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Triggers
Sunken Ruin's Strike v10.6.w3x
Variables
Initialization
Melee Initialization
Players
Setup Players
Run Cumputer Player 1
Run Cumputer Player 2
Run Cumputer Player 3
Setup Enemy
Run Cumputer Enemy 1
Run Cumputer Enemy 2
Run Cumputer Enemy 3
Change
Change Time Limit
Change P1
Change P2
Change P3
Change P4
Change P5
Change P6
Spells
Wataer Blast
Water Spirit
Disasters
Tornados
Boss Fights
Spawn
Name
Type
is_array
initial_value
Change
timer
No
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Melee Game - Give trained Heroes a Scroll of Town Portal (for all players)
Melee Game - Set starting resources (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Trigger - Run Setup_Players <gen> (checking conditions)
Trigger - Run Setup_Enemy <gen> (checking conditions)
Wait 5.00 seconds
Game - Display to (All players) the text: |cffffcc00Hit:|r There are hiden Items all over the map, here is a tip: Ship-Crates
Setup Players
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Human
Then - Actions
Unit - Create 1 . Elvane Town Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 5 . High Elf Worker for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
Player - Limit training of Archmage (Custom) to 1 for Player 1 (Red)
Player - Limit training of High Archer to 1 for Player 1 (Red)
Player - Limit training of Arch Mage to 1 for Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Orc
Then - Actions
Melee Game - Create Orc starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Player - Limit training of Fel Blademaster to 1 for Player 1 (Red)
Player - Limit training of Warlock to 1 for Player 1 (Red)
Player - Limit training of Orc Warlord to 1 for Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Undead
Then - Actions
Unit - Create 1 . Nerubian Tomb for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 5 . Fiend for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
Player - Limit training of Vampire Spider to 1 for Player 1 (Red)
Player - Limit training of Crypt Lord (Custom) to 1 for Player 1 (Red)
Player - Limit training of Nerubian Lord to 1 for Player 1 (Red)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Night Elf
Then - Actions
Melee Game - Create Night Elf starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Human
Then - Actions
Unit - Create 1 . Elvane Town Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 5 . High Elf Worker for Player 2 (Blue) at (Center of Workers_5 <gen>) facing Default building facing degrees
Player - Limit training of Archmage (Custom) to 1 for Player 2 (Blue)
Player - Limit training of High Archer to 1 for Player 2 (Blue)
Player - Limit training of Arch Mage to 1 for Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Orc
Then - Actions
Unit - Create 1 . Fel Great Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 5 . Fel Peon for Player 2 (Blue) at (Center of Workers_5 <gen>) facing Default building facing degrees
Player - Limit training of Fel Blademaster to 1 for Player 2 (Blue)
Player - Limit training of Warlock to 1 for Player 2 (Blue)
Player - Limit training of Orc Warlord to 1 for Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Undead
Then - Actions
Melee Game - Create Undead starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Player - Limit training of Vampire Spider to 1 for Player 2 (Blue)
Player - Limit training of Crypt Lord (Custom) to 1 for Player 2 (Blue)
Player - Limit training of Nerubian Lord to 1 for Player 2 (Blue)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Night Elf
Then - Actions
Melee Game - Create Night Elf starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Human
Then - Actions
Melee Game - Create Human starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Player - Limit training of Archmage (Custom) to 1 for Player 3 (Teal)
Player - Limit training of High Archer to 1 for Player 3 (Teal)
Player - Limit training of Arch Mage to 1 for Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Orc
Then - Actions
Unit - Create 1 . Fel Great Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 5 . Fel Peon for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
Player - Limit training of Fel Blademaster to 1 for Player 3 (Teal)
Player - Limit training of Warlock to 1 for Player 3 (Teal)
Player - Limit training of Orc Warlord to 1 for Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Undead
Then - Actions
Unit - Create 1 . Nerubian Tomb for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 5 . Fiend for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
Player - Limit training of Vampire Spider to 1 for Player 3 (Teal)
Player - Limit training of Crypt Lord (Custom) to 1 for Player 3 (Teal)
Player - Limit training of Nerubian Lord to 1 for Player 3 (Teal)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Night Elf
Then - Actions
Melee Game - Create Night Elf starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_1 <gen> (checking conditions)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_2 <gen> (checking conditions)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Player_3 <gen> (checking conditions)
Else - Actions
Do nothing
Run Cumputer Player 1
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Human
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\High Elves (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\High Elves (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\High Elves (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If ((Race of Player 1 (Red)) Equal to Orc) then do (Start melee AI script for Player 1 (Red): orc.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Undead
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\Nerubians (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\Nerubians (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 1 (Red)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\Nerubians (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If ((Race of Player 1 (Red)) Equal to Night Elf) then do (Start melee AI script for Player 1 (Red): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Player 2
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Human
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\High Elves (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\High Elves (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\High Elves (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Orc
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Fel Orcs (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Fel Orcs (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 2 (Blue)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\Fel Orcs (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If ((Race of Player 2 (Blue)) Equal to Undead) then do (Start melee AI script for Player 2 (Blue): undead.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 2 (Blue)) Equal to Night Elf) then do (Start melee AI script for Player 2 (Blue): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Run Cumputer Player 3
Events
Conditions
Actions
If ((Race of Player 3 (Teal)) Equal to Human) then do (Start melee AI script for Player 3 (Teal): human.ai (Unexpected type: 'aiscript')) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Orc
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Fel Orcs (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Fel Orcs (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Fel Orcs (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Undead
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Insane AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Nerubians (Hard).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Normal AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Nerubians (Normal).ai (Unexpected type: 'aiscript')
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 3 (Teal)) Equal to Easy AI
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\Nerubians (Easy).ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If ((Race of Player 3 (Teal)) Equal to Night Elf) then do (Start melee AI script for Player 3 (Teal): elf.ai (Unexpected type: 'aiscript')) else do (Do nothing)
Setup Enemy
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Human
Then - Actions
Unit - Create 1 . Turtle Pool for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Turtle Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Mur'gul Mage to 1 for Player 4 (Purple)
Player - Limit training of Dragon Turtle to 1 for Player 4 (Purple)
Player - Limit training of Cursed Hatchling to 1 for Player 4 (Purple)
Player - Limit training of Turtle Leader to 1 for Player 4 (Purple)
Player - Limit training of Mur'gul Chieftain to 1 for Player 4 (Purple)
Player - Limit training of Voodoo Mage to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Orc
Then - Actions
Unit - Create 1 . Naga Temple for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Naga Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Sea Witch (Naga) to 1 for Player 4 (Purple)
Player - Limit training of Naga Siren to 1 for Player 4 (Purple)
Player - Limit training of Siren Hunter to 1 for Player 4 (Purple)
Player - Limit training of Crab General to 1 for Player 4 (Purple)
Player - Limit training of Makrura to 1 for Player 4 (Purple)
Player - Limit training of Home Kepper to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Undead
Then - Actions
Unit - Create 1 . Bone Workshop for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Undead Orc Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Death Kinght (Costum) to 1 for Player 4 (Purple)
Player - Limit training of Lich (Costum) to 1 for Player 4 (Purple)
Player - Limit training of Dark Ranger (Costum) to 1 for Player 4 (Purple)
Player - Limit training of Flesh Monster to 1 for Player 4 (Purple)
Player - Limit training of Arch Acolyte to 1 for Player 4 (Purple)
Player - Limit training of Banisher to 1 for Player 4 (Purple)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Tree of Jungles for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Jungle Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Player - Limit training of Keeper of the Grove to 1 for Player 4 (Purple)
Player - Limit training of Shadow to 1 for Player 4 (Purple)
Player - Limit training of Lord Revenant to 1 for Player 4 (Purple)
Player - Limit training of Jungle Queen to 1 for Player 4 (Purple)
Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 4 (Purple)
Player - Limit training of Jungle Assassin to 1 for Player 4 (Purple)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Human
Then - Actions
Unit - Create 1 . Mur'gul Temple for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Mur'gul Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Mur'gul Mage to 1 for Player 5 (Yellow)
Player - Limit training of Mur'gul Chieftain to 1 for Player 5 (Yellow)
Player - Limit training of Voodoo Mage to 1 for Player 5 (Yellow)
Player - Limit training of Dragon Turtle to 1 for Player 5 (Yellow)
Player - Limit training of Cursed Hatchling to 1 for Player 5 (Yellow)
Player - Limit training of Turtle Leader to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Orc
Then - Actions
Unit - Create 1 . Crab Pond for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Crab Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Sea Witch (Naga) to 1 for Player 5 (Yellow)
Player - Limit training of Naga Siren to 1 for Player 5 (Yellow)
Player - Limit training of Siren Hunter to 1 for Player 5 (Yellow)
Player - Limit training of Crab General to 1 for Player 5 (Yellow)
Player - Limit training of Makrura to 1 for Player 5 (Yellow)
Player - Limit training of Home Kepper to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Undead
Then - Actions
Unit - Create 1 . Forsaken Necropolis for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Ancient Acolyte for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Death Kinght (Costum) to 1 for Player 5 (Yellow)
Player - Limit training of Lich (Costum) to 1 for Player 5 (Yellow)
Player - Limit training of Dark Ranger (Costum) to 1 for Player 5 (Yellow)
Player - Limit training of Flesh Monster to 1 for Player 5 (Yellow)
Player - Limit training of Arch Acolyte to 1 for Player 5 (Yellow)
Player - Limit training of Banisher to 1 for Player 5 (Yellow)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Tree of Spirits for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Spirit for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Player - Limit training of Keeper of the Grove to 1 for Player 5 (Yellow)
Player - Limit training of Lord Revenant to 1 for Player 5 (Yellow)
Player - Limit training of Shadow to 1 for Player 5 (Yellow)
Player - Limit training of Jungle Queen to 1 for Player 5 (Yellow)
Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 5 (Yellow)
Player - Limit training of Jungle Assassin to 1 for Player 5 (Yellow)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) slot status) Equal to Is playing
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Neutral Hostile) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Human
Then - Actions
Unit - Create 1 . Mur'gul Temple for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Mur'gul Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Mur'gul Mage to 1 for Player 6 (Orange)
Player - Limit training of Mur'gul Chieftain to 1 for Player 6 (Orange)
Player - Limit training of Voodoo Mage to 1 for Player 6 (Orange)
Player - Limit training of Dragon Turtle to 1 for Player 6 (Orange)
Player - Limit training of Cursed Hatchling to 1 for Player 6 (Orange)
Player - Limit training of Turtle Leader to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Orc
Then - Actions
Unit - Create 5 . Naga Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Naga Temple for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Player - Limit training of Sea Witch (Naga) to 1 for Player 6 (Orange)
Player - Limit training of Naga Siren to 1 for Player 6 (Orange)
Player - Limit training of Siren Hunter to 1 for Player 6 (Orange)
Player - Limit training of Crab General to 1 for Player 6 (Orange)
Player - Limit training of Makrura to 1 for Player 6 (Orange)
Player - Limit training of Home Kepper to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Undead
Then - Actions
Unit - Create 1 . Forsaken Necropolis for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Ancient Acolyte for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Death Kinght (Costum) to 1 for Player 6 (Orange)
Player - Limit training of Lich (Costum) to 1 for Player 6 (Orange)
Player - Limit training of Dark Ranger (Costum) to 1 for Player 6 (Orange)
Player - Limit training of Flesh Monster to 1 for Player 6 (Orange)
Player - Limit training of Arch Acolyte to 1 for Player 6 (Orange)
Player - Limit training of Banisher to 1 for Player 6 (Orange)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Tree of Spirits for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Spirit for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Player - Limit training of Keeper of the Grove to 1 for Player 6 (Orange)
Player - Limit training of Lord Revenant to 1 for Player 6 (Orange)
Player - Limit training of Shadow to 1 for Player 6 (Orange)
Player - Limit training of Jungle Queen to 1 for Player 6 (Orange)
Player - Limit training of Priestess of the Moon (Custom) to 1 for Player 6 (Orange)
Player - Limit training of Jungle Assassin to 1 for Player 6 (Orange)
Else - Actions
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_1 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_2 <gen> (checking conditions)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Trigger - Run Run_Cumputer_Enemy_3 <gen> (checking conditions)
Else - Actions
Run Cumputer Enemy 1
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 4 (Purple)) Equal to Insane AI
Then - Actions
If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 4 (Purple)) Equal to Normal AI
Then - Actions
If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 4 (Purple)) Equal to Easy AI
Then - Actions
If ((Race of Player 4 (Purple)) Equal to Human) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Turtle Army (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Orc) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Naga Kingdom (Easyl).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Undead) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Undead Horde (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 4 (Purple)) Equal to Night Elf) then do (Start melee AI script for Player 4 (Purple): war3mapImported\Jungle Stalkers (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
Run Cumputer Enemy 2
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 5 (Yellow)) Equal to Insane AI
Then - Actions
If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 5 (Yellow)) Equal to Normal AI
Then - Actions
If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 5 (Yellow)) Equal to Easy AI
Then - Actions
If ((Race of Player 5 (Yellow)) Equal to Human) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Mur'gul Tribe (Easyl).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Orc) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Crab Tribe (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Undead) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ancient Undead (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 5 (Yellow)) Equal to Night Elf) then do (Start melee AI script for Player 5 (Yellow): war3mapImported\Ghost Army (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
Run Cumputer Enemy 3
Events
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 6 (Orange)) Equal to Insane AI
Then - Actions
If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Hard).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 6 (Orange)) Equal to Normal AI
Then - Actions
If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Normal).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Melee AI of Player 6 (Orange)) Equal to Easy AI
Then - Actions
If ((Race of Player 6 (Orange)) Equal to Human) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Mur'gul Tribe (Easyl).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Orc) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Naga Kingdom (Easyl).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Undead) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ancient Undead (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
If ((Race of Player 6 (Orange)) Equal to Night Elf) then do (Start melee AI script for Player 6 (Orange): war3mapImported\Ghost Army (Easy).ai (Unexpected type: 'aiscript')) else do (Do nothing)
Else - Actions
Change Time Limit
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Game:|r Change hase started, you have 20 seconds to change your race.
Countdown Timer - Start Change as a One-shot timer that will expire in 20.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Change will end in:
Countdown Timer - Show (Last created timer window)
Wait 20.00 seconds
Countdown Timer - Destroy (Last created timer window)
Game - Display to (All players) the text: |cffffcc00Game:|r Change ended, hope you chose your race.
Trigger - Turn off Change_P1 <gen>
Trigger - Turn off Change_P2 <gen>
Trigger - Turn off Change_P3 <gen>
Trigger - Turn off Change_P4 <gen>
Trigger - Turn off Change_P5 <gen>
Trigger - Turn off Change_P6 <gen>
Change P1
Events
Player - Player 1 (Red) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Human starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Fel Great Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 5 . Fel Peon for Player 1 (Red) at (Center of Workers_4 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 1 (Red)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_4 <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Undead starting units for Player 1 (Red) at (Player 1 (Red) start location) ( Include Heroes)
Else - Actions
Trigger - Turn off (This trigger)
Change P2
Events
Player - Player 2 (Blue) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Human starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Orc starting units for Player 2 (Blue) at (Player 2 (Blue) start location) ( Include Heroes)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 2 (Blue)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_6 <gen> owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Nerubian Tomb for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 5 . Fiend for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Else - Actions
Trigger - Turn off (This trigger)
Change P3
Events
Player - Player 3 (Teal) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Elvane Town Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 5 . High Elf Worker for Player 3 (Teal) at (Center of Workers_6 <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Orc starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 3 (Teal)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_5 <gen> owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Melee Game - Create Undead starting units for Player 3 (Teal) at (Player 3 (Teal) start location) ( Include Heroes)
Else - Actions
Trigger - Turn off (This trigger)
Change P4
Events
Player - Player 4 (Purple) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Tree of Spirits for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Spirit for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Mur'gul Temple for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Mur'gul Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Crab Pond for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Crab Worker for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 4 (Purple)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_1 <gen> owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Forsaken Necropolis for Player 4 (Purple) at (Center of Enemy_1 <gen>) facing Default building facing degrees
Unit - Create 5 . Ancient Acolyte for Player 4 (Purple) at (Center of Workers_1 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Change P5
Events
Player - Player 5 (Yellow) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Tree of Jungles for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Jungle Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Turtle Pool for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Turtle Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Naga Temple for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Naga Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 5 (Yellow)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_2 <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Bone Workshop for Player 5 (Yellow) at (Center of Enemy_2 <gen>) facing Default building facing degrees
Unit - Create 5 . Undead Orc Worker for Player 5 (Yellow) at (Center of Workers_2 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Change P6
Events
Player - Player 6 (Orange) types a chat message containing -change (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Tree of Jungles for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Jungle Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Human
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Turtle Pool for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Turtle Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Orc
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Crab Pond for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Crab Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Race of Player 6 (Orange)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Units in Creeps_3 <gen> owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Unit - Create 1 . Bone Workshop for Player 6 (Orange) at (Center of Enemy_3 <gen>) facing Default building facing degrees
Unit - Create 5 . Undead Orc Worker for Player 6 (Orange) at (Center of Workers_3 <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Trigger - Turn off (This trigger)
Wataer Blast
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Water Blast (v2)
Actions
For each (Integer A) from 1 to 12 , do (Actions)
Loop - Actions
Special Effect - Create a special effect at ((Position of (Casting unit)) offset by 400.00 towards ((Real((Integer A))) x 30.00) degrees.) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Water Spirit
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Water Spirit
Actions
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (200.00, 0))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (200.00, 200.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (0.00, 200.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (-200.00, 200.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (-200.00, 0.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (-200.00, -200.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (0.00, -200.00))
Unit - Create 1 . Water Spirit (Dummy) for (Owner of (Casting unit)) at (Position of (Casting unit)) facing Default building facing degrees
Unit - Order (Last created unit) to Undead Dreadlord - Carrion Swarm . ((Position of (Casting unit)) offset by (200.00, -200.00))
Tornados
Events
Time - Every 300.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Warning:|r Tornados have spawned at random point on the map.
Unit - Order Tornado 0109 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0110 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0111 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0112 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0113 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0115 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Unit - Order Tornado 0119 <gen> to Neutral Sea Witch - Tornado . (Random point in (Playable map area))
Wait 40.00 seconds
Game - Display to (All players) the text: |cffffcc00Hit:|r Tornados are gone.
Spawn
Events
Time - Every 1000.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: |cffffcc00Warning:|r Bosses will spawn in 30 seconds.
Wait 30.00 seconds
Game - Display to (All players) the text: |cffffcc00Warning:|r Bosses have spawned, possitions are shown on the map.
Special Effect - Create a special effect at (Center of Boss_Pozision_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Center of Boss_Pozision_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Wait 0.30 seconds
Special Effect - Create a special effect at (Center of Boss_Pozision_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Center of Boss_Pozision_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Wait 0.30 seconds
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_1 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Special Effect - Create a special effect at (Random point in Boss_Area_2 <gen>) using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Unit - Create 1 . Sea King for Neutral Hostile at (Center of Boss_Pozision_1 <gen>) facing Default building facing degrees
Unit - Create 1 . Hydra Giant for Neutral Hostile at (Center of Boss_Pozision_2 <gen>) facing Default building facing degrees
Cinematic - Ping minimap for (All players) at (Center of Boss_Pozision_1 <gen>) for 4.00 seconds
Cinematic - Ping minimap for (All players) at (Center of Boss_Pozision_2 <gen>) for 4.00 seconds
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