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Triggers
Sleep System.w3x
Variables
Needed
Night
Night2a
Night2b
Night2c
Night2d
Night2e
Night2f
Day
Day2a
Day2b
Day2c
Day2d
Day2e
Day2f
Map Settings
Midnight
IseeDeadPeoplE
INFO
My Initialization
ChickenSounds
ChickenSounds2
Houses
Chickens escaping
Credits
Awake
Sorceress
lightsout
riseandshine
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
Barracks
group
No
ChickenSounds
sound
Yes
Chikens
group
No
House
rect
Yes
LumberMill
group
No
Magic
group
No
VillagEeRZ
group
No
Workshop
group
No
Zombies
group
No
Night
Events
Game - The in-game time of day becomes Equal to 18.00
Conditions
Actions
Unit Group - Pick every unit in Barracks and do (Order (Picked unit) to Move To.(Center of Barracks <gen>))
Unit Group - Pick every unit in LumberMill and do (Order (Picked unit) to Move To.(Center of LumberMill <gen>))
Unit Group - Pick every unit in Workshop and do (Order (Picked unit) to Move To.(Center of Workshop <gen>))
Unit Group - Pick every unit in Magic and do (Order (Picked unit) to Move To.(Center of Magic <gen>))
Unit Group - Pick every unit in Chikens and do (Order (Picked unit) to Move To.(Center of Barn <gen>))
Unit - Order Villager 0067 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0066 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0075 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0068 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0078 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0071 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0079 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0069 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0070 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Child 0073 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Child 0072 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0077 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0074 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0076 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0082 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Villager 0081 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Unit - Order Child 0080 <gen> to Move To . (Center of House[(Random integer number between 1 and 23)])
Trigger - Turn on Night2a <gen>
Trigger - Turn on Night2b <gen>
Trigger - Turn on Night2c <gen>
Trigger - Turn on Night2d <gen>
Trigger - Turn on Night2e <gen>
Trigger - Turn on Night2f <gen>
Wait 120.00 game-time seconds
Night2a
Events
Unit - A unit enters Barracks <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Archer
(Unit-type of (Triggering unit)) Equal to Archer
(Unit-type of (Triggering unit)) Equal to Archer
(Unit-type of (Triggering unit)) Equal to Captain
(Unit-type of (Triggering unit)) Equal to Swordsman
(Unit-type of (Triggering unit)) Equal to Footman
Actions
Unit - Hide (Triggering unit)
Night2b
Events
Unit - A unit enters Workshop <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Worker (Blood Elf)
(Unit-type of (Triggering unit)) Equal to Blood Elf Engineer
Actions
Unit - Hide (Triggering unit)
Night2c
Events
Unit - A unit enters LumberMill <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Lumberjack
Actions
Unit - Hide (Triggering unit)
Night2d
Events
Unit - A unit enters Magic <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Sorceress
(Unit-type of (Triggering unit)) Equal to High Elf (Male)
(Unit-type of (Triggering unit)) Equal to Priest
Actions
Unit - Hide (Triggering unit)
Night2e
Events
Unit - A unit enters Barn <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chicken
Actions
If ((In-game time of day) Less than 18.00) then do (Move (Triggering unit) instantly to (Center of NoGo <gen>)) else do (Hide (Triggering unit))
Night2f
Events
Unit - A unit enters Region_013 <gen>
Unit - A unit enters Region_014 <gen>
Unit - A unit enters Region_015 <gen>
Unit - A unit enters Region_016 <gen>
Unit - A unit enters Region_017 <gen>
Unit - A unit enters Region_018 <gen>
Unit - A unit enters Region_019 <gen>
Unit - A unit enters Region_020 <gen>
Unit - A unit enters Region_021 <gen>
Unit - A unit enters Region_022 <gen>
Unit - A unit enters Region_023 <gen>
Unit - A unit enters Region_024 <gen>
Unit - A unit enters Region_025 <gen>
Unit - A unit enters Region_026 <gen>
Unit - A unit enters Region_027 <gen>
Unit - A unit enters Region_028 <gen>
Unit - A unit enters Region_029 <gen>
Unit - A unit enters Region_030 <gen>
Unit - A unit enters Region_031 <gen>
Unit - A unit enters Region_032 <gen>
Unit - A unit enters Region_033 <gen>
Unit - A unit enters Region_034 <gen>
Unit - A unit enters Region_035 <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Child
(Unit-type of (Triggering unit)) Equal to Child (2)
(Unit-type of (Triggering unit)) Equal to Villager (Female)
(Unit-type of (Triggering unit)) Equal to Villager (Male 2)
(Unit-type of (Triggering unit)) Equal to Villager (Male)
Actions
If ((In-game time of day) Less than 18.00) then do (Move (Triggering unit) instantly to (Random point in NoGo2 <gen>)) else do (Hide (Triggering unit))
Day
Events
Game - The in-game time of day becomes Equal to 6.00
Conditions
Actions
Unit Group - Pick every unit in Zombies and do (Actions)
Loop - Actions
Unit - Kill (Picked unit)
Trigger - Turn off Night2a <gen>
Trigger - Turn off Night2b <gen>
Trigger - Turn off Night2c <gen>
Trigger - Turn off Night2d <gen>
Trigger - Turn off Night2e <gen>
Trigger - Turn off Night2f <gen>
Trigger - Run Day2a <gen> (ignoring conditions)
Trigger - Run Day2b <gen> (ignoring conditions)
Trigger - Run Day2c <gen> (ignoring conditions)
Trigger - Run Day2d <gen> (ignoring conditions)
Trigger - Run Day2e <gen> (ignoring conditions)
Trigger - Run Day2f <gen> (ignoring conditions)
Wait 5.00 seconds
Trigger - Run Awake <gen> (ignoring conditions)
Day2a
Events
Conditions
Actions
Unit Group - Pick every unit in Barracks and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit - Order Archer 0061 <gen> to Move To . (Center of ArcherLeft <gen>)
Unit - Order Archer 0048 <gen> to Move To . (Center of ArcherMid <gen>)
Unit - Order Archer 0060 <gen> to Move To . (Center of ArcherRight <gen>)
Unit - Order Footman 0058 <gen> to Move To . (Center of FootLeft <gen>)
Unit - Order Footman 0059 <gen> to Move To . (Center of FootRight <gen>)
Unit - Order Swordsman 0057 <gen> to Move To . (Center of SwordLeft <gen>)
Unit - Order Swordsman 0056 <gen> to Move To . (Center of SwordRight <gen>)
Unit - Order Captain 0055 <gen> to Move To . (Center of Capn <gen>)
Wait 5.00 seconds
Unit - Make Sorceress 0049 <gen> face 271.64 over 1.00 seconds
Day2b
Events
Conditions
Actions
Unit Group - Pick every unit in LumberMill and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Day2c
Events
Conditions
Actions
Unit Group - Pick every unit in Magic and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit - Order High Elf 0051 <gen> to Move To . (Center of 51 <gen>)
Unit - Order High Elf 0052 <gen> to Move To . (Center of 52 <gen>)
Unit - Order High Elf 0053 <gen> to Move To . (Center of 53 <gen>)
Unit - Order High Elf 0054 <gen> to Move To . (Center of 54 <gen>)
Unit - Order Priest 0050 <gen> to Move To . (Center of 50 <gen>)
Unit - Order Sorceress 0049 <gen> to Move To . (Center of 49 <gen>)
Wait 5.00 seconds
Unit - Make Sorceress 0049 <gen> face 167.79 over 1.00 seconds
Unit - Make Priest 0050 <gen> face 200.92 over 1.00 seconds
Unit - Make High Elf 0051 <gen> face 339.08 over 1.00 seconds
Unit - Make High Elf 0052 <gen> face 357.64 over 1.00 seconds
Unit - Make High Elf 0053 <gen> face 11.54 over 1.00 seconds
Unit - Make High Elf 0054 <gen> face 27.48 over 1.00 seconds
Day2d
Events
Conditions
Actions
Unit Group - Pick every unit in Workshop and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit - Order Worker 0084 <gen> to Move To . (Center of Worker1 <gen>)
Unit - Order Worker 0085 <gen> to Move To . (Center of Worker2 <gen>)
Unit - Order Worker 0088 <gen> to Move To . (Center of Worker3 <gen>)
Unit - Order Worker 0089 <gen> to Move To . (Center of Worker4 <gen>)
Unit - Order Blood Elf Engineer 0086 <gen> to Move To . (Center of Engineer <gen>)
Day2e
Events
Conditions
Actions
Unit Group - Pick every unit in Chikens and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit Group - Pick every unit in Chikens and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Random point in Entrance2Chickens2 <gen>)
Day2f
Events
Conditions
Actions
Unit Group - Pick every unit in VillagEeRZ and do (Actions)
Loop - Actions
Unit - Unhide (Picked unit)
Unit Group - Pick every unit in Chikens and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Random point in NoGo2 <gen>)
Midnight
Events
Game - The in-game time of day becomes Equal to 23.00
Conditions
Actions
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Abomination for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Zombie for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghoul for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Banshee for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Dalaran Mutant for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Skeleton Archer for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Giant Skeleton Warrior for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Ghost for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Skeletal Orc Champion for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Succubus for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Skeletal Orc for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Dumbass for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Dumbass for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 . Dumbass for Player 3 (Teal) at (Random point in Zombies <gen>) facing (Random angle) degrees
Unit Group - Add (Last created unit) to Zombies
IseeDeadPeoplE
Events
Game - The in-game time of day becomes Equal to 23.00
Conditions
Actions
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Villager (Male 2) named Villager at (Center of (Playable map area)) : Play Child <gen> and display I see undead people.. . Modify duration: Add 1.00 seconds and Wait
The people do their jobs and wonder around in the day, but when night comes, the dead will walk the land, while the living are all asleep.
WARNING : give credits if you use this in your map.
This is for you Fruni :o
Default melee game initialization for all players
My Initialization
Events
Map initialization
Conditions
Actions
Game - Set time of day speed to 300.00 % of the default speed
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Game - Set the time of day to 16.00
Trigger - Run Awake <gen> (ignoring conditions)
Unit Group - Pick every unit in (Units in Warriors <gen>) and do (Add (Picked unit) to Barracks)
Unit Group - Pick every unit in (Units in Villagers1 <gen>) and do (Add (Picked unit) to VillagEeRZ)
Unit Group - Pick every unit in (Units in Villagers2 <gen>) and do (Add (Picked unit) to VillagEeRZ)
Unit Group - Pick every unit in (Units in Villagers3 <gen>) and do (Add (Picked unit) to VillagEeRZ)
Unit Group - Add Villager 0070 <gen> to VillagEeRZ
Unit Group - Pick every unit in (Units in Entrance2Chickens2 <gen>) and do (Add (Picked unit) to Chikens)
Unit Group - Pick every unit in (Units in Archers <gen>) and do (Add (Picked unit) to Barracks)
Unit Group - Pick every unit in (Units in Peasants <gen>) and do (Add (Picked unit) to LumberMill)
Unit Group - Pick every unit in (Units in Mages <gen>) and do (Add (Picked unit) to Magic)
Unit Group - Pick every unit in (Units in Engineers <gen>) and do (Add (Picked unit) to Workshop)
Unit Group - Remove Wagon 0083 <gen> from Workshop .
Unit Group - Remove Magic Vault 0087 <gen> from Workshop .
Game - Set time of day speed to 0.00 % of the default speed
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Archer named Daxter3005 at (Center of (Playable map area)) : Play No sound and display Welcome to the "Sleep System" where units go to bed at 18.00(6pm) and wake up at 06.00(6am), BUT, at 23.00(nearly midnight), the zombies, skeletons, abominations, all these random undead units come out of the ground to wander the streets! But when the light comes out(6am), they all vanish! Thanks for playing - I'll allow you to edit this as long as you give credits to me(Daxter3005) . Modify duration: Set to 30.00 seconds and Don't wait
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_003 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_004 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_005 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_006 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_007 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_008 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_009 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_010 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_Camera_011 for Player 1 (Red) over 3.00 seconds
Wait 3.00 seconds
Camera - . Apply . gg_cam_RESET for Player 1 (Red) over 2.00 seconds
Cinematic - Turn cinematic mode Off for (All players)
Game - Set time of day speed to 300.00 % of the default speed
Game - Display to (All players) for 30 seconds the text: Type riseandshine to make it 6am(morning) and lightsout to make it 6pm(night).
Floating Text - Create floating text that reads Click The Chickens! above Chicken 0004 <gen> with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
ChickenSounds
Events
Map initialization
Conditions
Actions
Set Variable Set ChickenSounds[1] = chicken1 <gen>
Set Variable Set ChickenSounds[2] = chicken2 <gen>
Set Variable Set ChickenSounds[3] = chicken3 <gen>
Set Variable Set ChickenSounds[4] = chicken4 <gen>
Set Variable Set ChickenSounds[5] = killchicken <gen>
Set Variable Set ChickenSounds[6] = pukpuk <gen>
ChickenSounds2
Events
Player - Player 1 (Red) Selects a unit
Conditions
(Unit-type of (Triggering unit)) Equal to Chicken
Actions
Sound - Play ChickenSounds[(Random integer number between 1 and 6)]
Houses
Events
Map initialization
Conditions
Actions
Set Variable Set House[1] = Region_013 <gen>
Set Variable Set House[2] = Region_014 <gen>
Set Variable Set House[3] = Region_015 <gen>
Set Variable Set House[4] = Region_016 <gen>
Set Variable Set House[5] = Region_017 <gen>
Set Variable Set House[6] = Region_018 <gen>
Set Variable Set House[7] = Region_019 <gen>
Set Variable Set House[8] = Region_020 <gen>
Set Variable Set House[9] = Region_021 <gen>
Set Variable Set House[10] = Region_022 <gen>
Set Variable Set House[11] = Region_023 <gen>
Set Variable Set House[12] = Region_024 <gen>
Set Variable Set House[13] = Region_025 <gen>
Set Variable Set House[14] = Region_026 <gen>
Set Variable Set House[15] = Region_027 <gen>
Set Variable Set House[16] = Region_028 <gen>
Set Variable Set House[17] = Region_029 <gen>
Set Variable Set House[18] = Region_030 <gen>
Set Variable Set House[19] = Region_031 <gen>
Set Variable Set House[20] = Region_032 <gen>
Set Variable Set House[21] = Region_033 <gen>
Set Variable Set House[22] = Region_034 <gen>
Set Variable Set House[23] = Region_035 <gen>
Chickens escaping
Events
Unit - A unit enters Entrance2Chickens <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Chicken
Actions
Unit - Order (Triggering unit) to Move To . (Random point in Entrance2Chickens2 <gen>)
Credits
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Triggering unit) Equal to Archer 0048 <gen>
Then - Actions
Game - Display to (All players) for 10.00 seconds the text: This archer model is by R.A.N.G.I.T. in www.Hiveworkshop.com.
Else - Actions
Do nothing
Awake
Events
Conditions
Actions
Wait 2 seconds
Unit - Order Archer 0061 <gen> to Attack . Target 0103 <gen>
Unit - Order Archer 0048 <gen> to Attack . Target 0105 <gen>
Unit - Order Archer 0060 <gen> to Attack . Target 0106 <gen>
Unit - Order Footman 0058 <gen> to Attack . Dummy 0062 <gen>
Unit - Order Footman 0059 <gen> to Attack . Dummy 0063 <gen>
Unit - Order Swordsman 0057 <gen> to Attack . Dummy 0064 <gen>
Unit - Order Swordsman 0056 <gen> to Attack . Dummy 0065 <gen>
Animation - Play Worker 0084 <gen> 's Stand Work animation
Animation - Play Worker 0085 <gen> 's Stand Work animation
Animation - Play Worker 0088 <gen> 's Stand Work animation
Animation - Play Worker 0089 <gen> 's Stand Work animation
Unit - Order Priest 0050 <gen> to Human Priest - Heal . Sorceress 0049 <gen>
Animation - Play Sorceress 0049 <gen> 's Stand Channel animation
Unit - Order Lumberjack 0046 <gen> to Harvest . Village Tree Wall 0806 <gen>
Unit - Order Lumberjack 0045 <gen> to Harvest . Village Tree Wall 0811 <gen>
Unit - Order Lumberjack 0044 <gen> to Harvest . Village Tree Wall 0826 <gen>
Unit - Order Lumberjack 0043 <gen> to Harvest . Village Tree Wall 0826 <gen>
Unit - Order Lumberjack 0042 <gen> to Harvest . Village Tree Wall 0846 <gen>
Unit - Order Lumberjack 0041 <gen> to Harvest . Village Tree Wall 0841 <gen>
Unit - Order Lumberjack 0040 <gen> to Harvest . Village Tree Wall 0838 <gen>
Unit - Order Lumberjack 0047 <gen> to Harvest . Village Tree Wall 0856 <gen>
Sorceress
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit - Set life of Sorceress 0049 <gen> to 1.00 %
lightsout
Events
Player - Player 1 (Red) types a chat message containing lightsout (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
riseandshine
Events
Player - Player 1 (Red) types a chat message containing lightsout (Unexpected type: 'stringnoformat') as An exact match
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