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Triggers
Temple Lazar 2.5.w3x
Variables
Initialization
First Boss Init
Chose
Kick
Kick2
Kick3
Kick4
Kic5
Kick 6
Kic7
Kick 8
Windufry Totem
Summon Voidwalker
Abilityes
Freeze Attack
Omen'sQuest
Omens Quest Part 1
Omens Quest Part 2
Omens Quest Part 3 Done
Game Difficult
Easy
Medium
Hard
Priest Revive
Priest Revive Paladin
Priest Revive Warrior
Priest Revive Rogue
Priest Revive Shaman
Priest Revive Druid
Priest Revive Hunter
Priest Revive Mage
Priest Revive Warlock
PriestDeRevive
Stop Ally
o
FireElement
Fire
The Dark Corridorr
The Lever 1
The Lever 2
The Lever 3
The Lever 4
Tendo
Tendo Death
Lazar's Last E
LazarCheat
Enter
ArritibutesGain
First Boost
First Boost Copy
First Boost Copy 2
First Boost Copy 3
First Boost Copy 4
First Boost Copy 5
First Boost Copy 6
First Boost Copy 7
First Boost Copy 8
ArritibutesGain Third
First Boost Copy 10
First Boost Copy Copy
First Boost Copy 2 Copy
First Boost Copy 3 Copy
First Boost Copy 4 Copy
First Boost Copy 5 Copy
First Boost Copy 6 Copy
First Boost Copy 7 Copy
First Boost Copy 8 Copy
Arritibutes Gain Secont
First Boost Copy 9
First Boost Copy 9 Copy
First Boost Copy 9 Copy 2
First Boost Copy 9 Copy 3
First Boost Copy 9 Copy 4
First Boost Copy 9 Copy 5
First Boost Copy 9 Copy 6
First Boost Copy 9 Copy 7
First Boost Copy 9 Copy 8
Player Leaves
Player Red Leaves
Player Blue Leaves
Player Teal Leaves
Player Purple Leaves
Player Yellow Leaves
Player Orange Leaves
Player Green Leaves
Player Pink Leaves
Player Gray Leaves
Priest Dies
Visibly
Visibly
Visibly 2
Visibly 3
Arritibutes Gain Four
First Boost Copy 9 Copy 9
First Boost Copy 9 Copy Copy
First Boost Copy 9 Copy 2 Copy
First Boost Copy 9 Copy 3 Copy
First Boost Copy 9 Copy 4 Copy
First Boost Copy 9 Copy 5 Copy
First Boost Copy 9 Copy 6 Copy
First Boost Copy 9 Copy 7 Copy
First Boost Copy 9 Copy 8 Copy
Lazars Death
Borbash!
Borbash Enter
Borbash Attack
Borbash Life First
Borbash Life
Borbash Life 2
Borbash Life 3
Borbash Death
The Crypt
The Crypt Enter
Firelord
Firelord
Heroes
Paladin
Warrior
Rouge
Shaman
Druid
Hunter
Mage
Priest
Warlock
First Case
Lever 1
Lever 2
Gornash Death
Gornash Death2
Garnosh1 First Heal
Garnosh2 Strike2
Garnosh2 Heal2
Garniosh Strike1
Garniosh Strike2
TheSnowCave
First Boss
Servant
Stalker
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
Kills
integer
No
Player_Kills
integer
Yes
Default melee game initialization for all players
First Boss Init
Events
Map initialization
Conditions
Actions
Unit - Hide Garnosh Windscale (Boss) 0043 <gen>
Unit - Hide Garnosh Windscale (Boss) 0116 <gen>
Destructible - Make Ruined Gate 0137 <gen> Invulnerable
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_011 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_011 <gen>
Visibility - Enable black mask
Visibility - Disable fog of war
Special Effect - Create a special effect attached to the hand,right (Unexpected type: 'attachpoint') of Rouge 0028 <gen> using Bloodlotusblue.mdx
Special Effect - Create a special effect attached to the hand,left (Unexpected type: 'attachpoint') of Rouge 0028 <gen> using Bloodlotusblue.mdx
Destructible - Make Lever 0136 <gen> Invulnerable
Destructible - Make Icy Gate 0000 <gen> Invulnerable
Destructible - Make Icy Gate 0001 <gen> Invulnerable
Destructible - Make Icy Gate 0002 <gen> Invulnerable
Destructible - Make Icy Gate 0143 <gen> Invulnerable
Destructible - Make Icy Gate 0142 <gen> Invulnerable
Destructible - Make Icy Gate 0141 <gen> Invulnerable
Destructible - Make Icy Gate 0210 <gen> Invulnerable
Destructible - Make Icy Gate 0107 <gen> Invulnerable
Destructible - Make Icy Gate 0108 <gen> Invulnerable
Destructible - Make Icy Gate 0106 <gen> Invulnerable
Destructible - Make Icy Gate 0105 <gen> Invulnerable
Destructible - Make Icy Gate 0104 <gen> Invulnerable
Unit - Hide Shadowscale Destroyer (Elite) 0017 <gen>
Unit - Hide Shadowscale Destroyer (Elite) 0022 <gen>
Unit - Hide Way Gate 0056 <gen>
Unit - Hide Tendo' Vak 0316 <gen>
Unit - Hide Tendo' Vak 0316 <gen>
Unit - Hide Way Gate 0184 <gen>
Unit - Hide Way Gate 0183 <gen>
Chose
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 45.00 seconds the text: Red May Now choose game mode!-Easy = Units have 10% Boosted Attack Damage-Medium = Units have 25% Attack Damage and 50% Movespeed-Hard = 50% Attack, 120% Move, 10% Lifesteal
Kick
Events
Player - Player 1 (Red) types a chat message containing -kick blue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Loser
Kick2
Events
Player - Player 1 (Red) types a chat message containing -kick teal (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Loser
Kick3
Events
Player - Player 1 (Red) types a chat message containing -kick purple (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Loser
Kick4
Events
Player - Player 1 (Red) types a chat message containing -kick yellow (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Loser
Kic5
Events
Player - Player 1 (Red) types a chat message containing -kick orange (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Loser
Kick 6
Events
Player - Player 1 (Red) types a chat message containing -kick green (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 7 (Green) with the message: Loser
Kic7
Events
Player - Player 1 (Red) types a chat message containing -kick pink (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 8 (Pink) with the message: Loser
Kick 8
Events
Player - Player 1 (Red) types a chat message containing -kick gray (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Defeat Player 9 (Gray) with the message: Loser
Windufry Totem
Events
Unit - Shaman 0033 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cff0000ffWindfury Totem|r
Actions
Unit - Add Windfury Totem (Shaman) to Shaman 0033 <gen>
Item - Make (Item being manipulated) Undroppable
Trigger - Turn off (This trigger)
Summon Voidwalker
Events
Unit - Warlock 0027 <gen> Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to |cff0000ffDark Skull|r
Actions
Unit - Add Summon Voidwalker (Warlock) to Warlock 0027 <gen>
Item - Make (Item being manipulated) Undroppable
Trigger - Turn off (This trigger)
Freeze Attack
Events
Unit - Starts the effect of an ability
Conditions
(Ability being cast) Equal to Freeze Strike
Actions
Special Effect - Create a special effect at (Position of (Casting unit)) using Abilities\Spells\Orc\FeralSpirit\feralspirittarget.mdl
Unit - Pause
Wait 0.50 seconds
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of using Units\NightElf\Wisp\WispExplode.mdl
Unit - Move instantly to (Position of (Target unit of ability being cast))
Unit - Change color of to Blue
Unit - Unpause
Wait 9.00 seconds
Unit - Change color of to (Color of (Owner of ))
Omens Quest Part 1
Events
Unit - A unit enters Region_048 <gen>
Conditions
(Entering unit) Equal to Druid 0029 <gen>
Actions
Game - Display to (All players) for 30 seconds the text: Omen: Greetings Druid, So i understand you need help to defeat Lazar, well, Kill the Shadowscale Turtle and i will grant you my magical claws! Good Luck.
Trigger - Turn on Omens_Quest_Part_2 <gen>
Trigger - Turn off (This trigger)
Omens Quest Part 2
Events
Unit - Shadowscale Crusher (Elite) 0074 <gen> Dies
Conditions
Actions
Trigger - Turn on Omens_Quest_Part_3_Done <gen>
Trigger - Turn off (This trigger)
Omens Quest Part 3 Done
Events
Unit - A unit enters Region_048 <gen>
Conditions
(Entering unit) Equal to Druid 0029 <gen>
Actions
Game - Display to (All players) for 30 seconds the text: Omen: Thank you Druid, here, take these, i hope they will bring you luck!
Hero - Add 10000 experience to Druid 0029 <gen> , Show level-up graphics
Hero - Create |cff0000ffOmen's Claw|r and give it to Druid 0029 <gen>
Unit - Add Mark of the Wind (Druid) to Druid 0029 <gen>
Trigger - Turn off (This trigger)
Easy
Events
Player - Player 1 (Red) types a chat message containing -Easy (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Game Mode: Easy
Unit - Create 1 . Game Difficult Easy for Player 10 (Light Blue) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Easy for Player 11 (Dark Green) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Easy for Player 12 (Brown) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 1 (Red) at (Center of Region_049 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 2 (Blue) at (Center of Region_050 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 3 (Teal) at (Center of Region_051 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 4 (Purple) at (Center of Region_052 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 5 (Yellow) at (Center of Region_052_Copy <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 6 (Orange) at (Center of Region_052_Copy_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 7 (Green) at (Center of Region_052_Copy_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 8 (Pink) at (Center of Region_052_Copy_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 9 (Gray) at (Center of Region_052_Copy_5 <gen>) facing Default building facing degrees
Trigger - Turn off Hard <gen>
Trigger - Turn off Medium <gen>
Trigger - Turn off (This trigger)
Medium
Events
Player - Player 1 (Red) types a chat message containing -Medium (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Game Mode: Medium
Unit - Create 1 . Game Difficult Medium for Player 10 (Light Blue) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Medium for Player 11 (Dark Green) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Medium for Player 12 (Brown) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 1 (Red) at (Center of Region_049 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 2 (Blue) at (Center of Region_050 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 3 (Teal) at (Center of Region_051 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 4 (Purple) at (Center of Region_052 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 5 (Yellow) at (Center of Region_052_Copy <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 6 (Orange) at (Center of Region_052_Copy_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 7 (Green) at (Center of Region_052_Copy_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 8 (Pink) at (Center of Region_052_Copy_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 9 (Gray) at (Center of Region_052_Copy_5 <gen>) facing Default building facing degrees
Trigger - Turn off Easy <gen>
Trigger - Turn off Hard <gen>
Trigger - Turn off (This trigger)
Hard
Events
Player - Player 1 (Red) types a chat message containing -Hard (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Game Mode: Hard
Unit - Create 1 . Game Difficult Hard for Player 10 (Light Blue) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Hard for Player 11 (Dark Green) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Game Difficult Hard for Player 12 (Brown) at (Center of Region_047 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 1 (Red) at (Center of Region_049 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 2 (Blue) at (Center of Region_050 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 3 (Teal) at (Center of Region_051 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 4 (Purple) at (Center of Region_052 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 5 (Yellow) at (Center of Region_052_Copy <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 6 (Orange) at (Center of Region_052_Copy_2 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 7 (Green) at (Center of Region_052_Copy_3 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 8 (Pink) at (Center of Region_052_Copy_4 <gen>) facing Default building facing degrees
Unit - Create 1 . Chooser for Player 9 (Gray) at (Center of Region_052_Copy_5 <gen>) facing Default building facing degrees
Trigger - Turn off Easy <gen>
Trigger - Turn off Medium <gen>
Trigger - Turn off (This trigger)
Priest Revive Paladin
Events
Player - Player 1 (Red) types a chat message containing -Revive Paladin (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Paladin.|r
Wait 5.00 seconds
Hero - Instantly revive Paladin 0024 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Paladin 0024 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Paladin 0024 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Warrior
Events
Player - Player 1 (Red) types a chat message containing -Revive Warrior (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Warrior.|r
Wait 5.00 seconds
Hero - Instantly revive Warrior 0025 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warrior 0025 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warrior 0025 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Rogue
Events
Player - Player 1 (Red) types a chat message containing -Revive Rogue (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Rogue.|r
Wait 5.00 seconds
Hero - Instantly revive Rouge 0028 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Rouge 0028 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Rouge 0028 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Shaman
Events
Player - Player 1 (Red) types a chat message containing -Revive Shaman (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Shaman.|r
Wait 5.00 seconds
Hero - Instantly revive Shaman 0033 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shaman 0033 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Shaman 0033 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Druid
Events
Player - Player 1 (Red) types a chat message containing -Revive Druid (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Druid.|r
Wait 5.00 seconds
Hero - Instantly revive Druid 0029 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Druid 0029 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Druid 0029 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Hunter
Events
Player - Player 1 (Red) types a chat message containing -Revive Hunter (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Hunter.|r
Wait 5.00 seconds
Hero - Instantly revive Hunter 0030 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Hunter 0030 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Hunter 0030 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Mage
Events
Player - Player 1 (Red) types a chat message containing -Revive Mage (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Mage.|r
Wait 5.00 seconds
Hero - Instantly revive Mage 0031 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Mage 0031 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Mage 0031 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
Priest Revive Warlock
Events
Player - Player 1 (Red) types a chat message containing -Revive Warlock (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000Red is now Reviving the Warlock.|r
Wait 5.00 seconds
Hero - Instantly revive Warlock 0027 <gen> at (Position of Priest 0032 <gen>) , Hide revival graphics
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warlock 0027 <gen> using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Warlock 0027 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Trigger - Turn off (This trigger)
PriestDeRevive
Events
Player - Player 1 (Red) types a chat message containing -Revive Priest (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: |cffffa000The Priest Cannot be Revived!|r
o
Events
Unit - A unit Is attacked
Conditions
Actions
Fire
Events
Unit - A unit enters Region_046 <gen>
Conditions
Actions
Game - Display to (All players) for 7.00 seconds the text: Fire Element: Here shaman, use our power to defeat Lazar!
Hero - Create Totem of Fire and give it to Shaman 0033 <gen>
Trigger - Turn off (This trigger)
The Lever 1
Events
Destructible - Lever 0112 <gen> dies
Conditions
Actions
Destructible - Open Icy Gate 0106 <gen>
The Lever 2
Events
Destructible - Lever 0111 <gen> dies
Conditions
Actions
Destructible - Open Icy Gate 0107 <gen>
The Lever 3
Events
Destructible - Lever 0109 <gen> dies
Conditions
Actions
Destructible - Open Icy Gate 0105 <gen>
The Lever 4
Events
Destructible - Lever 0110 <gen> dies
Conditions
Actions
Destructible - Open Icy Gate 0108 <gen>
Tendo
Events
Unit - A unit enters Region_037 <gen>
Conditions
Actions
Game - Display to (All players) the text: Grrr....Who Dare Weak up Tendo'vak!?
Unit - Unhide Tendo' Vak 0316 <gen>
Tendo Death
Events
Unit - Tendo' Vak 0316 <gen> Dies
Conditions
Actions
Destructible - Open Icy Gate 0104 <gen>
LazarCheat
Events
Unit - A unit enters Region_039 <gen>
Conditions
Actions
Unit Group - Pick every unit in (Units in Region_040 <gen>) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Region_039 <gen>)
Enter
Events
Unit - A unit enters Region_038 <gen>
Conditions
Actions
Game - Display to (All players) for 15.00 seconds the text: ***CONCRATULATIONS******YOU HAVE REACHED LAZAR!******YOU CAN JUST RUN INTO HIM!***
First Boost
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 2
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 4
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 5
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 6
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 7
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 8
Events
Unit - A unit enters Region_026 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 10
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 2 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 4 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 5 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 6 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 7 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 8 Copy
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 2
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 3
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 4
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 5
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 6
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 7
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 8
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
Player Red Leaves
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + Has Left the Game.)
Player - Make Player 1 (Red) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Blue Leaves
Events
Player - Player 2 (Blue) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + Has Left the Game.)
Player - Make Player 2 (Blue) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Teal Leaves
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + Has Left the Game.)
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Purple Leaves
Events
Player - Player 4 (Purple) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + Has Left the Game.)
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Yellow Leaves
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 5 (Yellow)) + Has Left the Game.)
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Orange Leaves
Events
Player - Player 6 (Orange) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + Has Left the Game.)
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 6 (Orange) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Green Leaves
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 7 (Green)) + Has Left the Game.)
Player - Make Player 7 (Green) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 8 (Pink) as an Ally with shared vision and full shared units
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Pink Leaves
Events
Player - Player 8 (Pink) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 8 (Pink)) + Has Left the Game.)
Player - Make Player 8 (Pink) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Player Gray Leaves
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: ((Name of Player 9 (Gray)) + Has Left the Game.)
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 6 (Orange) as an Ally with shared vision and full shared units
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision and full shared units
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision and full shared units
Priest Dies
Events
Unit - Priest 0032 <gen> Dies
Conditions
Actions
Trigger - Turn off Player_Blue_Leaves <gen>
Trigger - Turn off Player_Gray_Leaves <gen>
Trigger - Turn off Player_Green_Leaves <gen>
Trigger - Turn off Player_Orange_Leaves <gen>
Trigger - Turn off Player_Pink_Leaves <gen>
Trigger - Turn off Player_Purple_Leaves <gen>
Trigger - Turn off Player_Red_Leaves <gen>
Trigger - Turn off Player_Teal_Leaves <gen>
Trigger - Turn off Player_Yellow_Leaves <gen>
Visibly
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_043 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_043 <gen>
Visibly 2
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_044 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_044 <gen>
Visibly 3
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_045 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_045 <gen>
First Boost Copy 9 Copy 9
Events
Unit - A unit enters Region_042 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 3 (Teal)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 2 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 3 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 4 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 5 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 6 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 7 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
First Boost Copy 9 Copy 8 Copy
Events
Unit - A unit enters Region_025 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Entering unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
Trigger - Turn off (This trigger)
Lazars Death
Events
Unit - Shadow Priest 0321 <gen> Dies
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: Concratulations! you have beaten Lazar! To Prove you have won, Wisper "FlamewarriorPro" - Ahn' San is Gone - And he will tell you the sectret of limitless power!
Wait 30.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Borbash Enter
Events
Unit - A unit enters Region_028 <gen>
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across Region_029 <gen>
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across Region_029 <gen>
Borbash Attack
Events
Unit - A unit enters Region_030 <gen>
Conditions
Actions
Unit - Move The Wind 0181 <gen> instantly to (Center of Region_030 <gen>)
Special Effect - Create a special effect at (Center of Region_030 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Region_030 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Region_030 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Region_030 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Borbash Life First
Events
Unit - The Wind 0181 <gen> 's life becomes Less than 170000.00
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Set life of The Wind 0181 <gen> to 100.00 %
Game - Display to (All players) for 8.00 seconds the text: Gorbash: You REALY think its that easy!?
Trigger - Turn off (This trigger)
Borbash Life
Events
Unit - The Wind 0181 <gen> 's life becomes Less than 100000.00
Conditions
Actions
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Set life of The Wind 0181 <gen> to 75.00 %
Game - Display to (All players) for 8.00 seconds the text: Gorbash: You dare enter the Crypt!
Trigger - Turn off (This trigger)
Borbash Life 2
Events
Unit - The Wind 0181 <gen> 's life becomes Less than 70000.00
Conditions
Actions
Animation - Change The Wind 0181 <gen> 's size to ( 200.00 %, 200.00 %, 200.00 %) of its original size
Unit - Set life of The Wind 0181 <gen> to 50.00 %
Game - Display to (All players) for 8.00 seconds the text: Gorbash: Hahahaha! Is that all?
Trigger - Turn off (This trigger)
Borbash Life 3
Events
Unit - The Wind 0181 <gen> 's life becomes Less than 40000.00
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of The Wind 0181 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
Wait 0.70 seconds
Unit - Hide The Wind 0181 <gen>
Wait 2.00 seconds
Unit - Move The Wind 0181 <gen> instantly to (Center of Region_031 <gen>)
Unit Group - Pick every unit in (Units in Region_033 <gen>) and do (Actions)
Loop - Actions
Unit - Move (Picked unit) instantly to (Center of Region_031 <gen>)
Unit - Unhide The Wind 0181 <gen>
Unit - Set life of The Wind 0181 <gen> to 40.00 %
Game - Display to (All players) for 10.00 seconds the text: Gorbash: Arg! Well, this is getting funny!
Trigger - Turn off (This trigger)
Borbash Death
Events
Unit - The Wind 0181 <gen> Dies
Conditions
Actions
Game - Display to (All players) the text: Gorbash: No! how can this happen!? I Am the Strongest of all Doomstalkers... He.. Heehahaha!! Lazar will take my Revenge!
Unit - Unhide Way Gate 0183 <gen>
Trigger - Turn off (This trigger)
The Crypt Enter
Events
Unit - A unit enters Region_034 <gen>
Conditions
Actions
Unit - Move (Entering unit) instantly to (Center of Region_035 <gen>)
Firelord
Events
Unit - Borbash the Life 0180 <gen> Dies
Conditions
Actions
Unit - Unhide Way Gate 0184 <gen>
Paladin
Events
Unit - A unit enters Region_002 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Paladin 0024 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Paladin Selected.
Unit - Change color of Paladin 0024 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Paladin 0024 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Paladin 0024 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Warrior
Events
Unit - A unit enters Region_003 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Warrior 0025 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Warrior Selected.
Unit - Change color of Warrior 0025 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Warrior 0025 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Warrior 0025 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Rouge
Events
Unit - A unit enters Region_004 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Rouge 0028 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Rouge Selected.
Unit - Change color of Rouge 0028 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Rouge 0028 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Rouge 0028 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Shaman
Events
Unit - A unit enters Region_005 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Shaman 0033 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Shaman Selected.
Unit - Change color of Shaman 0033 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Shaman 0033 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Shaman 0033 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Druid
Events
Unit - A unit enters Region_006 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Druid 0029 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Druid Selected.
Unit - Change color of Druid 0029 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Druid 0029 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Druid 0029 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Hunter
Events
Unit - A unit enters Region_007 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Hunter 0030 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Hunter Selected.
Unit - Change color of Hunter 0030 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Hunter 0030 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Hunter 0030 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Mage
Events
Unit - A unit enters Region_010 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Mage 0031 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Mage Selected.
Unit - Change color of Mage 0031 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Mage 0031 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Mage 0031 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Priest
Events
Unit - A unit enters Region_009 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Priest 0032 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Priest Selected.
Unit - Change color of Priest 0032 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Priest 0032 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Priest 0032 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Warlock
Events
Unit - A unit enters Region_008 <gen>
Conditions
Actions
Unit - Kill (Entering unit)
Unit - Move Warlock 0027 <gen> instantly to (Center of Region_000 <gen>)
Game - Display to (All players) the text: Warlock Selected.
Unit - Change color of Warlock 0027 <gen> to (Color of (Owner of (Entering unit)))
Unit - Change ownership of Warlock 0027 <gen> to (Owner of (Entering unit)) and Change color
Selection - Select Warlock 0027 <gen> for (Owner of (Entering unit))
Trigger - Turn off (This trigger)
Lever 1
Events
Destructible - Lever 0135 <gen> dies
Conditions
Actions
Destructible - Open Ruined Gate 0137 <gen>
Destructible - Make Lever 0136 <gen> Vulnerable
Unit - Unhide Shadowscale Destroyer (Elite) 0017 <gen>
Unit - Unhide Shadowscale Destroyer (Elite) 0022 <gen>
Lever 2
Events
Destructible - Lever 0136 <gen> dies
Conditions
Actions
Unit - Unhide Garnosh Windscale (Boss) 0043 <gen>
Trigger - Turn on Garniosh_Strike1 <gen>
Gornash Death
Events
Unit - Garnosh Windscale (Boss) 0116 <gen> Dies
Conditions
Actions
Destructible - Open Icy Gate 0000 <gen>
Wait 2 seconds
Destructible - Open Icy Gate 0001 <gen>
Wait 2 seconds
Destructible - Open Icy Gate 0002 <gen>
Gornash Death2
Events
Unit - Garnosh Windscale (Boss) 0043 <gen> Dies
Conditions
Actions
Unit - Unhide Garnosh Windscale (Boss) 0116 <gen>
Unit - Order Garnosh Windscale (Boss) 0116 <gen> to Move To . (Center of Region_065 <gen>)
Trigger - Turn on Garniosh_Strike2 <gen>
Garnosh1 First Heal
Events
Unit - Garnosh Windscale (Boss) 0043 <gen> 's life becomes Less than 10000.00
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of Garnosh Windscale (Boss) 0043 <gen> using Objects\Spawnmodels\NightElf\NECancelDeath\NECancelDeath.mdl
Unit - Set life of Garnosh Windscale (Boss) 0043 <gen> to 50.00 %
Game - Display to (All players) the text: Garnosh Windscale: For the Shadowscale!
Animation - Change Garnosh Windscale (Boss) 0043 <gen> 's size to ( 900.00 %, 900.00 %, 900.00 %) of its original size
Unit - Set mana of (Triggering unit) to 100 %
Unit - Add Frenzy to Garnosh Windscale (Boss) 0043 <gen>
Unit - Add Frenzy to Garnosh Windscale (Boss) 0043 <gen>
Trigger - Turn off (This trigger)
Garnosh2 Strike2
Events
Unit - Garnosh Windscale (Boss) 0116 <gen> 's life becomes Less than 60000.00
Conditions
Actions
Special Effect - Create a special effect attached to the origin (Unexpected type: 'attachpoint') of Garnosh Windscale (Boss) 0116 <gen> using Units\NightElf\Wisp\WispExplode.mdl
Unit - Move Garnosh Windscale (Boss) 0116 <gen> instantly to (Center of Region_001 <gen>)
Unit - Make Garnosh Windscale (Boss) 0116 <gen> face (Center of Region_065 <gen>) over 0 seconds
Game - Display to (All players) the text: Garnosh Windscale: Hahahahahaha!
Unit - Set life of Garnosh Windscale (Boss) 0116 <gen> to 100 %
Trigger - Turn off (This trigger)
Garnosh2 Heal2
Events
Unit - Garnosh Windscale (Boss) 0116 <gen> 's life becomes Less than 30000.00
Conditions
Actions
Special Effect - Create a special effect attached to the head (Unexpected type: 'attachpoint') of Garnosh Windscale (Boss) 0116 <gen> using Objects\Spawnmodels\Naga\NagaDeath\NagaDeath.mdl
Unit - Set life of Garnosh Windscale (Boss) 0116 <gen> to 100 %
Game - Display to (All players) the text: Garnosh Windscale: Arg! Well, this is getting fun !
Trigger - Turn off (This trigger)
Garniosh Strike1
Events
Unit - A unit leaves Region_058 <gen>
Conditions
Actions
Unit - Move Garnosh Windscale (Boss) 0043 <gen> instantly to (Center of Region_058 <gen>)
Special Effect - Create a special effect at (Center of Region_016 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Region_058 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Trigger - Turn off (This trigger)
Garniosh Strike2
Events
Unit - A unit leaves Region_064 <gen>
Conditions
Actions
Unit - Move Garnosh Windscale (Boss) 0116 <gen> instantly to (Center of Region_064 <gen>)
Special Effect - Create a special effect at (Center of Region_065 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect at (Center of Region_064 <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Garnosh Windscale (Boss) 0116 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Game - Display to (All players) for 30 seconds the text: |cff00ff00Garnosh:|r |cffc850c8After Ten Tousand Years our Revenge is at Land!|r
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