Player 12 (Brown) . Current lumber
Trigger - Turn off (This trigger)
Starting Rescouces
Events
Map initialization
Conditions
Actions
Player - Set Player 1 (Red) . Current lumber to 50
Player - Set Player 2 (Blue) . Current lumber to 50
Player - Set Player 3 (Teal) . Current lumber to 50
Player - Set Player 4 (Purple) . Current lumber to 50
Player - Set Player 5 (Yellow) . Current lumber to 50
Player - Set Player 6 (Orange) . Current lumber to 50
Player - Set Player 7 (Green) . Current lumber to 50
Player - Set Player 8 (Pink) . Current lumber to 50
Player - Set Player 9 (Gray) . Current lumber to 50
Player - Set Player 11 (Dark Green) . Current lumber to 50
Player - Set Player 12 (Brown) . Current lumber to 50
KING CRAB
Events
Unit - A unit enters KING_CRAB <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: KING CRAB HAS BEEN UNLEASED! RUN FOR YOU LIVES!!!!
Unit - Create 1 . King Crab for Player 10 (Light Blue) at (Center of Water_Spawn_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn_2 <gen>) to Patrol To . (Center of Region_027 <gen>)
Sound - Stop music After fading
Sound - Play PursuitTheme <gen>
Wait 122.00 game-time seconds
Sound - Stop (Last played sound) After fading
Sound - Play PH1 <gen>
Mini Hydra Spawn
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Hydra Hatchling
Actions
Wait 30.00 game-time seconds
Unit - Create 1 . Hydra Hatchling for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Hydra Spawn
Events
Time - Elapsed game time is 300.00 seconds
Conditions
Actions
Game - Display to (All players) the text: A Hydra Guardian has been unleased! Beware becuase only certain units can damage it's hide! However,once it is killed it will not come back,so better start running...
Unit - Create 1 . Deep Sea Hydra Guardian for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Trigger - Turn off (This trigger)
Water Spawn
Events
Map initialization
Conditions
Actions
Wait 120.00 game-time seconds
Game - Display to (All players) the text: The Island starts to sink faster!(More water has entered the game!)
Unit - Create 20 . Water for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Turtle Spawn
Events
Map initialization
Conditions
Actions
Wait 120.00 game-time seconds
Game - Display to (All players) the text: A giant turtle nest has been spotted! Baby turtles start to attack.(Warning!!! Baby Turtels spawn ever 2 minutes. Level 2 Turtles spawn every 5 minutes. A Dragon Turtle spawns every 10 minutes. These Turtles have high armor,siege damage and HP. Check Quests for more info!)
Baby Turtles
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Sea Turtle Hatchling for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Baby Turtles Copy
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Sea Turtle Hatchling for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit - Create 2 . Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Cave <gen>)
Level 2 Turtles
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Giant Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Gargantuan Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Level 2 Turtles Copy
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Giant Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit - Create 1 . Gargantuan Sea Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Cave <gen>)
Dragon Turtle
Events
Time - Every 600.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Dragon Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Dragon Turtle Copy
Events
Time - Every 600.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Dragon Turtle for Player 10 (Light Blue) at (Center of Turtle_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Turtle_Spawn <gen>) to Patrol To . (Center of Cave <gen>)
Cave
Events
Unit - A unit enters Cave <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Move (Triggering unit) instantly to (Center of Turtle_Spawn_2 <gen>)
Cave Move
Events
Unit - A unit enters Turtle_Spawn_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Move To . (Center of Region_025 <gen>)
Water Respawn
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Water
Actions
Unit - Create 1 . Flood Water for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Water Respawn 2
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Flood Water
Actions
Unit - Create 1 . Water Spirit for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Water Respawn 3
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Water Spirit
Actions
Unit - Create 1 . Water for Player 10 (Light Blue) at (Center of Water_Spawn <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Water Spawn 2
Events
Unit - A unit enters Trigger_Water_Spawn_2 <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: The game gets harder now! Only Water Spirts will spawn now! A NEW Hydra Guadian has entered the game AND Units now spawn in that shallow water area,so start running like you never ran before...Also the turtles spawn in that cave area you were just in...
Unit Group - Order (Units in Water_Spawn_2 <gen>) to Patrol To . (Center of Region_027 <gen>)
Trigger - Turn off Water_Respawn <gen>
Trigger - Turn off Water_Respawn_2 <gen>
Trigger - Turn off Water_Respawn_3 <gen>
Trigger - Turn off Baby_Turtles <gen>
Trigger - Turn off Level_2_Turtles <gen>
Trigger - Turn off Dragon_Turtle <gen>
Trigger - Turn on Water_2_Respawn <gen>
Trigger - Turn on Water_2_Respawn_2 <gen>
Trigger - Turn on Water_2_Respawn_3 <gen>
Trigger - Turn on Baby_Turtles_Copy <gen>
Trigger - Turn on Level_2_Turtles_Copy <gen>
Trigger - Turn on Dragon_Turtle_Copy <gen>
Unit - Create 1 . Deep Sea Hydra Guardian for Player 10 (Light Blue) at (Center of Water_Spawn_2 <gen>) facing Default building facing degrees
Water 2 Respawn
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Water
Actions
Unit - Create 1 . Water Spirit for Player 10 (Light Blue) at (Center of Water_Spawn_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn_2 <gen>) to Patrol To . (Center of Region_027 <gen>)
Water 2 Respawn 2
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Flood Water
Actions
Unit - Create 1 . Water Spirit for Player 10 (Light Blue) at (Center of Water_Spawn_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn_2 <gen>) to Patrol To . (Center of Region_027 <gen>)
Water 2 Respawn 3
Events
Unit - A unit owned by Player 10 (Light Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Water Spirit
Actions
Unit - Create 1 . Water Spirit for Player 10 (Light Blue) at (Center of Water_Spawn_2 <gen>) facing Default building facing degrees
Unit Group - Order (Units in Water_Spawn_2 <gen>) to Patrol To . (Center of Region_027 <gen>)
Clearing Rubble
Events
Unit - A unit enters Work_on_Bridge <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: Rubble Blocks Your Way,clearing... (Takes 3 min.)
Wait 180.00 game-time seconds
Unit Group - Pick every unit in (Units in Rubble <gen>) and do (Kill (Picked unit))
Game - Display to (All players) the text: Rubble is cleared!GO GO GO GO!
Unit - Remove Circle of Power 0091 <gen> from the game
Vicitory
Events
Unit - A unit enters Victory <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Game - Display to (All players) the text: You have escaped your sinking death. Good Job! If this map gets popular,i might make a sequal. So play again sometime eh? Victory will be in 10 minutes so you can stay and talk.____________________________________________________Cheat Unlocked!Type Secret #1 to get a Knight of the Realm!Note:This cheat will ONLY work if you DIDN'T DIE.
Sound - Stop music Immediately
Sound - Play HeroicVictory <gen>
Wait 15.00 game-time seconds
Game - Display to (All players) the text: NOTICE: Escape From The Sinking City does not premote Deforestation in any way. Thank You.
Wait 5085.00 game-time seconds
Game - Victory Player 1 (Red) ( Show dialogs, Skip scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Skip scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Skip scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Skip scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Skip scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Skip scores)
Game - Victory Player 7 (Green) ( Show dialogs, Skip scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Skip scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Skip scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Skip scores)
Game - Victory Player 12 (Brown) ( Show dialogs, Skip scores)
Water AI
Events
Map initialization
Conditions
Actions
Unit Group - Order (Units in Water_Spawn <gen>) to Patrol To . (Center of Region_004 <gen>)
Water Path
Events
Unit - A unit enters Region_004 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_005 <gen>)
Water Path 2
Events
Unit - A unit enters Region_005 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_006 <gen>)
Water Path 3
Events
Unit - A unit enters Region_006 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_007 <gen>)
Water Path 4
Events
Unit - A unit enters Region_007 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_008 <gen>)
Water Path 5
Events
Unit - A unit enters Region_008 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_009 <gen>)
Water Path 6
Events
Unit - A unit enters Region_009 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_010 <gen>)
Water Path 7
Events
Unit - A unit enters Region_010 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_011 <gen>)
Water Path 8
Events
Unit - A unit enters Region_011 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_012 <gen>)
Water Path 9
Events
Unit - A unit enters Region_012 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_013 <gen>)
Water Path 10
Events
Unit - A unit enters Region_013 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_014 <gen>)
Water Path 11
Events
Unit - A unit enters Region_014 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_015 <gen>)
Water Path 12
Events
Unit - A unit enters Region_015 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_016 <gen>)
Water Path 13
Events
Unit - A unit enters Region_016 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_017 <gen>)
Water Path 14
Events
Unit - A unit enters Region_017 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_018 <gen>)
Water Path 15
Events
Unit - A unit enters Region_018 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_019 <gen>)
Water Path 16
Events
Unit - A unit enters Region_019 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_020 <gen>)
Water Path 17
Events
Unit - A unit enters Region_020 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_021 <gen>)
Water Path 18
Events
Unit - A unit enters Region_021 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_022 <gen>)
Water Path 19
Events
Unit - A unit enters Region_022 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_023 <gen>)
Water Path 20
Events
Unit - A unit enters Region_023 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_024 <gen>)
Water Path 21
Events
Unit - A unit enters Region_024 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_025 <gen>)
Water Path 22
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_026 <gen>)
Water Path 23
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_027 <gen>)
Water Path 24
Events
Unit - A unit enters Region_027 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Trigger_Water_Spawn_2 <gen>)
Water Path 25
Events
Unit - A unit enters Trigger_Water_Spawn_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_029 <gen>)
Water Path 26
Events
Unit - A unit enters Region_029 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_030 <gen>)
Water Path 27
Events
Unit - A unit enters Region_030 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_031 <gen>)
Water Path 28
Events
Unit - A unit enters Region_031 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_032 <gen>)
Water Path 29
Events
Unit - A unit enters Region_032 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_033 <gen>)
Water Path 30
Events
Unit - A unit enters Region_033 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Region_034 <gen>)
Water Path 31
Events
Unit - A unit enters Region_034 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Patrol To . (Center of Victory <gen>)
P1 Secret
Events
Player - Player 1 (Red) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0000 <gen> with a Knight of the Realm using The new unit's default life and mana
P2 Secret
Events
Player - Player 2 (Blue) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0001 <gen> with a Knight of the Realm using The new unit's default life and mana
P3 Secret
Events
Player - Player 3 (Teal) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0002 <gen> with a Knight of the Realm using The new unit's default life and mana
P4 Secret
Events
Player - Player 4 (Purple) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0003 <gen> with a Knight of the Realm using The new unit's default life and mana
P5 Secret
Events
Player - Player 5 (Yellow) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0004 <gen> with a Knight of the Realm using The new unit's default life and mana
P6 Secret
Events
Player - Player 6 (Orange) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0005 <gen> with a Knight of the Realm using The new unit's default life and mana
P7 Secret
Events
Player - Player 7 (Green) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0006 <gen> with a Knight of the Realm using The new unit's default life and mana
P8 Secret
Events
Player - Player 8 (Pink) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0007 <gen> with a Knight of the Realm using The new unit's default life and mana
P9 Secret
Events
Player - Player 9 (Gray) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0008 <gen> with a Knight of the Realm using The new unit's default life and mana
P11 Secret
Events
Player - Player 11 (Dark Green) types a chat message containing Secret #1 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Replace Survivor 0009 <gen> with a Knight of the Realm using The new unit's default life and mana
NE Secret
Events
Unit - A unit enters Secret_2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Replace (Triggering unit) with a Night Elf Archer using The new unit's default life and mana
Walkway Switch
Events
Unit - A unit enters Elevator_Switch <gen>
Conditions
Actions
Sound - Play Lever <gen>
Destructible - Kill Foot Switch 0439 <gen>
Destructible - Pick every destructible in Invisable_Walkway <gen> and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation)
Trigger - Turn off (This trigger)
Platform Break
Events
Unit - A unit enters Invisable_Walkway <gen>
Conditions
Actions
Wait 30.00 game-time seconds
Destructible - Pick every destructible in Invisable_Walkway <gen> and do (Kill (Picked destructible))
Unit Group - Pick every unit in (Units in Invisable_Walkway <gen>) and do (Move (Picked unit) instantly to (Center of Turtle_Spawn_2 <gen>))
Destructible - Resurrect Foot Switch 0439 <gen> with (Max life of (Last created destructible)) life and Show birth animation
Trigger - Turn off (This trigger)
Teleport Secret
Events
Unit - A unit enters To_Judgement_Secret <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Judgement_Secret <gen>)
Holy Priest Secret
Events
Unit - A unit enters Cave <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Replace (Triggering unit) with a Holy Priest using The new unit's default life and mana
Berserker Secret
Events
Unit - A unit enters Secret_4 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Replace (Triggering unit) with a Berserker using The new unit's default life and mana
Summoner Secret
Events
Unit - A unit enters Secret_3 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Survivor
Actions
Unit - Replace (Triggering unit) with a Summoner using The new unit's default life and mana
Free Units
Events
Unit - A unit enters Free_Units <gen>
Conditions
Actions
Trigger - Turn off (This trigger)
Unit - Create 5 . Rifleman for (Owner of (Triggering unit)) at (Center of Free_Units <gen>) facing Default building facing degrees
Unit - Create 3 . Mortar Team for (Owner of (Triggering unit)) at (Center of Free_Units <gen>) facing Default building facing degrees
P1 Death
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P2 Death
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P3 Death
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P4 Death
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P5 Death
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P6 Death
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P7 Death
Events
Unit - A unit owned by Player 7 (Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P8 Death
Events
Unit - A unit owned by Player 8 (Pink) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P9 Death
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
P11 Death
Events
Unit - A unit owned by Player 11 (Dark Green) . Dies
Conditions
(Unit-type of (Triggering unit)) Not equal to Rifleman
(Unit-type of (Triggering unit)) Not equal to Mortar Team
(Unit-type of (Triggering unit)) Not equal to Car
((Triggering unit) is A ground unit) Equal to True
(Unit-type of (Triggering unit)) Not equal to Human Spirit
(Unit-type of (Triggering unit)) Not equal to Havester Droid
(Unit-type of (Triggering unit)) Not equal to Storm Golem
(Unit-type of (Triggering unit)) Not equal to Fire Lizard
(Unit-type of (Triggering unit)) Not equal to Diffuculty Selector
Actions
Unit - Replace (Triggering unit) with a Human Spirit using The new unit's default life and mana
Spirit Removal
Events
Unit - A unit Sells a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Human Spirit
Actions
Unit - Kill (Triggering unit)
Damage 1
Events
Unit - A unit enters Damage_Level_1 <gen>
Conditions
Actions
Game - Display to (All players) the text: The Water Damage is now Level 1! Get up those blockers!
Destructible - Kill (Random destructible in Damage_Level_1 <gen>)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 1 for Player 10 (Light Blue)
Trigger - Turn off (This trigger)
Trigger - Turn off Damage_2 <gen>
Trigger - Turn off Damage_3 <gen>
Sound - Play Lever <gen>
Damage 2
Events
Unit - A unit enters Damage_Level_2 <gen>
Conditions
Actions
Game - Display to (All players) the text: The Water Damage is now Level 2! Run for it!
Destructible - Kill (Random destructible in Damage_Level_2 <gen>)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 2 for Player 10 (Light Blue)
Trigger - Turn off (This trigger)
Trigger - Turn off Damage_3 <gen>
Trigger - Turn off Damage_1 <gen>
Sound - Play Lever <gen>
Damage 3
Events
Unit - A unit enters Damage_Level_3 <gen>
Conditions
Actions
Game - Display to (All players) the text: The Water Damage is now Level 3!!! Maybe ticking off the water wasn't a good idea...
Destructible - Kill (Random destructible in Damage_Level_3 <gen>)
Player - Set the current research level of Rhme (Unexpected type: 'techcode') to 3 for Player 10 (Light Blue)
Trigger - Turn off (This trigger)
Trigger - Turn off Damage_2 <gen>
Trigger - Turn off Damage_1 <gen>
Sound - Play Lever <gen>
Blocker 1
Events
Unit - A unit enters Blocker_Level_1 <gen>
Conditions
Actions
Game - Display to (All players) the text: Water Blockers are now Level 1! Better buy your team more time...
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 1 for Player 10 (Light Blue)
Destructible - Kill (Random destructible in Blocker_Level_1 <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn off Blocker_2 <gen>
Trigger - Turn off Blocker_3 <gen>
Sound - Play Lever <gen>
Blocker 2
Events
Unit - A unit enters Blocker_Level_2 <gen>
Conditions
Actions
Game - Display to (All players) the text: Water Blockers are now Level 2! Start running...
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 2 for Player 10 (Light Blue)
Destructible - Kill (Random destructible in Blocker_Level_2 <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn off Blocker_1 <gen>
Trigger - Turn off Blocker_3 <gen>
Sound - Play Lever <gen>
Blocker 3
Events
Unit - A unit enters Blocker_Level_3 <gen>
Conditions
Actions
Game - Display to (All players) the text: Water Blockers are now Level 3!!! Run or die fool...
Player - Set the current research level of Rhac (Unexpected type: 'techcode') to 3 for Player 10 (Light Blue)
Destructible - Kill (Random destructible in Blocker_Level_3 <gen>)
Trigger - Turn off (This trigger)
Trigger - Turn off Blocker_1 <gen>
Trigger - Turn off Blocker_2 <gen>
Sound - Play Lever <gen>
Kicking Command
Events
Player - Player 1 (Red) types a chat message containing -kick 2 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy
Events
Player - Player 1 (Red) types a chat message containing -kick 3 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 2
Events
Player - Player 1 (Red) types a chat message containing -kick 4 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 3
Events
Player - Player 1 (Red) types a chat message containing -kick 5 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 4
Events
Player - Player 1 (Red) types a chat message containing -kick 6 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 5
Events
Player - Player 1 (Red) types a chat message containing -kick 7 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 6
Events
Player - Player 1 (Red) types a chat message containing -kick 8 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 7
Events
Player - Player 1 (Red) types a chat message containing -kick 9 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 8
Events
Player - Player 1 (Red) types a chat message containing -kick 11 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 11 (Dark Green) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
Kicking Command Copy 9
Events
Player - Player 1 (Red) types a chat message containing -kick 12 (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 12 (Brown) with the message: Your fellows kicked you out. You swim as long as you can and just catch a bit of the sun before you go under the water...
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