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Triggers
(10)The Caravan Bandits v3.0.w3m
Variables
All players
Defenders win Bandits leave
Bandits win Defenders leave
Set Game Mode
Target Game
Timed Game 1
Timed Game 2
Tree Respawn
Bountys
Timer 30 minutes
Timer 45 minutes
Timer ends Defenders win
Target reached Defenders win
Target reached Bandits win
Timer ends Bandits win
Timer ends Draw game
Scoreboard
Tips
The Bandits
Start Money for Bandits
Player 3 (Teal)
Player 3 revive hero
Player 3 leaves
Teal 10 Gold
Teal 25 Gold
Teal 50 Gold
Player 4 (Purple
Player 4 revive hero
Player 4 leaves
Purple 10 Gold
Purple 25 Gold
Purple 50 Gold
Player 5 (Yellow)
Player 5 revive hero
Player 5 leaves
Yellow 10 Gold
Yellow 25 Gold
Yellow 50 Gold
Player 6 (Orange)
Player 6 revive hero
Player 6 leaves
Orange 10 Gold
Orange 25 Gold
Orange 50 Gold
Player 7 (Green)
Player 7 revive hero
Player 7 leaves
Green 10 Gold
Green 25 Gold
Green 50 Gold
Player 11 (Dark Green)
Player 11 revive hero
Player 11 leaves
Dark Green 10 Gold
Dark Green 25 Gold
Dark Green 50 Gold
The Caravan
Under Attack
Brown Keep issuing order
Gray Keep issuing order
Wait for game to start
Brown Drop Gold 1
Brown Drop Gold 2
Brown Drop Gold 3
Gray Drop Gold 1
Gray Drop Gold 2
Gray Drop Gold 3
Randomize
Grey Caravan
Brown Caravan
The Defenders
Start Money for Defenders
Gray guards reaches goal
Gray leaders reaches goal
Gray kodos reaches goal
Brown guards reaches goal
Brown leaders reaches goal
Brown kodos reaches goal
Vision
Caravan allies with Defenders
Open gates
Player 1 (Red)
Kick out player 1
Player 1 leaves
Player 2 (Blue)
Kick out player 2
Player 2 leaves
Player 8 (Pink)
Kick out player 8
Player 8 leaves
Player 10 (Light Blue)
Kick out player 10
Player 10 leaves
Changelog
Changes 2
Changes
Name
Type
is_array
initial_value
Dialog
dialog
No
number
integer
No
0
TargetGame
button
No
TimedGame1
button
No
TimedGame2
button
No
timer
timer
No
Defenders win Bandits leave
Events
Time - Every 2 seconds of game time
Conditions
((Player 3 (Teal) slot status) Equal to Has left the game) or ((Player 3 (Teal) slot status) Equal to Is unused)
((Player 4 (Purple) slot status) Equal to Has left the game) or ((Player 4 (Purple) slot status) Equal to Is unused)
((Player 5 (Yellow) slot status) Equal to Has left the game) or ((Player 5 (Yellow) slot status) Equal to Is unused)
((Player 6 (Orange) slot status) Equal to Has left the game) or ((Player 6 (Orange) slot status) Equal to Is unused)
((Player 7 (Green) slot status) Equal to Has left the game) or ((Player 7 (Green) slot status) Equal to Is unused)
((Player 11 (Dark Green) slot status) Equal to Has left the game) or ((Player 11 (Dark Green) slot status) Equal to Is unused)
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: All Bandits have left the game! The Defenders win!
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Bandits win Defenders leave
Events
Time - Every 2 seconds of game time
Conditions
((Player 1 (Red) slot status) Equal to Has left the game) or ((Player 1 (Red) slot status) Equal to Is unused)
((Player 2 (Blue) slot status) Equal to Has left the game) or ((Player 2 (Blue) slot status) Equal to Is unused)
((Player 8 (Pink) slot status) Equal to Has left the game) or ((Player 8 (Pink) slot status) Equal to Is unused)
((Player 10 (Light Blue) slot status) Equal to Has left the game) or ((Player 10 (Light Blue) slot status) Equal to Is unused)
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: All Defenders have left the game! The Bandits win!
Wait 5.00 seconds
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Set Game Mode
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Dialog - Clear Dialog
Dialog - Change the title of Dialog to Choose Game Mode
Dialog - Create a dialog button for Dialog labelled Target Game (First to 1500 Gold)
Set Variable Set TargetGame = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Timed Game (30 Minutes)
Set Variable Set TimedGame1 = (Last created dialog Button)
Dialog - Create a dialog button for Dialog labelled Timed Game (45 Minutes)
Set Variable Set TimedGame2 = (Last created dialog Button)
Dialog - Show Dialog for Player 1 (Red)
Target Game
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to TargetGame
Actions
Trigger - Turn on Target_reached_Defenders_win <gen>
Trigger - Turn on Target_reached_Bandits_win <gen>
Game - Display to (All players) the text: |cffffcc00Target Game mode chosen! First team to 1500 Gold wins!|r
Sound - Play Hint <gen>
Quest - Create a Required quest titled Main Objective with the description Be the first team to 1500 Gold! , using icon path ReplaceableTextures\CommandButtons\BTNPillage.tga
Timed Game 1
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to TimedGame1
Actions
Trigger - Turn on Timer_30_minutes <gen>
Trigger - Turn on Timer_ends_Bandits_win <gen>
Trigger - Turn on Timer_ends_Defenders_win <gen>
Trigger - Turn on Timer_ends_Draw_game <gen>
Trigger - Run Timer_30_minutes <gen> (checking conditions)
Game - Display to (All players) the text: |cffffcc00Timed Game mode chosen! After 30 minutes, the team with the most Gold wins!|r
Sound - Play Hint <gen>
Quest - Create a Required quest titled Main Objective with the description Be the team with the most Gold after 30 minutes! , using icon path ReplaceableTextures\CommandButtons\BTNPillage.tga
Timed Game 2
Events
Dialog - A dialog button is clicked for Dialog
Conditions
(Clicked dialog button) Equal to TimedGame2
Actions
Trigger - Turn on Timer_45_minutes <gen>
Trigger - Turn on Timer_ends_Bandits_win <gen>
Trigger - Turn on Timer_ends_Defenders_win <gen>
Trigger - Turn on Timer_ends_Draw_game <gen>
Trigger - Run Timer_45_minutes <gen> (checking conditions)
Game - Display to (All players) the text: |cffffcc00Timed Game mode chosen! After 45 minutes, the team with the most Gold wins!|r
Sound - Play Hint <gen>
Quest - Create a Required quest titled Main Objective with the description Be the team with the most Gold after 45 minutes! , using icon path ReplaceableTextures\CommandButtons\BTNPillage.tga
Tree Respawn
Events
Time - Every 60.00 seconds of game time
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Resurrect (Picked destructible) with (Max life of (Picked destructible)) life and Show birth animation)
Bountys
Events
Map initialization
Conditions
Actions
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 2 (Blue)
Player - Turn Gives bounty On for Player 3 (Teal)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 5 (Yellow)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 7 (Green)
Player - Turn Gives bounty On for Player 8 (Pink)
Player - Turn Gives bounty On for Player 10 (Light Blue)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Timer 30 minutes
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100.00 %, 80 %, 20 %) with 0 % transparency
Countdown Timer - Start timer as a One-shot timer that will expire in 1800.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Game Over in:
Countdown Timer - Show (Last created timer window)
Timer 45 minutes
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Countdown Timer - Change the color of the title for (Last created timer window) to ( 100.00 %, 80 %, 20 %) with 0 % transparency
Countdown Timer - Start timer as a One-shot timer that will expire in 2700.00 seconds
Countdown Timer - Create a timer window for (Last started timer) with title Game Over in:
Countdown Timer - Show (Last created timer window)
Timer ends Defenders win
Events
Time - timer expires
Conditions
(Player 12 (Brown) Current lumber) Greater than (Player 9 (Gray) Current lumber)
Actions
Game - Display to (All players) the text: Time has expired! The Defenders win!
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat! The Defenders have more Gold after time expired!
Game - Defeat Player 4 (Purple) with the message: Defeat! The Defenders have more Gold after time expired!
Game - Defeat Player 5 (Yellow) with the message: Defeat! The Defenders have more Gold after time expired!
Game - Defeat Player 6 (Orange) with the message: Defeat! The Defenders have more Gold after time expired!
Game - Defeat Player 7 (Green) with the message: Defeat! The Defenders have more Gold after time expired!
Game - Defeat Player 11 (Dark Green) with the message: Defeat! The Defenders have more Gold after time expired!
Target reached Defenders win
Events
Player - Player 12 (Brown) 's Current lumber becomes Greater than or equal to 1500.00
Conditions
Actions
Game - Display to (All players) the text: The Defenders have reached 1500 Gold! The Defenders win!
Wait 5.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 3 (Teal) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 7 (Green) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Target reached Bandits win
Events
Player - Player 9 (Gray) 's Current lumber becomes Greater than or equal to 1500.00
Conditions
Actions
Game - Display to (All players) the text: The Bandits have reached 1500 Gold! The Defenders win!
Wait 5.00 seconds
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 8 (Pink) with the message: Defeat!
Game - Defeat Player 10 (Light Blue) with the message: Defeat!
Timer ends Bandits win
Events
Time - timer expires
Conditions
(Player 9 (Gray) Current lumber) Greater than (Player 12 (Brown) Current lumber)
Actions
Game - Display to (All players) the text: Time has expired! The Bandits win!
Wait 5.00 seconds
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 11 (Dark Green) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat! The Bandits have more Gold after time expired!
Game - Defeat Player 2 (Blue) with the message: Defeat! The Bandits have more Gold after time expired!
Game - Defeat Player 8 (Pink) with the message: Defeat! The Bandits have more Gold after time expired!
Game - Defeat Player 10 (Light Blue) with the message: Defeat! The Bandits have more Gold after time expired!
Timer ends Draw game
Events
Time - timer expires
Conditions
(Player 9 (Gray) Current lumber) Equal to (Player 12 (Brown) Current lumber)
Actions
Game - Display to (All players) the text: Time has expired! Both teams have the exact amount of Gold!
Wait 5.00 seconds
Game - Defeat Player 1 (Red) with the message: DRAW!?
Game - Defeat Player 2 (Blue) with the message: DRAW!?
Game - Defeat Player 3 (Teal) with the message: DRAW!?
Game - Defeat Player 4 (Purple) with the message: DRAW!?
Game - Defeat Player 5 (Yellow) with the message: DRAW!?
Game - Defeat Player 6 (Orange) with the message: DRAW!?
Game - Defeat Player 7 (Green) with the message: DRAW!?
Game - Defeat Player 8 (Pink) with the message: DRAW!?
Game - Defeat Player 10 (Light Blue) with the message: DRAW!?
Game - Defeat Player 11 (Dark Green) with the message: DRAW!?
Scoreboard
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Gold Accumulated
Leaderboard - Show (Last created leaderboard)
Leaderboard - Sort (Last created leaderboard) by Value in Descending order
Leaderboard - Change the display style for (Last created leaderboard) to Show the title, Show labels, Show values, and Hide icons
Leaderboard - Add Player 9 (Gray) to (Last created leaderboard) with label The Bandits and value (Player 9 (Gray) Current lumber)
Leaderboard - Add Player 12 (Brown) to (Last created leaderboard) with label The Defenders and value (Player 12 (Brown) Current lumber)
Leaderboard - Change the color of the label for Player 12 (Brown) in (Last created leaderboard) to ( 0.00 %, 0.00 %, 100.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 9 (Gray) in (Last created leaderboard) to ( 100 %, 100.00 %, 0.00 %) with 0 % transparency
Leaderboard - Change the color of the value for Player 12 (Brown) in (Last created leaderboard) to ( 100 %, 100.00 %, 0.00 %) with 0 % transparency
Tips
Events
Time - Elapsed game time is 20.00 seconds
Conditions
Actions
Sound - Play QuestLog <gen>
Quest - Display to (All players) the Quest Update message: |cff32cd32Read the Quest Log (F9) for tips, hints and objectives.|r
Quest - Create a Optional quest titled Special Buildings with the description There is a SHOP in the East City that the Bandits can use if they can somehow manage to sneak into the city.There is a MERCENARY SHOP in the bottom-right hand corner of the map.There is a HEALTH POOL in the bottom-left hand corner of the map and in the West City. , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a quest requirement for (Last created quest) with the description There are special buildings around the map that can help The Bandits and some help The Defenders.
Quest - Create a Required quest titled Bandit Objectives with the description , using icon path ReplaceableTextures\CommandButtons\BTNBandit.tga
Quest - Create a quest requirement for (Last created quest) with the description Intercept and kill the Caravans and pickup the Gold they dropThe Gold that is picked up is evenly distributed to the entire teamThe Caravan comes from either side randomly
Quest - Create a Required quest titled Defender Objectives with the description , using icon path ReplaceableTextures\CommandButtons\BTNTheCaptain.tga
Quest - Create a quest requirement for (Last created quest) with the description Protect and follow the Caravan and help it reach the other cityIf a Caravan unit is killed, it will drop Gold. Pick it up before the Bandits doGold is evenly distributed to the entire team
Quest - Create a Optional quest titled Caravan Tips with the description , using icon path ReplaceableTextures\CommandButtons\BTNKotoBeast.tga
Quest - Create a quest requirement for (Last created quest) with the description Kodos will drop 50 GoldLeaders will drop 25 GoldGuards will drop 10 Gold
Quest - Flash the quest dialog button
Start Money for Bandits
Events
Map initialization
Conditions
Actions
Player - Add 800 to Player 3 (Teal) . Current gold
Player - Add 800 to Player 4 (Purple) . Current gold
Player - Add 800 to Player 5 (Yellow) . Current gold
Player - Add 800 to Player 6 (Orange) . Current gold
Player - Add 800 to Player 7 (Green) . Current gold
Player - Add 800 to Player 11 (Dark Green) . Current gold
Player 3 revive hero
Events
Unit - A unit owned by Player 3 (Teal) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 3 (Teal) . Current gold
Game - Display to (All allies of Player 3 (Teal).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 3 (Teal) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 3 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 3 (Teal) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 3 (Teal)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 3 (Teal) units with his/her allies
Teal 10 Gold
Events
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Teal 25 Gold
Events
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 25 to Player 9 (Gray) . Current lumber
Teal 50 Gold
Events
Unit - A unit owned by Player 3 (Teal) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 50 to Player 9 (Gray) . Current lumber
Player 4 revive hero
Events
Unit - A unit owned by Player 4 (Purple) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 4 (Purple) . Current gold
Game - Display to (All allies of Player 4 (Purple).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 4 (Purple) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 4 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 4 (Purple) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 4 (Purple)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 4 (Purple) units with his/her allies
Purple 10 Gold
Events
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Purple 25 Gold
Events
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 25 to Player 9 (Gray) . Current lumber
Purple 50 Gold
Events
Unit - A unit owned by Player 4 (Purple) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 50 to Player 9 (Gray) . Current lumber
Player 5 revive hero
Events
Unit - A unit owned by Player 5 (Yellow) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 5 (Yellow) . Current gold
Game - Display to (All allies of Player 5 (Yellow).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 5 (Yellow) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 5 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 5 (Yellow) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 5 (Yellow)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 5 (Yellow) units with his/her allies
Yellow 10 Gold
Events
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Yellow 25 Gold
Events
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 25 to Player 9 (Gray) . Current lumber
Yellow 50 Gold
Events
Unit - A unit owned by Player 5 (Yellow) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 50 to Player 9 (Gray) . Current lumber
Player 6 revive hero
Events
Unit - A unit owned by Player 6 (Orange) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 6 (Orange) . Current gold
Game - Display to (All allies of Player 6 (Orange).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 6 (Orange) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 6 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 6 (Orange) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 6 (Orange)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 6 (Orange) units with his/her allies
Orange 10 Gold
Events
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Orange 25 Gold
Events
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 25 to Player 9 (Gray) . Current lumber
Orange 50 Gold
Events
Unit - A unit owned by Player 6 (Orange) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 50 to Player 9 (Gray) . Current lumber
Player 7 revive hero
Events
Unit - A unit owned by Player 7 (Green) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 7 (Green) . Current gold
Game - Display to (All allies of Player 7 (Green).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 7 (Green) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 7 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 7 (Green) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 7 (Green)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 7 (Green) units with his/her allies
Green 10 Gold
Events
Unit - A unit owned by Player 7 (Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Green 25 Gold
Events
Unit - A unit owned by Player 7 (Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 25 to Player 9 (Gray) . Current lumber
Green 50 Gold
Events
Unit - A unit owned by Player 7 (Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 50 to Player 9 (Gray) . Current lumber
Player 11 revive hero
Events
Unit - A unit owned by Player 11 (Dark Green) . Becomes revivable
Conditions
Actions
Player - Add -100 to Player 11 (Dark Green) . Current gold
Game - Display to (All allies of Player 11 (Dark Green).) the text: A Bandit has fallen! He will be revived in 60 seconds.
Wait 60.00 seconds
Hero - Instantly revive (Triggering unit) at (Center of Bandit_Camp <gen>) , Show revival graphics
Camera - Pan camera for Player 11 (Dark Green) to (Center of Bandit_Camp <gen>) over 1.00 seconds
Player 11 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 11 (Dark Green) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 11 (Dark Green)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 11 (Dark Green) units with his/her allies
Dark Green 10 Gold
Events
Unit - A unit owned by Player 11 (Dark Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Pouch of Gold (10 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 10 to Player 3 (Teal) . Current gold
Player - Add 10 to Player 4 (Purple) . Current gold
Player - Add 10 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 10 to Player 7 (Green) . Current gold
Player - Add 10 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Dark Green 25 Gold
Events
Unit - A unit owned by Player 11 (Dark Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Bag of Gold (25 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 25 to Player 3 (Teal) . Current gold
Player - Add 25 to Player 4 (Purple) . Current gold
Player - Add 25 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 25 to Player 7 (Green) . Current gold
Player - Add 25 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Dark Green 50 Gold
Events
Unit - A unit owned by Player 11 (Dark Green) . Acquires an item
Conditions
(Item-type of (Item being manipulated)) Equal to Sack of Gold (50 Gold)
Actions
Item - Remove (Item being manipulated)
Player - Add 50 to Player 3 (Teal) . Current gold
Player - Add 50 to Player 4 (Purple) . Current gold
Player - Add 50 to Player 5 (Yellow) . Current gold
Player - Add 10 to Player 6 (Orange) . Current gold
Player - Add 50 to Player 7 (Green) . Current gold
Player - Add 50 to Player 11 (Dark Green) . Current gold
Player - Add 10 to Player 9 (Gray) . Current lumber
Under Attack
Events
Unit - A unit owned by Player 9 (Gray) . Is attacked
Conditions
Actions
Trigger - Turn off (This trigger)
Wait 1.00 seconds
Sound - Play H01VillagerM33 <gen>
Brown Keep issuing order
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in (Playable map area) owned by Player 12 (Brown)) to Attack-Move To . (Center of Grey_Start <gen>)
Gray Keep issuing order
Events
Time - Every 2.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units in (Playable map area) owned by Player 9 (Gray)) to Attack-Move To . (Center of Brown_Start <gen>)
Wait for game to start
Events
Map initialization
Conditions
Actions
Wait 75.00 seconds
Trigger - Turn on Grey_Caravan <gen>
Trigger - Turn on Brown_Caravan <gen>
Trigger - Turn off (This trigger)
Brown Drop Gold 1
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Kodo (Riderless)
Actions
Item - Create Sack of Gold (50 Gold) at (Position of (Triggering unit))
Brown Drop Gold 2
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Guard
Actions
Item - Create Pouch of Gold (10 Gold) at (Position of (Triggering unit))
Brown Drop Gold 3
Events
Unit - A unit owned by Player 12 (Brown) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Leader
Actions
Item - Create Bag of Gold (25 Gold) at (Position of (Triggering unit))
Gray Drop Gold 1
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Kodo (Riderless)
Actions
Item - Create Sack of Gold (50 Gold) at (Position of (Triggering unit))
Gray Drop Gold 2
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Guard
Actions
Item - Create Pouch of Gold (10 Gold) at (Position of (Triggering unit))
Gray Drop Gold 3
Events
Unit - A unit owned by Player 9 (Gray) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Leader
Actions
Item - Create Bag of Gold (25 Gold) at (Position of (Triggering unit))
Randomize
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Set Variable Set number = (Random integer number between 1 and 6)
Grey Caravan
Events
Time - Every 2 seconds of game time
Conditions
number Equal to 1
(Number of units in (Units owned by Player 9 (Gray) of type Caravan Leader)) Equal to 0
(Number of units in (Units owned by Player 9 (Gray) of type Caravan Guard)) Equal to 0
(Number of units in (Units owned by Player 9 (Gray) of type Caravan Kodo (Riderless))) Equal to 0
Actions
Set Variable Set number = "0"
Unit - Create 1 . Caravan Kodo (Riderless) for Player 9 (Gray) at (Center of Grey_k_1 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Kodo (Riderless) for Player 9 (Gray) at (Center of Grey_k_2 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Guard for Player 9 (Gray) at (Center of Grey_g_1 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Guard for Player 9 (Gray) at (Center of Grey_g_2 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Guard for Player 9 (Gray) at (Center of Grey_g_3 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Guard for Player 9 (Gray) at (Center of Grey_g_4 <gen>) facing 360.00 degrees
Unit - Create 1 . Caravan Leader for Player 9 (Gray) at (Center of Grey_L_1 <gen>) facing 360.00 degrees
Player - Add 50 to Player 1 (Red) . Current gold
Player - Add 50 to Player 2 (Blue) . Current gold
Player - Add 50 to Player 8 (Pink) . Current gold
Player - Add 50 to Player 10 (Light Blue) . Current gold
Game - Display to (All players) the text: |cffffff00A|cfffef900 |cfffdf300C|cfffced00a|cfffbe700r|cfffae100a|cfff9db00v|cfff8d500a|cfff7cf00n|cfff6c900 |cfff5c300h|cfff4bd00a|cfff3b700s|cfff2b100 |cfff1ab00e|cfff0a500n|cffef9f00t|cffee9900e|cffed9300r|cffec8d00e|cffeb8700d|cffea8100 |cffe97b00t|cffe87500h|cffe76f00e|cffe66900 |cffe56300T|cffe45d00r|cffe35700a|cffe25100d|cffe14b00e|cffe04500 |cffdf3f00R|cffde3900o|cffdd3300u|cffdc2d00t|cffdb2700e|cffda2100!|r
Sound - Set position of HumanCallToArmsWhat1 <gen> to (Center of (Playable map area)) with Z offset 0
Sound - Play HumanCallToArmsWhat1 <gen>
Unit Group - Pick every unit in (Units in Grey_Start <gen> owned by Player 9 (Gray)) and do (Order (Picked unit) to Attack-Move To.(Center of Brown_Start <gen>))
Brown Caravan
Events
Time - Every 2 seconds of game time
Conditions
number Equal to 2
(Number of units in (Units owned by Player 12 (Brown) of type Caravan Kodo (Riderless))) Equal to 0
(Number of units in (Units owned by Player 12 (Brown) of type Caravan Guard)) Equal to 0
(Number of units in (Units owned by Player 12 (Brown) of type Caravan Leader)) Equal to 0
Actions
Set Variable Set number = "0"
Unit - Create 1 . Caravan Kodo (Riderless) for Player 12 (Brown) at (Center of Brown_k_1 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Kodo (Riderless) for Player 12 (Brown) at (Center of Brown_k_2 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Guard for Player 12 (Brown) at (Center of Brown_g_1 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Guard for Player 12 (Brown) at (Center of Brown_g_2 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Guard for Player 12 (Brown) at (Center of Brown_g_3 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Guard for Player 12 (Brown) at (Center of Brown_g_4 <gen>) facing 0.00 degrees
Unit - Create 1 . Caravan Leader for Player 12 (Brown) at (Center of Brown_L_1 <gen>) facing 0.00 degrees
Player - Add 50 to Player 1 (Red) . Current gold
Player - Add 50 to Player 2 (Blue) . Current gold
Player - Add 50 to Player 8 (Pink) . Current gold
Player - Add 50 to Player 10 (Light Blue) . Current gold
Game - Display to (All players) the text: |cffffff00A|cfffef900 |cfffdf300C|cfffced00a|cfffbe700r|cfffae100a|cfff9db00v|cfff8d500a|cfff7cf00n|cfff6c900 |cfff5c300h|cfff4bd00a|cfff3b700s|cfff2b100 |cfff1ab00e|cfff0a500n|cffef9f00t|cffee9900e|cffed9300r|cffec8d00e|cffeb8700d|cffea8100 |cffe97b00t|cffe87500h|cffe76f00e|cffe66900 |cffe56300T|cffe45d00r|cffe35700a|cffe25100d|cffe14b00e|cffe04500 |cffdf3f00R|cffde3900o|cffdd3300u|cffdc2d00t|cffdb2700e|cffda2100!|r
Sound - Set position of HumanCallToArmsWhat1 <gen> to (Center of (Playable map area)) with Z offset 0
Sound - Play HumanCallToArmsWhat1 <gen>
Unit Group - Pick every unit in (Units in Brown_Start <gen> owned by Player 12 (Brown)) and do (Order (Picked unit) to Attack-Move To.(Center of Grey_Start <gen>))
Start Money for Defenders
Events
Map initialization
Conditions
Actions
Player - Add 300 to Player 1 (Red) . Current gold
Player - Add 300 to Player 2 (Blue) . Current gold
Player - Add 300 to Player 8 (Pink) . Current gold
Player - Add 300 to Player 10 (Light Blue) . Current gold
Gray guards reaches goal
Events
Unit - A unit enters Brown_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Guard
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 8 to Player 1 (Red) . Current gold
Player - Add 8 to Player 2 (Blue) . Current gold
Player - Add 8 to Player 8 (Pink) . Current gold
Player - Add 8 to Player 10 (Light Blue) . Current gold
Player - Add 8 to Player 12 (Brown) . Current lumber
Gray leaders reaches goal
Events
Unit - A unit enters Brown_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Leader
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 20 to Player 2 (Blue) . Current gold
Player - Add 20 to Player 8 (Pink) . Current gold
Player - Add 20 to Player 10 (Light Blue) . Current gold
Player - Add 20 to Player 12 (Brown) . Current lumber
Gray kodos reaches goal
Events
Unit - A unit enters Brown_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Kodo (Riderless)
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 40 to Player 1 (Red) . Current gold
Player - Add 40 to Player 2 (Blue) . Current gold
Player - Add 40 to Player 8 (Pink) . Current gold
Player - Add 40 to Player 10 (Light Blue) . Current gold
Player - Add 40 to Player 12 (Brown) . Current lumber
Brown guards reaches goal
Events
Unit - A unit enters Grey_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Guard
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 8 to Player 1 (Red) . Current gold
Player - Add 8 to Player 2 (Blue) . Current gold
Player - Add 8 to Player 8 (Pink) . Current gold
Player - Add 8 to Player 10 (Light Blue) . Current gold
Player - Add 8 to Player 12 (Brown) . Current lumber
Brown leaders reaches goal
Events
Unit - A unit enters Grey_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Leader
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 20 to Player 1 (Red) . Current gold
Player - Add 20 to Player 2 (Blue) . Current gold
Player - Add 20 to Player 8 (Pink) . Current gold
Player - Add 20 to Player 10 (Light Blue) . Current gold
Player - Add 20 to Player 12 (Brown) . Current lumber
Brown kodos reaches goal
Events
Unit - A unit enters Grey_Start <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Caravan Kodo (Riderless)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Sound - Play Rescue <gen>
Unit - Remove (Triggering unit) from the game
Player - Add 40 to Player 1 (Red) . Current gold
Player - Add 40 to Player 2 (Blue) . Current gold
Player - Add 40 to Player 8 (Pink) . Current gold
Player - Add 40 to Player 10 (Light Blue) . Current gold
Player - Add 40 to Player 12 (Brown) . Current lumber
Vision
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across East_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across East_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across East_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across East_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across West_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across West_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across West_city <gen>
Visibility - Enable (Last created visibility modifier)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across West_city <gen>
Visibility - Enable (Last created visibility modifier)
Caravan allies with Defenders
Events
Map initialization
Conditions
Actions
Game - Set Lock alliance settings to On
Player - Make Player 1 (Red) treat Player 12 (Brown) as an Ally
Player - Make Player 2 (Blue) treat Player 12 (Brown) as an Ally
Player - Make Player 8 (Pink) treat Player 12 (Brown) as an Ally
Player - Make Player 10 (Light Blue) treat Player 12 (Brown) as an Ally
Player - Make Player 1 (Red) treat Player 9 (Gray) as an Ally
Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Ally
Player - Make Player 8 (Pink) treat Player 9 (Gray) as an Ally
Player - Make Player 10 (Light Blue) treat Player 9 (Gray) as an Ally
Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally
Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally
Player - Make Player 12 (Brown) treat Player 8 (Pink) as an Ally
Player - Make Player 12 (Brown) treat Player 10 (Light Blue) as an Ally
Player - Make Player 9 (Gray) treat Player 1 (Red) as an Ally
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally
Player - Make Player 9 (Gray) treat Player 8 (Pink) as an Ally
Player - Make Player 9 (Gray) treat Player 10 (Light Blue) as an Ally
Open gates
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Destructible - Open (Random destructible in East_side_door <gen>)
Destructible - Open (Random destructible in West_side_door <gen>)
Kick out player 1
Events
Unit - A unit enters Bandit_Camp <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Move (Triggering unit) instantly to (Center of kicked_out <gen>)
Game - Display to Player Group - Player 1 (Red) the text: Are you crazy? That's the Bandit Camp!
Player 1 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 1 (Red) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 1 (Red) units with his/her allies
Kick out player 2
Events
Unit - A unit enters Bandit_Camp <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
Unit - Move (Triggering unit) instantly to (Center of kicked_out <gen>)
Game - Display to Player Group - Player 2 (Blue) the text: Are you crazy? That's the Bandit Camp!
Player 2 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 2 (Blue) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 2 (Blue)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 2 (Blue) units with his/her allies
Kick out player 8
Events
Unit - A unit enters Bandit_Camp <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
Actions
Unit - Move (Triggering unit) instantly to (Center of kicked_out <gen>)
Game - Display to Player Group - Player 8 (Pink) the text: Are you crazy? That's the Bandit Camp!
Player 8 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 8 (Pink) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 8 (Pink)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 8 (Pink) units with his/her allies
Kick out player 10
Events
Unit - A unit enters Bandit_Camp <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Move (Triggering unit) instantly to (Center of kicked_out <gen>)
Game - Display to Player Group - Player 10 (Light Blue) the text: Are you crazy? That's the Bandit Camp!
Player 10 leaves
Events
Time - Every 2 seconds of game time
Conditions
(Player 10 (Light Blue) slot status) Equal to Has left the game
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: ((Name of Player 10 (Light Blue)) + just left the game!)
Sound - Play CreepAggroWhat1 <gen>
Game - Grant shared vision and full shared unit control of Player 10 (Light Blue) units with his/her allies
v.3.0 --- Aug 21/06
--------------------------------
- Fixed major issue that didn't allow Orange to collect Gold that dropped from Kodos
- Increased tower range
- Removed firebolt from Dark Priest
- More tweaks for units to balance the game out more
- Lowered attack damage from Caravan units
- New unit! The Bandits can now purchase a Goblin Sapper from the Mercenary Building
- New feature! Now, more than 1 Caravan can spawn at a time, for a maximum of 2 Caravans at a time
- Slowed down the Caravans a bit
- Changed model for Bandit Ancient and model for summoned Treants
- New units! The Transport is back for the Defenders! Also Treant, Elemental, Black Barracks, Advanced Worker and Spy
- Some minor terrain changes
v.2.6 --- Aug 20/06
--------------------------------
- More unit tweaks and balances
- Lowered food start for Defenders
- Lowered food given by farms
- Removed Thorns Aura from Caravan leader
Changes 2
Events
Conditions
Actions
v.2.5 --- Aug 19/06
--------------------------------
- Made Caravan move faster
- Removed annoying game pause at the beginning of the game
- Fixed error in leaving Player message
- Made Bandit heroes more expensive
- Made penalty for Bandits who allow their heroes to die
- Made hero revive time 60 from 40 seconds
- Made a Waygate to connect both cities
- Removed unit! Transport
- Tweaked several Defender units' prices and stats
- Changed Defenders Hunter Ensnare into Shadowmeld
- New building! Caravansary
- Fixed team leave defeat bug
v.2.0 --- Aug 19/06
--------------------------------
- Made Defenders starting towers invulnerable
- Made Knights slightly stronger
- Increased Bandit hero revive time to 40 seconds from 15
- New unit! Scout Tower created to help reveal invisible units
- Changed Advanced Barracks price to 150 from 210
- Changed Farm price to 25 from 50
- Changed Guard Tower price to 80 from 100
- Changed Cannon Tower price to 80 from 100
- Changed Sasquatch price to 200 from 280
- Changed Transport price to 150 from 180
- Changed starting money for Defenders to 300 from 250
- Farms provide 18 food instead of 16 / Barracks provide 20 food instead of 10
- Barracks now have an attack
- Defenders now receive 50 Gold each time a Caravan spawns
v.1.6 --- Aug 19/06
--------------------------------
- Fixed player leave victory
- Lowered Defenders Knights hitpoints to 500
- Lowered Defenders Archers hitpoints and increased attack cooldown time
- Made Bandit heroes slightly more powerful
v.1.5 --- Aug 19/06
--------------------------------
- Changed Bandit Hideout so hero cannot be revived from there
- Fixed Lancer's level 6 special
- Made Heros for the Bandits revive for free
- Added victories for when other players leave
- New feature! Changed players to 6 Bandits vs. 4 Defenders, made Player 6 (Orange) a Bandit
- Changed Defenders start money to 250 from 300
v.1 --- Aug 19/06
--------------------------------
- Released map, first public test
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