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Trigger Viewer

The Maelstorm Arena v1.9.w3x
Variables
DetailsMazeSect1
Orcs vs Undead Orcs
DaylightPERMENANT
MobsMaze1Part1
Mob1M1
Mob2M1
Mob3M1
Mob4M1
Mob5M1
Mob6M1
Mob7M1
Mob8M1
MobsMaze1Part2
Door1M1
Initialize Trigger Open Part2
Door1M1Part2
Mob9M1
Mob10M1
Mob11M1
Mob12M1
Mob13M1
Maze 1
doorM1 Opened
StartMaze1Part1
Countdown Ends 1
Maze Entrances 1234
Invuln all
M2DoorOpen
TESTING
level
Arena
Maze 2 Doors and Levers
Doors all invuln M2
Lever 1 M2P2
Lever 2 M2P2
Lever 3 M2P2
Lever 4 M2P2
Lever 5 M2P2
M3 Boss
DeathB2
Door M3 Opens
M3
Doors Invuln
mm1M3 switch 1
mm1M3 switch 2
mm2M3 switch 1
mm2M3 switch 2
mm3M3 switch 1
MinMazesM3
mm3M3 elevators
M3MiniM3Elevator
Special Items
Crystal Blade Door invuln
Crystal Blades
Spell Sounds
Battle Cry
Poison Wound
Choas Bolt
Mana Bolt
Holy Purge
Hidden Heros
Scionic1
Food Limit
Food Restored
Maze4
Tele Units
Team1
Team2
Quests/Titles
Codes
Units Attack
Activate
Light Blue Units
Dark Green Units
Income
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
AllPlayers force No
CountdownTimerMaze1 timer No
ManaRiftMagi unit No
Maze timerdialog No
Orcs vs Undead Orcs
  Events
    Unit - A unit enters Orcs_Attack_Undead_Orcs_Region <gen>
  Conditions
  Actions
    Unit Group - Order (Units in Orcs_origional_Destination <gen>) to Attack-Move To.(Center of Attack_Point <gen>)
DaylightPERMENANT
  Events
    Map initialization
  Conditions
  Actions
    Game - Set the time of day to 6.00
    Wait 1.00 seconds
    Game - Turn the day/night cycle Off
Mob1M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Unit - Create 5.Spider Crab Shorecrawler for Neutral Hostile at (Center of Mob1M1 <gen>) facing Default building facing degrees
Mob2M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 3.00 seconds
    Unit - Create 3.Makrura Prawn for Neutral Hostile at (Center of Mob2M1 <gen>) facing Default building facing degrees
    Unit - Create 2.Makrura Tidecaller for Neutral Hostile at (Center of Mob2M1 <gen>) facing Default building facing degrees
Mob3M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 5.00 seconds
    Unit - Create 8.Mur'gul Cliffrunner for Neutral Hostile at (Center of Mob3M1 <gen>) facing Default building facing degrees
Mob4M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 7.00 seconds
    Unit - Create 1.Hydra for Neutral Hostile at (Center of Mob4M1 <gen>) facing Default building facing degrees
Mob5M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 8.00 seconds
    Unit - Create 4.Mur'gul Snarecaster for Neutral Hostile at (Center of Mob5M1 <gen>) facing Default building facing degrees
Mob6M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 7.00 seconds
    Unit - Create 6.Stormreaver Apprentice for Neutral Hostile at (Center of Mob6M1 <gen>) facing Default building facing degrees
    Unit - Create 2.Stormreaver Hermit for Neutral Hostile at (Center of Mob6M1 <gen>) facing Default building facing degrees
Mob7M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 7.00 seconds
    Unit - Create 3.Skeletal Orc for Neutral Hostile at (Center of Mob7M1 <gen>) facing Default building facing degrees
Mob8M1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Wait 7.00 seconds
    Unit - Create 3.Skeletal Orc for Neutral Hostile at (Center of Mob8M1 <gen>) facing Default building facing degrees
Door1M1
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Make Rolling Stone Door 0053 <gen> Invulnerable
Initialize Trigger Open Part2
  Events
    Unit - Stormreaver Warlock 0024 <gen> Dies
  Conditions
  Actions
    Trigger - Turn on Door1M1Part2 <gen>
    Trigger - Turn on Mob9M1 <gen>
    Trigger - Turn on Mob10M1 <gen>
    Trigger - Turn on Mob11M1 <gen>
    Trigger - Turn on Mob12M1 <gen>
    Trigger - Turn on Mob12M1 <gen>
    Trigger - Turn on Mob13M1 <gen>
Door1M1Part2
  Events
    Unit - A unit enters Open_Door_M1Part2 <gen>
  Conditions
  Actions
    Unit - Move (Triggering unit) instantly to (Center of Part2_Tele <gen>)
    Destructible - Open Rolling Stone Door 0053 <gen>
Mob9M1
  Events
    Unit - A unit enters Maze1Part2 <gen>
  Conditions
  Actions
    Wait 0.01 seconds
    Unit - Create 7.Sea Giant for Neutral Hostile at (Center of Mob9M1 <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Trigger - Turn off (This trigger)
Mob10M1
  Events
    Unit - A unit enters Maze1Part2 <gen>
  Conditions
  Actions
    Wait 0.01 seconds
    Unit - Create 2.Sea Giant Behemoth for Neutral Hostile at (Center of Mob10M1 <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Trigger - Turn off (This trigger)
Mob11M1
  Events
    Unit - A unit enters Maze1Part2 <gen>
  Conditions
  Actions
    Wait 3.00 seconds
    Unit - Create 5.Stormreaver Hermit for Neutral Hostile at (Center of Mob11M1 <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Trigger - Turn off (This trigger)
Mob12M1
  Events
    Unit - A unit enters Maze1Part2 <gen>
  Conditions
  Actions
    Wait 4.00 seconds
    Unit - Create 5.Revenant of the Seas for Neutral Hostile at (Center of Mob12M1 <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Trigger - Turn off (This trigger)
Mob13M1
  Events
    Unit - A unit enters Maze1Part2 <gen>
  Conditions
  Actions
    Wait 5.00 seconds
    Unit - Create 4.Revenant of the Tides for Neutral Hostile at (Center of Mob13M1 <gen>) facing Default building facing degrees
    Unit - Create 1.Deeplord Revenant for Neutral Hostile at (Center of Mob13M1 <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Trigger - Turn off (This trigger)
doorM1 Opened
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 0038 <gen>
StartMaze1Part1
  Events
    Unit - A unit enters Maze1_Start <gen>
  Conditions
  Actions
    Trigger - Turn on Mob1M1 <gen>
    Trigger - Turn on Mob2M1 <gen>
    Trigger - Turn on Mob3M1 <gen>
    Trigger - Turn on Mob4M1 <gen>
    Trigger - Turn on Mob5M1 <gen>
    Trigger - Turn on Mob6M1 <gen>
    Trigger - Turn on Mob7M1 <gen>
    Trigger - Turn on Mob8M1 <gen>
    Wait 0.01 seconds
    Trigger - Turn off StartMaze1Part1 <gen>
    Trigger - Turn off Mob1M1 <gen>
    Trigger - Turn off Mob2M1 <gen>
    Trigger - Turn off Mob3M1 <gen>
    Trigger - Turn off Mob4M1 <gen>
    Trigger - Turn off Mob5M1 <gen>
    Trigger - Turn off Mob6M1 <gen>
    Trigger - Turn off Mob7M1 <gen>
    Trigger - Turn off Mob8M1 <gen>
Countdown Ends 1
  Events
    Time - Elapsed game time is 1800.00 seconds
  Conditions
  Actions
    Unit Group - Pick every unit in (Units in RemoveUnitsM1p2 <gen>) and do (Remove (Triggering unit) from the game)
    Unit Group - Pick every unit in (Units in RemoveUnitsM1p1 <gen>) and do (Remove (Triggering unit) from the game)
    Countdown Timer - Destroy Maze
    Trigger - Turn on StartMaze1Part1 <gen>
Invuln all
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Make Massive Ruined Gate 0035 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 0037 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 0036 <gen> Invulnerable
M2DoorOpen
  Events
    Unit - A unit enters Maze_1_End <gen>
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 0035 <gen>
    Unit - Move (Triggering unit) instantly to (Center of Part2_Tele <gen>)
level
  Events
    Player - Player 1 (Red) types a chat message containing should i level? (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Create 5.SUPER LEVELING MONSTER for Neutral Hostile at (Center of Test_Monster_Level <gen>) facing Default building facing degrees
Arena
  Events
    Player - Player 1 (Red) types a chat message containing -Arena Match (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Kill Bandit King 0187 <gen>
Doors all invuln M2
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Make Iron Gate 2477 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 2696 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 2727 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 2746 <gen> Invulnerable
    Destructible - Make Massive Ruined Gate 2747 <gen> Invulnerable
Lever 1 M2P2
  Events
    Destructible - Lever 2552 <gen> dies
  Conditions
  Actions
    Destructible - Open Iron Gate 2477 <gen>
Lever 2 M2P2
  Events
    Unit - Supreme Troll Warlord 0279 <gen> Dies
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 2696 <gen>
Lever 3 M2P2
  Events
    Destructible - Lever 2916 <gen> dies
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 2727 <gen>
Lever 4 M2P2
  Events
    Destructible - Lever 2914 <gen> dies
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 2747 <gen>
Lever 5 M2P2
  Events
    Destructible - Lever 3059 <gen> dies
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 2746 <gen>
DeathB2
  Events
    Unit - Angelic Mana Being 0292 <gen> Dies
  Conditions
  Actions
    Trigger - Turn on Door_M3_Opens <gen>
Door M3 Opens
  Events
    Unit - A unit enters Region_031 <gen>
  Conditions
  Actions
    Destructible - Open Massive Ruined Gate 0037 <gen>
    Unit - Move (Triggering unit) instantly to (Center of SoulRespawn <gen>), facing Default building facing degrees
Doors Invuln
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Make Iron Gate 3080 <gen> Invulnerable
    Destructible - Make Iron Gate 3081 <gen> Invulnerable
    Destructible - Make Iron Gate 3082 <gen> Invulnerable
    Destructible - Make Iron Gate 3086 <gen> Invulnerable
    Destructible - Make Ruined Gate 3069 <gen> Invulnerable
    Destructible - Make Ruined Gate 3071 <gen> Invulnerable
    Destructible - Make Rolling Stone Door 3138 <gen> Invulnerable
mm1M3 switch 1
  Events
    Destructible - Lever 3084 <gen> dies
  Conditions
  Actions
    Destructible - Open Iron Gate 3086 <gen>
mm1M3 switch 2
  Events
    Destructible - Lever 3085 <gen> dies
  Conditions
  Actions
    Destructible - Open Ruined Gate 3069 <gen>
    Destructible - Open Iron Gate 3080 <gen>
mm2M3 switch 1
  Events
    Destructible - Lever 3148 <gen> dies
  Conditions
  Actions
    Destructible - Open Ruined Gate 3153 <gen>
mm2M3 switch 2
  Events
    Destructible - Lever 3152 <gen> dies
  Conditions
  Actions
    Destructible - Open Iron Gate 3081 <gen>
    Destructible - Open Ruined Gate 3071 <gen>
mm3M3 switch 1
  Events
    Destructible - Lever 3139 <gen> dies
  Conditions
  Actions
    Destructible - Open Rolling Stone Door 3138 <gen>
    Destructible - Open Iron Gate 3082 <gen>
mm3M3 elevators
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Destructible - Close North wall of Elevator 3064 <gen>
    Destructible - Close South wall of Elevator 3143 <gen>
M3MiniM3Elevator
  Events
    Destructible - Lever 3140 <gen> dies
  Conditions
  Actions
    Destructible - Set height of Elevator 3064 <gen> to 3
    Destructible - Set height of Elevator 3143 <gen> to 3
    Destructible - Close East wall of Elevator 3064 <gen>
    Destructible - Close West wall of Elevator 3064 <gen>
    Destructible - Close West wall of Elevator 3143 <gen>
    Destructible - Close East wall of Elevator 3143 <gen>
    Destructible - Open North wall of Elevator 3064 <gen>
    Destructible - Open South wall of Elevator 3143 <gen>
Crystal Blade Door invuln
  Events
    Map initialization
  Conditions
  Actions
    Destructible - Make Ruined Gate 3238 <gen> Invulnerable
Crystal Blades
  Events
    Unit - Crystal Blade Guardian 0442 <gen> Dies
  Conditions
  Actions
    Destructible - Open Ruined Gate 3238 <gen>
Battle Cry
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Battle Cry
  Actions
    Sound - Play BanditWarcry1 <gen> at 100% volume, located at (Position of (Casting unit)) with Z offset 0
Poison Wound
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Poison Wound
  Actions
    Sound - Play BanditPissed3 <gen> at 100% volume, located at (Position of (Casting unit)) with Z offset 0
Choas Bolt
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Chaos Bolt
  Actions
    Sound - Play DeathKnightYesAttack1 <gen> at 100% volume, located at (Position of (Casting unit)) with Z offset 0
Mana Bolt
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mana Bolt (Neutral Hostile)
  Actions
    Sound - Play HeroPaladinWarcry1 <gen> at 100% volume, located at (Position of (Casting unit)) with Z offset 0
Holy Purge
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Holy Purge
  Actions
    Sound - Play UtherPissed4 <gen> at 100% volume, located at (Center of (Entire map)) with Z offset 0
Scionic1
  Events
    Player - Player 1 (Red) types a chat message containing |_33T (stringnoformat) as An exact match
  Conditions
  Actions
    Unit - Create 1.Scionic1 for Player 1 (Red) at (Center of SoulRespawn <gen>) facing Default building facing degrees
Food Limit
  Events
    Player - Player 1 (Red)'s Food used becomes Greater than or equal to 1.00
  Conditions
  Actions
    Trigger - Turn on Food_Restored <gen>
    Trigger - Turn off Scionic1 <gen>
Food Restored
  Events
    Player - Player 1 (Red)'s Food used becomes Equal to 0.00
  Conditions
  Actions
    Trigger - Turn on Scionic1 <gen>
Tele Units
  Events
    Unit - Bandit King 0187 <gen> Dies
  Conditions
  Actions
    Game - Display to (All players) for 10.00 seconds the text: Congratulations on Beating the Game!now duel each other in 4v4 mode! enjoy!Will start in 10 seconds
    Wait 10.00 seconds
    Unit - Move Stash 0247 <gen> instantly to (Center of Player1_Gem_Move <gen>)
    Unit - Move Stash 0027 <gen> instantly to (Center of Player2_Gem_Move <gen>)
    Unit - Move Stash 0028 <gen> instantly to (Center of Player3_Gem_Move <gen>)
    Unit - Move Stash 0029 <gen> instantly to (Center of Player4_Gem_Move <gen>)
    Wait 0.01 seconds
    Unit - Move Stash 0030 <gen> instantly to (Center of Player5_Gem_Move <gen>)
    Unit - Move Stash 0031 <gen> instantly to (Center of Player6_Gem_Move <gen>)
    Unit - Move Stash 0032 <gen> instantly to (Center of Player7_Gem_Move <gen>)
    Unit - Move Stash 0033 <gen> instantly to (Center of Player9_Gem_Move <gen>)
    Wait 0.01 seconds
    Trigger - Turn on Team1 <gen>
    Wait 0.01 seconds
    Trigger - Turn on Team2 <gen>
Team1
  Events
    Unit - A unit enters Player1_Gem_Move <gen>
  Conditions
  Actions
    Wait 0.01 seconds
    Player - Make Player 1 (Red) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 1 (Red) treat Player 6 (Orange) as an Enemy
    Player - Make Player 1 (Red) treat Player 7 (Green) as an Enemy
    Player - Make Player 1 (Red) treat Player 9 (Gray) as an Enemy
    Player - Make Player 2 (Blue) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 2 (Blue) treat Player 6 (Orange) as an Enemy
    Player - Make Player 2 (Blue) treat Player 7 (Green) as an Enemy
    Player - Make Player 2 (Blue) treat Player 9 (Gray) as an Enemy
    Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 3 (Teal) treat Player 6 (Orange) as an Enemy
    Player - Make Player 3 (Teal) treat Player 7 (Green) as an Enemy
    Player - Make Player 3 (Teal) treat Player 9 (Gray) as an Enemy
    Player - Make Player 4 (Purple) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 4 (Purple) treat Player 6 (Orange) as an Enemy
    Player - Make Player 4 (Purple) treat Player 7 (Green) as an Enemy
    Player - Make Player 4 (Purple) treat Player 9 (Gray) as an Enemy
    Player - Make Player 1 (Red) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 2 (Blue) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 3 (Teal) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 4 (Purple) treat Player 10 (Light Blue) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 1 (Red) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 2 (Blue) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 3 (Teal) as an Ally with shared vision
    Player - Make Player 10 (Light Blue) treat Player 4 (Purple) as an Ally with shared vision
    Wait 2 seconds
    Unit - Create 1.Team Defense Towers for Player 10 (Light Blue) at (Center of T1Tower2 <gen>) facing Default building facing degrees
    Unit - Create 1.Team Defense Towers for Player 10 (Light Blue) at (Center of T1Tower1 <gen>) facing Default building facing degrees
    Trigger - Turn off (This trigger)
Team2
  Events
    Unit - A unit enters Player1_Gem_Move <gen>
  Conditions
  Actions
    Wait 0.01 seconds
    Player - Make Player 5 (Yellow) treat Player 1 (Red) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 4 (Purple) as an Enemy
    Player - Make Player 6 (Orange) treat Player 1 (Red) as an Enemy
    Player - Make Player 6 (Orange) treat Player 2 (Blue) as an Enemy
    Player - Make Player 6 (Orange) treat Player 3 (Teal) as an Enemy
    Player - Make Player 6 (Orange) treat Player 4 (Purple) as an Enemy
    Player - Make Player 7 (Green) treat Player 1 (Red) as an Enemy
    Player - Make Player 7 (Green) treat Player 2 (Blue) as an Enemy
    Player - Make Player 7 (Green) treat Player 3 (Teal) as an Enemy
    Player - Make Player 7 (Green) treat Player 4 (Purple) as an Enemy
    Player - Make Player 9 (Gray) treat Player 1 (Red) as an Enemy
    Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Enemy
    Player - Make Player 9 (Gray) treat Player 3 (Teal) as an Enemy
    Player - Make Player 9 (Gray) treat Player 4 (Purple) as an Enemy
    Player - Make Player 5 (Yellow) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 6 (Orange) treat Player 11 (Dark Green) 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 9 (Gray) treat Player 11 (Dark Green) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 5 (Yellow) as an Ally with shared vision
    Player - Make Player 11 (Dark Green) treat Player 6 (Orange) 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 9 (Gray) as an Ally with shared vision
    Wait 2 seconds
    Unit - Create 1.Team Defense Towers for Player 11 (Dark Green) at (Center of T2Tower1 <gen>) facing Default building facing degrees
    Unit - Create 1.Team Defense Towers for Player 11 (Dark Green) at (Center of T2Tower2 <gen>) facing Default building facing degrees
    Trigger - Turn off (This trigger)
Codes
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Arena with the description To enter the Arena and exit the large maze (this will allow PvP 4v4)type this command -Arena MatchEnjoy the rest of the game (once this code is typed there is no turning back, u play till ppl quit "or l8r whn i finish the k/d system"), using icon path ReplaceableTextures\CommandButtons\BTNTransmute.blp
Activate
  Events
    Unit - A unit enters Player1_Gem_Move <gen>
  Conditions
  Actions
    Trigger - Turn on Light_Blue_Units <gen>
    Trigger - Turn on Dark_Green_Units <gen>
    Trigger - Turn on Income <gen>
Light Blue Units
  Events
    Time - Every 25.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Warrior for Player 10 (Light Blue) at (Center of Spawn_Light_Blue <gen>) facing Default building facing degrees
    Unit - Create 1.Healer for Player 10 (Light Blue) at (Center of Spawn_Light_Blue <gen>) facing Default building facing degrees
    Unit - Create 1.Ranger for Player 10 (Light Blue) at (Center of Spawn_Light_Blue <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Unit Group - Order (Units in Spawn_Light_Blue <gen>) to Attack-Move To.(Center of Spawn_Dark_Green <gen>)
Dark Green Units
  Events
    Time - Every 25.00 seconds of game time
  Conditions
  Actions
    Unit - Create 3.Warrior for Player 11 (Dark Green) at (Center of Spawn_Dark_Green <gen>) facing Default building facing degrees
    Unit - Create 1.Healer for Player 11 (Dark Green) at (Center of Spawn_Dark_Green <gen>) facing Default building facing degrees
    Unit - Create 1.Ranger for Player 11 (Dark Green) at (Center of Spawn_Dark_Green <gen>) facing Default building facing degrees
    Wait 0.01 seconds
    Unit Group - Order (Units in Spawn_Dark_Green <gen>) to Attack-Move To.(Center of Spawn_Light_Blue <gen>)
Income
  Events
    Time - Every 2.00 seconds of game time
  Conditions
  Actions
    Player - Add 2 to Player 1 (Red).Current gold
    Player - Add 2 to Player 2 (Blue).Current gold
    Player - Add 2 to Player 3 (Teal).Current gold
    Player - Add 2 to Player 4 (Purple).Current gold
    Player - Add 2 to Player 5 (Yellow).Current gold
    Player - Add 2 to Player 6 (Orange).Current gold
    Player - Add 2 to Player 7 (Green).Current gold
    Player - Add 2 to Player 9 (Gray).Current gold