Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
The Basin.w3x
Variables
Initialization and Others
Initialization
Defeat 1
Leaver 1
Defeat 2
Leaver 2
Defeat 3
Leaver 3
Defeat 4
Leaver 4
Defeat 5
Leaver 5
Defeat 6
Leaver 6
Reinforcement Points
Reinforcement Regen
Reinforcement Take
Player 1 Squadrons
Squad Human 1
Squad Orc 1
Squad Undead 1
Squad Night Elf 1
Player 3 Squadrons
Squad Human 2
Squad Orc 2
Squad Undead 2
Squad Night Elf 2
Player 5 Squadrons
Squad Human 3
Squad Orc 3
Squad Undead 3
Squad Night Elf 3
Player 7 Squadrons
Squad Human 4
Squad Orc 4
Squad Undead 4
Squad Night Elf 4
Player 9 Squadrons
Squad Human 5
Squad Orc 5
Squad Undead 5
Squad Night Elf 5
Player 11 Squadrons
Squad Human 6
Squad Orc 6
Squad Undead 6
Squad Night Elf 6
Move!
Move Player 1
Move Player 3
Move Player 5
Move Player 7
Move Player 9
Move Player 11
Patrol
Patrol Player 1
Patrol Player 2
Patrol Player 3
Patrol Player 4
Patrol Player 5
Patrol Player 6
Raid!
Raid Player 1
Raid Player 3
Raid Player 5
Raid Player 7
Raid Player 9
Raid Player 11
Group Up!
Group up 1
Group up 2
Group up 3
Group up 4
Group up 5
Group up 6
Stop!
Stop 1
Stop 2
Stop 3
Stop 4
Stop 5
Stop 6
Starting Dialogs
First Second
DeathmatchButton Activate
DeathmatchButton
AlliesButton Activate
AlliesButton
GeneralButton Activate
GeneralButton
Tutorial
Tutorial 1
Tutorial 2
Tutorial 3
Tutorial 4
Tutorial 5
Tutorial 6
Race Choosing1
Choose Player 1 Human
Choose Player 1 Orc
Choose Player 1 Undead
Choose Player 1 Night Elf
Race Choosing2
Choose Player 3 Human
Choose Player 3 Orc
Choose Player 3 Undead
Choose Player 3 Night Elf
Race Choosing4
Choose Player 5 Human
Choose Player 5 Orc
Choose Player 5 Undead
Choose Player 5 Night Elf
Race Choosing5
Choose Player 7 Human
Choose Player 7 Orc
Choose Player 7 Undead
Choose Player 7 Night Elf
Race Choosing6
Choose Player 9 Human
Choose Player 9 Orc
Choose Player 9 Undead
Choose Player 9 Night Elf
Race Choosing7
Choose Player 11 Human
Choose Player 11 Orc
Choose Player 11 Undead
Choose Player 11 Night Elf
Purchasing
New Squad Human
New Unit Human
New Squad Orc
New Unit Orc
New Squad Undead
New Unit Undead
New Squad Night Elf
New Unit Night Elf
Abilities
Leap
Break Ground
Name and other
Fear
Name
Win
Win game
AI test
Whos Computer
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
AllianceButton
button
Yes
Ally_Timer
timer
Yes
Commander
unit
Yes
Lost_Players
force
No
SelectedUnits
unit
Yes
Squad_Controlled
unitcode
Yes
StartingDialog
dialog
No
Initialization
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Set (Picked player).Current gold to 500)
Player Group - Pick every player in (All players) and do (Set (Picked player).Current lumber to 5)
Quest - Create a Optional quest titled Advanced Controls with the description If you're looking for the basic commands, type - tutorial ingame.So....Advanced Controls:Above the icon of your Commander, and at your base, you can see something called "Planning Table". This item is used for issuing advanced commands."Raid!" - The currently selected squad will attack that point, and everyone between it, and after the massacare, they retrun to the starting position."Group Up!" - The selected squad returns to the base."Patrol!" - The selected squad patrols an area, attacking anyone who trespasses.Alliances:The new dynamic Alliance system is in the works, not complete enough to be showcased. , using icon path ReplaceableTextures\CommandButtons\BTNCloudOfFog.blp
Quest - Mark (Last created quest) as Discovered
Quest - Create a Required quest titled Credits with the description The Maker: DeloctyteThe ones who helped:|c00FF0000RED-BARON|rTesters:-none yet-Special thanks go to:-Thehelper.net- The Hive Workshop- All the guys participating Northwatch Hold in WoW, you guys make me go on!- Clan CBS, that accepted me, and is one of the best map maker clans out there! , using icon path ReplaceableTextures\CommandButtons\BTNShade.blp
Quest - Mark (Last created quest) as Discovered
Quest - Create a Required quest titled Updates with the description Aug 8, 2007 - V1.0 Released.Aug 17, 2007 - V1.1 ReleasedPatch Notes:-Scouting: The Spearman, Spearorc, Skeleton Archer and Dryad Squads are now Scouting Squads, and as thus, they can sense enemy invisible units.Skeleton Archer and Dryad Squads are now Scouting Squads, and as thus, they can sense enemy invisible units.-Prices: The prices to gain the control of a squad has been decreased.-Small Fixes: Several spells have been fixed, and toolips have been expanded.Aug 22, 2007 - V1.2 Released- Tutorial: A quick tutorial was added to help new players better understand the map.- Planning Table: Advanced army controls, and dynamic alliances were added to the game using the Planning Table.- Small Fixes: Fixed some balancing issues.October 14, 2007 - V1.25 releasedPatch Notes:- Alliances: The dynamic alliance system using messenger has been removed, and a new one is being worked on.- Balancing: The factions have been greatly balanced, resulting in longer, more competitive gameplay.- Income increased: The income value for every strategic point has been increased. , using icon path ReplaceableTextures\CommandButtons\BTNOrcWarlock.blp
Quest - Mark (Last created quest) as Discovered
Cinematic - Turn subtitle display override On
Defeat 1
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 1 (Red)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Red Commander has been defeated! Red Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 1
Events
Player - Player 1 (Red) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Red Commander Chickened Out!
Game - Defeat Player 1 (Red) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Defeat 2
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 3 (Teal)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Tan Commander has been defeated! Tan Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 2
Events
Player - Player 3 (Teal) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Tan Commander Chickened Out!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Defeat 3
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Yellow Commander has been defeated! Yellow Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 3
Events
Player - Player 5 (Yellow) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Yellow Commander Chickened Out!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Defeat 4
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 7 (Green)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Green Commander has been defeated! Green Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 4
Events
Player - Player 7 (Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Green Commander Chickened Out!
Game - Defeat Player 7 (Green) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Defeat 5
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 9 (Gray)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Gray Commander has been defeated! Gray Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 5
Events
Player - Player 9 (Gray) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Grey Commander Chickened Out!
Game - Defeat Player 9 (Gray) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Defeat 6
Events
Unit - A unit Dies
Conditions
((Dying unit) is A Hero) Equal to True
(Owner of (Dying unit)) Equal to Player 11 (Dark Green)
Actions
Player - Add -1 to (Owner of (Triggering unit)) . Current lumber
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Triggering unit)) Current lumber) Greater than 0
Then - Actions
Hero - Instantly revive (Dying unit) at ((Owner of (Dying unit)) start location) , Show revival graphics
Else - Actions
Game - Display to (All players) the text: The Dark Commander has been defeated! Dark Commander, you can continue to watch the match, or you can exit whenever you want.
Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from (Center of (Playable map area)) to a radius of (Height of (Playable map area)) .
Leaver 6
Events
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: The Dark Commander Chickened Out!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Unit - Remove (Random unit from (Units in Player_Region <gen>)) from the game
Reinforcement Points
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player - Add ((Number of living Reinforcement Point units owned by Player 1 (Red)) x 15) to Player 1 (Red) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 2 (Blue)) x 15) to Player 1 (Red) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 3 (Teal)) x 15) to Player 3 (Teal) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 4 (Purple)) x 15) to Player 3 (Teal) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 5 (Yellow)) x 15) to Player 5 (Yellow) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 6 (Orange)) x 15) to Player 5 (Yellow) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 7 (Green)) x 15) to Player 7 (Green) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 8 (Pink)) x 15) to Player 7 (Green) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 9 (Gray)) x 15) to Player 9 (Gray) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 10 (Light Blue)) x 15) to Player 9 (Gray) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 11 (Dark Green)) x 15) to Player 11 (Dark Green) . Current gold
Player - Add ((Number of living Reinforcement Point units owned by Player 12 (Brown)) x 15) to Player 11 (Dark Green) . Current gold
Reinforcement Regen
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units of type Reinforcement Point) and do (Set life of (Picked unit) to 100%)
Reinforcement Take
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacked unit)) Equal to Reinforcement Point
Actions
Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
Squad Human 1
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[1]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "hfoo"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "hkni"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "n002"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "hmpr"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "h00C"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "h00D"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "h00B"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 1
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[1]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ogru"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "orai"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "oshm"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ohun"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "o00A"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "owyv"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "o00B"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 1
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[1]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ugho"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "uabo"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "h00G"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ugar"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ufro"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "n003"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "unec"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 1
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[1]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "earc"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "echm"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "edry"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "edoc"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "emtg"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "ehpr"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[1] = "esen"
Unit Group - Pick every unit in (Units in Player001Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 1 (Red) at (Center of Player001Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Human 2
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[2]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "hfoo"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "hkni"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "n002"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "hmpr"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "h00C"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "h00D"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "h00B"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 2
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[2]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ogru"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "orai"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "oshm"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ohun"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "o00A"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "owyv"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "o00B"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 2
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[2]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ugho"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "uabo"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "h00G"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ugar"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ufro"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "n003"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "unec"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 2
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[2]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "earc"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "echm"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "edry"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "edoc"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "emtg"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "ehpr"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[2] = "esen"
Unit Group - Pick every unit in (Units in Player003Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 3 (Teal) at (Center of Player003Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Human 3
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[3]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "hfoo"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "hkni"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "n002"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "hmpr"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "h00C"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "h00D"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "h00B"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 3
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[3]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ogru"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "orai"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "oshm"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ohun"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "o00A"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "owyv"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "o00B"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 3
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[3]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ugho"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "uabo"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "h00G"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ugar"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ufro"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "n003"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "unec"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 3
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[3]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "earc"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "echm"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "edry"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "edoc"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "emtg"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "ehpr"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[3] = "esen"
Unit Group - Pick every unit in (Units in Player005Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 5 (Yellow) at (Center of Player005Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Human 4
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "hfoo"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "hkni"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "n002"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "hmpr"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "h00C"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "h00D"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "h00B"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 4
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ogru"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "orai"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "oshm"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ohun"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "o00A"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "owyv"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "o00B"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 4
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ugho"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "uabo"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "h00G"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ugar"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ufro"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "n003"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "unec"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 4
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[4]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "earc"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "echm"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "edry"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "edoc"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "emtg"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "ehpr"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[4] = "esen"
Unit Group - Pick every unit in (Units in Player007Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 7 (Green) at (Center of Player007Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Human 5
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "hfoo"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "hkni"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "n002"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "hmpr"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "h00C"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "h00D"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "h00B"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 5
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ogru"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "orai"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "oshm"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ohun"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "o00A"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "owyv"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "o00B"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 5
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ugho"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "uabo"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "h00G"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ugar"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ufro"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "n003"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "unec"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 5
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[5]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "earc"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "echm"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "edry"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "edoc"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "emtg"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "ehpr"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[5] = "esen"
Unit Group - Pick every unit in (Units in Player009Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 9 (Gray) at (Center of Player009Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Human 6
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[6]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Footman Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "hfoo"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Footman for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "hkni"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Knight for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "n002"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Spearman for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wizard Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "hmpr"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Wizard for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Sorceress Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "h00C"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Sorceress for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Cannon Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "h00D"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Cannon for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Assasin Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "h00B"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Assasin for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Orc 6
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[6]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Grunt Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ogru"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Grunt for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wolf Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "orai"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wolf Rider for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Shaman Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "oshm"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Shaman for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Orc Spearman Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ohun"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Orc Spearman for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Blooder Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "o00A"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Blooder for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Wyvern Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "owyv"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Wyvern Rider for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Catapult Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "o00B"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Selected Squad : Catapult for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Undead 6
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[6]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ghoul Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ugho"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ghoul for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Abomination Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "uabo"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Abomination for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Black Knight Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "h00G"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Black Knight for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Gargoyle Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ugar"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Gargoyle for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Frost Drake Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ufro"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Frost Drake for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Skeleton Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "n003"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Skeleton Archer for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Necromancer Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "unec"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Necromancer for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Squad Night Elf 6
Events
Unit - A unit Uses an item
Conditions
(Hero manipulating item) Equal to Commander[6]
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Archer Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "earc"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Archer for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Chimaera Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "echm"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Chimaera for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Dryad Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "edry"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Dryad for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Druid Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "edoc"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Druid for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Ent Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "emtg"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Ent for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Hippogryph Rider Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "ehpr"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Hippogryph Rider for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item being manipulated)) Equal to Huntress Squad
Then - Actions
Set Variable Set Squad_Controlled[6] = "esen"
Unit Group - Pick every unit in (Units in Player011Selected <gen>) and do (Remove (Picked unit) from the game)
Wait 0.30 seconds
Unit - Create 1 . Select Squad: Huntress for Player 11 (Dark Green) at (Center of Player011Selected <gen>) facing Default building facing degrees
Else - Actions
Do nothing
Move Player 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 1 (Red)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Move Player 3
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 3 (Teal)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Move Player 5
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Move Player 7
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 7 (Green)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Move Player 9
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 9 (Gray)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Move Player 11
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Move!
(Owner of (Casting unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Patrol Player 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 1 (Red)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Patrol To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Patrol Player 2
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 3 (Teal)
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2]) and do (Order (Picked unit) to Patrol To.(Target point of ability being cast))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Patrol Player 3
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3]) and do (Order (Picked unit) to Patrol To.(Target point of ability being cast))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Patrol Player 4
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 7 (Green)
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4]) and do (Order (Picked unit) to Patrol To.(Target point of ability being cast))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Patrol Player 5
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 9 (Gray)
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5]) and do (Order (Picked unit) to Patrol To.(Target point of ability being cast))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Patrol Player 6
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Patrol!
(Owner of (Casting unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6]) and do (Order (Picked unit) to Patrol To.(Target point of ability being cast))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Raid Player 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 1 (Red)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Raid Player 3
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 3 (Teal)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Raid Player 5
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 5 (Yellow)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Raid Player 7
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 7 (Green)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Raid Player 9
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 9 (Gray)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Raid Player 11
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Raid!
(Owner of (Casting unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . (Target point of ability being cast)
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 0))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (0.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (150.00, -150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, 150.00))
Unit Group - Order (Random 12 units from (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6])) to Attack-Move To . ((Target point of ability being cast) offset by (-150.00, -150.00))
Else - Actions
Do nothing
Group up 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Group up 2
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Group up 3
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Group up 4
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Group up 5
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Group up 6
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Group up!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6]) and do (Order (Picked unit) to Follow.(Casting unit))
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 1
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[1]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 2
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[2]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 3
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[3]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 4
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[4]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 5
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[5]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
Stop 6
Events
Unit - A unit Begins casting an ability
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Ability being cast) Equal to Stop!
Then - Actions
Unit Group - Pick every unit in (Units owned by (Player(((Player number of (Owner of (Casting unit))) + 1))) of type Squad_Controlled[6]) and do (Order (Picked unit) to Stop.)
Unit - Remove (Summoned unit) from the game
Else - Actions
Do nothing
First Second
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Set the time of day to 12.00
Dialog - Clear StartingDialog
Dialog - Change the title of StartingDialog to Gameplay Mode:
Dialog - Create a dialog button for StartingDialog labelled Kingdom Mode (FFA)
Set Variable Set AllianceButton[1] = (Last created dialog Button)
Dialog - Create a dialog button for StartingDialog labelled Empire Mode (3 vs 3)
Set Variable Set AllianceButton[2] = (Last created dialog Button)
Dialog - Show StartingDialog for Player 1 (Red)
Camera - . Apply . gg_cam_Starting_Camer for Player 1 (Red) over 0 seconds
Camera - Lock camera target for Player 1 (Red) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - . Apply . gg_cam_Starting_Camer for Player 3 (Teal) over 0 seconds
Camera - Lock camera target for Player 3 (Teal) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - . Apply . gg_cam_Starting_Camer for Player 5 (Yellow) over 0 seconds
Camera - Lock camera target for Player 5 (Yellow) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - . Apply . gg_cam_Starting_Camer for Player 7 (Green) over 0 seconds
Camera - Lock camera target for Player 7 (Green) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - . Apply . gg_cam_Starting_Camer for Player 9 (Gray) over 0 seconds
Camera - Lock camera target for Player 9 (Gray) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Camera - . Apply . gg_cam_Starting_Camer for Player 11 (Dark Green) over 0 seconds
Camera - Lock camera target for Player 11 (Dark Green) to Orc 0059 <gen> , offset by ( 0 , 0 ) using Default rotation
Game - Display to (All players) for 10.00 seconds the text: Pick a hero!If you'd like to see the tutorial, type in -tutorial in the chat.
DeathmatchButton Activate
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[1]
Actions
Trigger - Turn on DeathmatchButton <gen>
DeathmatchButton
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[1]
Actions
Game - Display to (All players) the text: The Kingdoms are going to war!
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Kill every other player, and you will be victorius! . Modify duration: Add 0 seconds and Wait
AlliesButton Activate
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[2]
Actions
Trigger - Turn on AlliesButton <gen>
AlliesButton
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[2]
Actions
Game - Display to (All players) the text: The Empire has awaken!
Player - Make Player 1 (Red) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 1 (Red) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 10 (Light Blue) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally with shared vision
Cinematic - Send transmission to (All allies of Player 1 (Red).) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Two Empires have risen to war! Destroy every enemy Kingdom to take victory! . Modify duration: Add 0 seconds and Wait
Cinematic - Send transmission to (All allies of Player 7 (Green).) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Two Empires have risen to war! Destroy every enemy Kingdom to take victory! . Modify duration: Add 0 seconds and Wait
GeneralButton Activate
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[3]
Actions
Trigger - Turn on GeneralButton <gen>
GeneralButton
Events
Dialog - A dialog button is clicked for StartingDialog
Conditions
(Clicked dialog button) Equal to AllianceButton[3]
Actions
Game - Display to (All players) the text: System Not Yet Completed!
Cinematic - Send transmission to (All players) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Sorry, you cant play in this mode until it is completed. . Modify duration: Add 0 seconds and Wait
Tutorial 1
Events
Player - Player 1 (Red) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 1 (Red) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Tutorial 2
Events
Player - Player 3 (Teal) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 3 (Teal) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Tutorial 3
Events
Player - Player 5 (Yellow) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 5 (Yellow) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Tutorial 4
Events
Player - Player 7 (Green) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 7 (Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Tutorial 5
Events
Player - Player 9 (Gray) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 9 (Gray) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Tutorial 6
Events
Player - Player 11 (Dark Green) types a chat message containing -tutorial (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Cinematic - Turn subtitle display override On
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Welcome to the Squad Commander Quick Tutorial!These messages will apear every few seconds, giving you time to read it, and try what we just told you...First, Pick a hero. by choosing a hero, you are also choosing your race. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Now you are in the battlefield. In front of your hero (or Commander, as we like to call it) is a flag. This is a Strategic Point. You need these points to gain money. Below your hero are two Signposts, click on the left one, and wait for further instructions. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display This signpost allows you to buy Squads. A Squad is a type of unit, and a part of your army. To control your units in battle, you need to buy a squad, and fill it up with units. Click on the icon of the most basic trooper (Footman, Ghoul, Grunt, or Archer), and wait... . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander, and you should see one of his "inventory slots" filled with the squad. Now Select the right signpost. You can buy the units themselves here. Press the Footman/Ghoul/Grunt/Archer icon once to add one soldier to your army. Below your commander, you should see some soldiers alre . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Select your commander again, and left click on the squad icon in the inventory. An icon in the top-left corner of the screen should tell you that you now have the Footman/Ghoul/Grunt/Archer Squad selected. This allows you to use your commanding abilites. Left click on the Move! ability of your comm . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display As you can see, every unit began to move towards where you told them to. To stop them, use the "Stop!" Ability, also found on the Commander. All the units will stop. . Modify duration: Set to 15.00 seconds and Wait
Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from a Player 1 (Red) . Shade named Deloctyte at (Center of (Playable map area)) : Play No sound and display Thats the basics! To see a full list of how things work, open up your Quest Log (F9), and select the Advanced Controls tab.Good Luck! . Modify duration: Set to 15.00 seconds and Wait
Choose Player 1 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 1 (Red)
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Player 1 (Red) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
Do nothing
Choose Player 1 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 1 (Red)
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Player 1 (Red) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
Do nothing
Choose Player 1 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 1 (Red)
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Player 1 (Red) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
Do nothing
Choose Player 1 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 1 (Red)
Actions
Camera - Reset camera for Player 1 (Red) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 1 (Red) to (Player 1 (Red) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 1 (Red)
Then - Actions
Set Variable Set Commander[1] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 1 (Red) at ((Player 1 (Red) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0042 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 1 (Red) start location)
Else - Actions
Do nothing
Choose Player 3 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Actions
Camera - Reset camera for Player 3 (Teal) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Player 3 (Teal) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
Do nothing
Choose Player 3 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Actions
Camera - Reset camera for Player 3 (Teal) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Player 3 (Teal) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
Do nothing
Choose Player 3 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Actions
Camera - Reset camera for Player 3 (Teal) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Player 3 (Teal) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
Do nothing
Choose Player 3 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Actions
Camera - Reset camera for Player 3 (Teal) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 3 (Teal) to (Player 3 (Teal) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 3 (Teal)
Then - Actions
Set Variable Set Commander[2] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 3 (Teal) at ((Player 3 (Teal) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0043 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 3 (Teal) start location)
Else - Actions
Do nothing
Choose Player 5 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Actions
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Player 5 (Yellow) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
Do nothing
Choose Player 5 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Actions
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Player 5 (Yellow) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
Do nothing
Choose Player 5 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Actions
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Player 5 (Yellow) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
Do nothing
Choose Player 5 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Actions
Camera - Reset camera for Player 5 (Yellow) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 5 (Yellow) to (Player 5 (Yellow) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 5 (Yellow)
Then - Actions
Set Variable Set Commander[3] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 5 (Yellow) at ((Player 5 (Yellow) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0045 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 5 (Yellow) start location)
Else - Actions
Choose Player 7 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 7 (Green)
Actions
Camera - Reset camera for Player 7 (Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Player 7 (Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
Do nothing
Choose Player 7 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 7 (Green)
Actions
Camera - Reset camera for Player 7 (Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Player 7 (Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
Do nothing
Choose Player 7 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 7 (Green)
Actions
Camera - Reset camera for Player 7 (Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Player 7 (Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
Do nothing
Choose Player 7 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 7 (Green)
Actions
Camera - Reset camera for Player 7 (Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 7 (Green) to (Player 7 (Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 7 (Green)
Then - Actions
Set Variable Set Commander[4] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 7 (Green) at ((Player 7 (Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0044 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 7 (Green) start location)
Else - Actions
Do nothing
Choose Player 9 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Actions
Camera - Reset camera for Player 9 (Gray) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Player 9 (Gray) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
Do nothing
Choose Player 9 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Actions
Camera - Reset camera for Player 9 (Gray) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Player 9 (Gray) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
Do nothing
Choose Player 9 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Actions
Camera - Reset camera for Player 9 (Gray) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Player 9 (Gray) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
Do nothing
Choose Player 9 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Actions
Camera - Reset camera for Player 9 (Gray) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 9 (Gray) to (Player 9 (Gray) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 9 (Gray)
Then - Actions
Set Variable Set Commander[5] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 9 (Gray) at ((Player 9 (Gray) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0046 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 9 (Gray) start location)
Else - Actions
Do nothing
Choose Player 11 Human
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Actions
Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Player 11 (Dark Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Paladin Commander
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Arcane Commander
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shield Lord
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Human) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
Do nothing
Choose Player 11 Orc
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Actions
Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Player 11 (Dark Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Blademaster Commander
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Chantra
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Spirit of Battle
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Orc) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
Do nothing
Choose Player 11 Undead
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Actions
Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Player 11 (Dark Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Gravemaster
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Dark Currier
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Stonewreck
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Undead) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
Do nothing
Choose Player 11 Night Elf
Events
Unit - A unit Sells a unit
Conditions
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Actions
Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 1.00 seconds
Camera - Pan camera for Player 11 (Dark Green) to (Player 11 (Dark Green) start location) over 2.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Ancient
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Moones
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Sold unit)) Equal to Shape Shifter
(Owner of (Sold unit)) Equal to Player 11 (Dark Green)
Then - Actions
Set Variable Set Commander[6] = (Sold unit)
Unit - Create 1 Call in New Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (-100.00, -100.00)) facing (Center of (Playable map area))
Unit - Create 1 Reinforce Squad (Night Elf) for Player 11 (Dark Green) at ((Player 11 (Dark Green) start location) offset by (100.00, -100.00)) facing (Center of (Playable map area))
Unit - Remove Selector 0047 <gen> from the game
Unit - Move (Sold unit) instantly to (Player 11 (Dark Green) start location)
Else - Actions
Do nothing
New Squad Human
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Footman Squad
Then - Actions
Unit - Create 4 . Footman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Knight Squad
Then - Actions
Unit - Create 2 . Knight for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Spearman Squad
Then - Actions
Unit - Create 3 . Spearman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Wizard Squad
Then - Actions
Unit - Create 2 . Wizard for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Assasin Squad
Then - Actions
Unit - Create 2 . Assasin for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Cannon Squad
Then - Actions
Unit - Create 1 . Cannon for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Sorceress Squad
Then - Actions
Unit - Create 3 . Sorceress for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Unit Human
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Footman
Then - Actions
Unit - Create 1 . Footman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Knight
Then - Actions
Unit - Create 1 . Knight for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Spearman
Then - Actions
Unit - Create 1 . Spearman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Wizard
Then - Actions
Unit - Create 1 . Wizard for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Assasin
Then - Actions
Unit - Create 1 . Assasin for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Cannon
Then - Actions
Unit - Create 1 . Cannon for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Sorceress
Then - Actions
Unit - Create 1 . Sorceress for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
New Squad Orc
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Grunt Squad
Then - Actions
Unit - Create 4 . Grunt for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Wolf Rider Squad
Then - Actions
Unit - Create 2 . Wolf Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Orc Spearman Squad
Then - Actions
Unit - Create 3 . Orc Spearman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Shaman Squad
Then - Actions
Unit - Create 2 . Shaman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Blooder Squad
Then - Actions
Unit - Create 2 . Blooder for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Catapult Squad
Then - Actions
Unit - Create 1 . Catapult for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Wyvern Squad
Then - Actions
Unit - Create 3 . Wyvern Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Unit Orc
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Grunt
Then - Actions
Unit - Create 1 . Grunt for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Rider
Then - Actions
Unit - Create 1 . Wolf Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Spear Orc
Then - Actions
Unit - Create 1 . Orc Spearman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Shaman
Then - Actions
Unit - Create 1 . Shaman for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Blooder
Then - Actions
Unit - Create 1 . Blooder for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Catapult
Then - Actions
Unit - Create 1 . Catapult for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Wyvern
Then - Actions
Unit - Create 1 . Wyvern Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Squad Undead
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Ghoul Squad
Then - Actions
Unit - Create 6 . Ghoul for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Abomination Squad
Then - Actions
Unit - Create 3 . Abomination for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Skeleton Archer Squad
Then - Actions
Unit - Create 4 . Skeleton Archer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Necromancer Squad
Then - Actions
Unit - Create 3 . Necromancer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Black Knight Squad
Then - Actions
Unit - Create 2 . Black Knight for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Frost Drake Squad
Then - Actions
Unit - Create 1 . Frost Drake for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Gargoyle Squad
Then - Actions
Unit - Create 4 . Gargoyle for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Unit Undead
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Ghoul
Then - Actions
Unit - Create 1 . Ghoul for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Abomination
Then - Actions
Unit - Create 1 . Abomination for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Skeleton Archer
Then - Actions
Unit - Create 1 . Skeleton Archer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Necromancer
Then - Actions
Unit - Create 1 . Necromancer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Black Knight
Then - Actions
Unit - Create 1 . Black Knight for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Frost Drake
Then - Actions
Unit - Create 1 . Frost Drake for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Gargoyle
Then - Actions
Unit - Create 1 . Gargoyle for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Squad Night Elf
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Archer Squad
Then - Actions
Unit - Create 4 . Archer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Huntress Squad
Then - Actions
Unit - Create 2 . Huntress for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Dryad Squad
Then - Actions
Unit - Create 3 . Dryad for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Druid Squad
Then - Actions
Unit - Create 2 . Druid (Night Elf Form) for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Chimaera Squad
Then - Actions
Unit - Create 2 . Chimaera for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Ent Squad
Then - Actions
Unit - Create 1 . Ent for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Hippogryph Rider Squad
Then - Actions
Unit - Create 3 . Hippogryph Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
New Unit Night Elf
Events
Unit - A unit Sells an item (from shop)
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Archer
Then - Actions
Unit - Create 1 . Archer for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Huntress
Then - Actions
Unit - Create 1 . Huntress for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Dryad
Then - Actions
Unit - Create 1 . Dryad for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Druid
Then - Actions
Unit - Create 1 . Druid (Night Elf Form) for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Chimaera
Then - Actions
Unit - Create 1 . Chimaera for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Ent
Then - Actions
Unit - Create 1 . Ent for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Sold Item)) Equal to Add 1 Hippogryff Rider
Then - Actions
Unit - Create 1 . Hippogryph Rider for (Player(((Player number of (Owner of (Buying unit))) + 1))) at ((Player(((Player number of (Owner of (Buying unit))) + 1))) start location) facing Default building facing degrees
Else - Actions
Do nothing
Leap
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Deadly Leap
Actions
Wait 0.80 seconds
Unit - Move (Casting unit) instantly to (Position of (Target unit of ability being cast))
Break Ground
Events
Unit - A unit Spawns a summoned unit
Conditions
(Unit-type of (Summoned unit)) Equal to Rock Chunk (Pointer, lvl 1)
Actions
Destructible - Create a B000 (Unexpected type: 'destructablecode') at (Position of (Summoned unit)) facing (Random angle) with scale 1 and variation 0
Fear
Events
Unit - A unit Is attacked
Time - Every 1.00 seconds of game time
Conditions
(Mana of (Attacked unit)) Less than or equal to 1.00
(Max mana of (Attacked unit)) Greater than or equal to 1.00
((Attacked unit) is A Hero) Equal to False
(Unit-type of (Attacked unit)) Not equal to Reinforcement Point
Actions
Unit - Order (Attacked unit) to Move To . ((Owner of (Attacked unit)) start location)
Floating Text - Create floating text that reads Broken! above (Attacked unit) with Z offset 0 , using font size 10 , color ( 100 %, 0.00 %, 0.00 %), and 0 % transparency
Floating Text - Change (Last created floating text) : Disable permanence
Floating Text - Change the lifespan of (Last created floating text) to 0.50 seconds
Name
Events
Unit - A unit Sells a unit
Conditions
Or - Any (Conditions) are true
Conditions
(Selling unit) Equal to Night Elf 0061 <gen>
(Selling unit) Equal to Undead 0060 <gen>
(Selling unit) Equal to Orc 0059 <gen>
(Selling unit) Equal to Human 0058 <gen>
Actions
Player - Set name of (Owner of (Sold unit)) to ((Name of (Sold unit)) + ( + (Name of (Owner of (Sold unit)))))
Win game
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of units in (Units in Player_Region <gen>)) Less than or equal to 1
Actions
Player Group - Pick every player in (All players) and do (Victory (Picked player) (Show dialogs, Show scores))
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.