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
settlers 3.5.w3x
Variables
Initialization
humans see thier castle
kay
orcs see thier castle
intro
bounty
Melee Initialization
market
make invunarable
make vunarable
no kings
cave 2 in/out
into the cave 2
out of the cave 2
makeing animals
make deer
make bunnies
gold spawn
gold spawn 1
gold spawn 2
cave in/out
into the cave
out of the cave
quest menu
quests
kill deer and bunnies
kill stag in cave
kill stag in caslte
kill stag in ork castle
kill bunny in cave
kill bunny in castle
kill bunny in ork castle
deers an bunnies drop meat
deer death
bunny death
INVENTOR
owner of da tent
flare
-----------------------------------------------
reds triggers
red lose
lookit me
---------------------------
red build wind mill
reds fields
red loses windmill
---------------------------
red upgrades
red gets tax
cancel if town hall is destroyed red
---------------------------
reds sil works
spawn silk
red loses silk works
teals triggers
teal lose
---------------------------
teal build wind mill
teal fields
teal loses windmill
---------------------------
teal upgrades
teal gets tax
cancel if town hall is destroyed teal
---------------------------
teals fire rocks
spawn fire rocks
teal losses the rocks
blues triggers
Blue loses
---------------------------
blue build windmill
blue fields
blue loses windmill
---------------------------
blue upgrades
blue gets tax
cancel if town hall is destroyed blue
---------------------------
Blue upgrades
spawn gunpowder
blue loses the gunpowder
----------------------------------------------
Human Castle
open doors
close doors
-----------------------------------------
activeate cannon on left
cannon on the left
leaves cannon on left
-----------------------------------
active cannon on right
cannon on the right
leaves cannon on right
---------------------------
HC1 Siege tower set up
teleport hc1
hc1 tower dies
---------------------------
HC2 Siege tower set up
teleportHC2
hc1 tower dies Copy
ork castle
close door
doors break
---------------------------
side doors close
side door breaks
---------------------------
OC1 Siege tower set up
teleport OC1
OC1 tower dies
---------------------------
OC2 Siege tower set up
teleport OC2
OC2 tower dies
---------------------------
OC3 Siege tower set up
teleport OC3
OC3 tower dies Copy
-----------------------------------------
Purples Triggers
purple loses
---------------------------
purple builds pig breeding
purples pig spawn
purple loses pig breeding
---------------------------
yellow triggers
yellow loses
---------------------------
yellow builds pig breeding
yellow pig spawn
yellow loses pig breeding
ornange triggers
orange loses
---------------------------
orange builds pig breeding
orange pig spawn
orange loses pig breeding
Name
Type
is_array
initial_value
humans see thier castle
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across human_castle <gen>
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across human_castle <gen>
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across human_castle <gen>
kay
Events
Player - Player 1 (Red) types a chat message containing NIGGER SMELL GOOD (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit - Create 1 . Pit Lord for (Triggering player) at (Center of public_market <gen>) facing Default building facing degrees
orcs see thier castle
Events
Map initialization
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across OC <gen>
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across OC <gen>
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across OC <gen>
intro
Events
Map initialization
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Camera - . Apply . gg_cam_Camera_001 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_001 for Player 6 (Orange) over 0 seconds
Cinematic - Send transmission to (All players) from King 0162 <gen> named Ork-Warboss : Play No sound and display Hello and welcome to The Settlers 3.2 noobs please do not ask us your questions read The Noobs guide In Quests menu Now and good luck Have fun . Modify duration: Set to 20.00 seconds and Wait
Cinematic - Turn cinematic mode Off for (All players)
Camera - . Apply . gg_cam_Camera_002 for Player 1 (Red) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 2 (Blue) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 3 (Teal) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 4 (Purple) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 5 (Yellow) over 0 seconds
Camera - . Apply . gg_cam_Camera_002 for Player 6 (Orange) over 0 seconds
bounty
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)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Destructible - Open Gate 0002 <gen>
Destructible - Open Gate 0805 <gen>
make invunarable
Events
Unit - A unit enters public_market <gen>
Conditions
Actions
Unit - Make (Triggering unit) Invulnerable
make vunarable
Events
Unit - A unit leaves public_market <gen>
Conditions
Actions
Unit - Make (Triggering unit) Vulnerable
no kings
Events
Unit - A unit enters public_market <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to King
(Unit-type of (Triggering unit)) Equal to King
Actions
Unit - Move (Triggering unit) instantly to (Center of king_rejection <gen>)
into the cave 2
Events
Unit - A unit enters cave_in_4 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_in_3 <gen>)
Trigger - Turn on gold_spawn_2 <gen>
out of the cave 2
Events
Unit - A unit enters cave_out_3 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_4 <gen>)
make deer
Events
Time - Every 360.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Stag for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
make bunnies
Events
Time - Every 90.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 4 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Unit - Create 2 . Rabbit for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
gold spawn 1
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Gold at (Center of gold_spawn_1 <gen>)
gold spawn 2
Events
Time - Every 270.00 seconds of game time
Conditions
Actions
Item - Create Gold at (Center of gold_spawn_2 <gen>)
into the cave
Events
Unit - A unit enters cave_in_1 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_2 <gen>)
Trigger - Turn on gold_spawn_1 <gen>
out of the cave
Events
Unit - A unit enters cave_in_2 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of cave_out_1 <gen>)
quests
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Noobs Guide with the description -=By the Ork-Warboss=- **READ ALL OF THIS**if your reading this your most likey not sure as to what your doing-gold is recived by pawning items to the pawn shops,gold return,or upgraded trading posts-=how to pawn=-its just like pawning normal items...right click on the item you want to sell move the cursor over the shop and left click repeat this for all the items you wish to trade away...-=siege towers=-these are black towers that if placed on the green blocks along the human castle or orc castle it will give you the option to tranport your men up to the walls and giveing your men a fighting chance and at killing the defences-=useing ability to siege walls=-after the tower is in place (you can no longer move it) mopve the units next to it or as close as you can and when their close enough they will be sent onto the wall-=siege tower counters=- in the lower right and left corners of the human castle are cannons if maned by a human villager these will fire at the siege towers slowly destroying them..or you can simply fire at them useing the attack or the key A to attack it....-=lumber=-ok this to recive lumber pick up the items that look like creates (pick up by right clicking on them) unlike the gold which has to be pawned-=tradeing resource=-it goes only one way trade gold for lumber you CANT trade Lumber for gold....-=goldmines=-there is now two gold mines where your team can mine gold(one at a time). at both sites there is a slave trader,the slaves are the ones which mine the gold and return it to your townhall or tradeccenter-=buildings=-remember buildings dont work unless you upgrade then from tents and huts. for example, if you build a windmill you get the tent, corn will not be grown untill that tent is upgraded , using icon path ReplaceableTextures\CommandButtons\BTNSorceressMaster.blp
Quest - Create a Required quest titled About with the description -=By the Ork-Warboss=-3 human villages decides to settle in the new fertile land, and gold is plentiful.......orcs also came to this land clumbering over the mountians in the south.....and now its survial of the fittest will survive the war over this land , using icon path ReplaceableTextures\CommandButtons\BTNOrbofSlowness.blp
Quest - Create a Required quest titled Useful tips and tactics with the description you may have noticed that the villigers only have one slot of invintory.....fear not the caravan is a very fast way to get all your goodies to the pawn shops and invention tent-=hunting=-this is really good in the begining or if the animals come to you....simply kill them and go sell thier meat to the nearest pawn shop-=wind mill/pig farm=-this is an extremely useful building in the game for the humans after upgradeing it to the windmill your crops begin produceing corn which can be sold for more gold (its recomended to place on the green spot on near your fields but if you already built it fear not i works anyway)-="its an ambush!"=-your not the only one pawning stuff all the time others are to always keep in mind that killing a caravan will cause it to drop all the goodies...you can always cut down trees and wait till the right time or Learn "hide" for the crossbow men-=hunting tactics=-after pawning the given gold in your base make some more cash afterward...take your caravan and some guards and attack some critters and pick up thier remains and pawn them off this works well due to the fact you get $25 per meat-=slaves=-these are really good they retrive gold in large amounts and in 2 trips to the mine pay for themsleves although they are slow and weak they carry 30 gold per slave but keep them well protected because killing them pays well to-=castle=-once you have armed forces you should all move your kings inside it because it will provide cover for them as long as someone is defending it and make sure that that player can repel an attack on the castle and if he needs help help him as soon as you can or you lose the game so in conclusion the castle is a wise move if you can defend it other wise it isnt wise at all-=roles of players=-you may have noticed that there is 3 players it is up to those people to decide who is on offense,defence of thier castle and the most important the money maker-=moneymaker=-this is an important role becuse this is the person which gathers gold,hunts the most and distibuts the money to the defence and offence of your team,this person is also the one who leads the major invasions-=offence tactics=-the best way to play this is to attack the other teams moneymake,which without the other team is poor and cannot support troops that well anymore,after that attack thier kings who will have a very weak defence-=defence=-this role is very important becuase without a defence there is no money maker and no offence, and the kings of the three nations are sure to die,the best way to stay alive is build towers and a small village at your teams gold mine to defend the money makers, and place archers on the walls of your castle with siege weapons to support the ground troops , using icon path ReplaceableTextures\CommandButtons\BTNSpy.blp
Quest - Create a Required quest titled Gold Mines with the description the best way of income is gold or a steady ecomemy but gold jumps your money $100....2 caves are located somewhere on the map just enter inside bash the rocks and you'll find a gold mine dont bother to mine it....wont work just wait till the gold spawns and bring it to the pawn shop but watch out theres creeps that are attracted to the gold and its not recomened to kill them with one crossbowman-=mines=-this is a great way to make even more money,(read noob guide for more info and tactics) , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Quest - Create a Optional quest titled Credits with the description Ork-Warboss creator and testerthekingsheep3 tester and host Dumbdum tester and host If you noticed something that needs to be fixed whisper me and ill consider it...and if your reading this feel free to host this yourself and show your friends keep in mind this isnt the final version...also if you want to be in the credits whisper me and you must have these things below,or if i see you hosting this often-AIM-being able to host or you greatly enjoy my work-online alot and always ready to test-and have fun while your testing , using icon path ReplaceableTextures\CommandButtons\BTNVillagerMan1.blp
Quest - Create a Required quest titled Inventor with the description "how does this shit work" you may wonder...well you place your items into it and if thier in the right combo it'll spawn a better usefull item-=recipes=-:Mines:slot 1:Fire Stoneslot 2:keg of gunpowderslot 3:keg of gunpowder:flares:slot 1:keg of gunpowderslot 2:raw ironslot 3:fire stone , using icon path ReplaceableTextures\CommandButtons\BTNVillagerMan1.blp
kill stag in cave
Events
Unit - A unit enters cave <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
kill stag in caslte
Events
Unit - A unit enters human_castle <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
kill stag in ork castle
Events
Unit - A unit enters OC <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in cave
Events
Unit - A unit enters cave <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in castle
Events
Unit - A unit enters human_castle <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
kill bunny in ork castle
Events
Unit - A unit enters OC <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Unit - Remove (Triggering unit) from the game
deer death
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Stag
Actions
Item - Create Raw Meat at (Position of (Triggering unit))
Item - Create Raw Meat at (Position of (Triggering unit))
bunny death
Events
Unit - A unit owned by Neutral Passive . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Rabbit
Actions
Item - Create Raw Meat at (Position of (Triggering unit))
owner of da tent
Events
Unit - A unit enters public_market <gen>
Conditions
Actions
Unit - Change ownership of Invention Tent 0122 <gen> to (Owner of (Triggering unit)) and Change color
flare
Events
Unit - Invention Tent 0122 <gen> Acquires an item
Conditions
(Item-type of (Item carried by Invention Tent 0122 <gen> in slot 1)) Equal to Keg of black gunpowder
(Item-type of (Item carried by Invention Tent 0122 <gen> in slot 2)) Equal to Raw Iron
(Item-type of (Item carried by Invention Tent 0122 <gen> in slot 3)) Equal to Fire Stone
Actions
Item - Remove (Item carried by Invention Tent 0122 <gen> in slot 1)
Item - Remove (Item carried by Invention Tent 0122 <gen> in slot 2)
Item - Remove (Item carried by Invention Tent 0122 <gen> in slot 3)
Item - Create Flare at (Center of king_rejection <gen>)
red lose
Events
Unit - King 0005 <gen> Dies
Conditions
Actions
Game - Defeat Player 1 (Red) with the message: Defeat!
lookit me
Events
Player - Player 1 (Red) types a chat message containing k (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Sound - Play ShadowHunterPissed8 <gen>
red build wind mill
Events
Unit - A unit owned by Player 1 (Red) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn on reds_fields <gen>
reds fields
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Corn at (Random point in reds_fields_1 <gen>)
Item - Create Corn at (Random point in reds_field_2 <gen>)
red loses windmill
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn off reds_fields <gen>
red upgrades
Events
Unit - Town Center tent 0010 <gen> Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn on red_gets_tax <gen>
red gets tax
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Player - Add 25 to Player 1 (Red) . Current gold
cancel if town hall is destroyed red
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn off red_gets_tax <gen>
reds sil works
Events
Unit - A unit owned by Player 1 (Red) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Silk Works
Actions
Trigger - Turn on spawn_silk <gen>
spawn silk
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Silk at (Random point in silk_spawn <gen>)
red loses silk works
Events
Unit - A unit owned by Player 1 (Red) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Silk Works
Actions
Trigger - Turn off spawn_silk <gen>
teal lose
Events
Unit - King 0063 <gen> Dies
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
teal build wind mill
Events
Unit - A unit owned by Player 3 (Teal) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn on teal_fields <gen>
teal fields
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Corn at (Random point in teal_fields_1 <gen>)
Item - Create Corn at (Random point in teal_fields_2 <gen>)
teal loses windmill
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn off teal_fields <gen>
teal upgrades
Events
Unit - Town Center tent 0012 <gen> Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn on teal_gets_tax <gen>
teal gets tax
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Player - Add 25 to Player 3 (Teal) . Current gold
cancel if town hall is destroyed teal
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn off teal_gets_tax <gen>
teals fire rocks
Events
Unit - A unit owned by Player 3 (Teal) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Fire Rock Processing Works
Actions
Trigger - Turn on spawn_fire_rocks <gen>
spawn fire rocks
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Fire Stone at (Random point in rock_spawn <gen>)
teal losses the rocks
Events
Unit - A unit owned by Player 3 (Teal) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Fire Rock Processing Works
Actions
Trigger - Turn off spawn_fire_rocks <gen>
Blue loses
Events
Unit - King 0073 <gen> Dies
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Defeat!
blue build windmill
Events
Unit - A unit owned by Player 2 (Blue) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn on blue_fields <gen>
blue fields
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Corn at (Random point in blue_fields_1 <gen>)
Item - Create Corn at (Random point in blue_fields_2 <gen>)
blue loses windmill
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Wind Mill
Actions
Trigger - Turn off blue_fields <gen>
blue upgrades
Events
Unit - Town Center tent 0011 <gen> Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn on blue_gets_tax <gen>
blue gets tax
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Player - Add 25 to Player 2 (Blue) . Current gold
cancel if town hall is destroyed blue
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Town Center
Actions
Trigger - Turn off blue_gets_tax <gen>
Blue upgrades
Events
Unit - A unit owned by Player 2 (Blue) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Gun Powder Refinery
Actions
Trigger - Turn on spawn_gunpowder <gen>
spawn gunpowder
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Keg of black gunpowder at (Random point in gunpowder_Spawn <gen>)
blue loses the gunpowder
Events
Unit - A unit owned by Player 2 (Blue) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Gun Powder Refinery
Actions
Trigger - Turn off spawn_gunpowder <gen>
open doors
Events
Destructible - Lever 1672 <gen> dies
Conditions
Actions
Destructible - Open City Entrance 0000 <gen>
Destructible - Open City Entrance 0001 <gen>
Wait 2 seconds
Destructible - Resurrect Lever 1672 <gen> with (Max life of (Last created destructible)) life and Show birth animation
close doors
Events
Destructible - Lever 1671 <gen> dies
Conditions
Actions
Destructible - Close City Entrance 0000 <gen>
Destructible - Close City Entrance 0001 <gen>
Wait 2 seconds
Destructible - Resurrect Lever 1671 <gen> with (Max life of (Last created destructible)) life and Show birth animation
activeate cannon on left
Events
Unit - A unit enters cannon_left <gen>
Conditions
Actions
Trigger - Turn on cannon_on_the_left <gen>
cannon on the left
Events
Unit - A unit enters cannon_left <gen>
Time - Elapsed game time is 2.00 seconds
Conditions
(Unit-type of (Triggering unit)) Equal to Villager
Actions
Unit - Order Cannon 0041 <gen> to Attack Ground . (Center of siege_tower_HC1_Placement <gen>)
leaves cannon on left
Events
Unit - A unit leaves cannon_left <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Villager
Actions
Unit - Order Cannon 0041 <gen> to Stop .
active cannon on right
Events
Unit - A unit enters cannon_right <gen>
Conditions
Actions
Trigger - Turn on cannon_on_the_right <gen>
cannon on the right
Events
Unit - A unit enters cannon_right <gen>
Time - Elapsed game time is 2.00 seconds
Conditions
(Unit-type of (Triggering unit)) Equal to Villager
Actions
Unit - Order Cannon 0042 <gen> to Attack Ground . (Center of siege_tower_HC2 <gen>)
leaves cannon on right
Events
Unit - A unit leaves cannon_right <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Villager
Actions
Unit - Order Cannon 0042 <gen> to Stop .
HC1 Siege tower set up
Events
Unit - A unit enters siege_tower_HC1_Placement <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of sige_ladder_HC1_Exit <gen>) over 0 seconds
Trigger - Turn on teleport_hc1 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport hc1
Events
Unit - A unit enters siege_tower_hc1_entery <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of sige_ladder_HC1_Exit <gen>) , facing (Position of (Triggering unit))
hc1 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_hc1 <gen>
HC2 Siege tower set up
Events
Unit - A unit enters siege_tower_HC2 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of siege_tower_HC2_exit <gen>) over 0 seconds
Trigger - Turn on teleportHC2 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleportHC2
Events
Unit - A unit enters siege_tower_HC2_entry <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of siege_tower_HC2_exit <gen>) , facing (Position of (Triggering unit))
hc1 tower dies Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleportHC2 <gen>
close door
Events
Destructible - Lever 3663 <gen> dies
Conditions
Actions
Destructible - Close Dungeon Gate 8103 <gen>
Destructible - Resurrect Lever 3663 <gen> with (Max life of (Last created destructible)) life and Show birth animation
doors break
Events
Destructible - Dungeon Gate 8103 <gen> dies
Conditions
Actions
Trigger - Turn off close_door <gen>
Wait 20.00 seconds
Trigger - Turn on close_door <gen>
side doors close
Events
Destructible - Lever 5029 <gen> dies
Conditions
Actions
Destructible - Close Iron Gate 3539 <gen>
Destructible - Resurrect Lever 5029 <gen> with (Max life of (Last created destructible)) life and Show birth animation
side door breaks
Events
Destructible - Iron Gate 3539 <gen> dies
Conditions
Actions
Trigger - Turn off side_doors_close <gen>
Wait 20.00 seconds
Trigger - Turn on side_doors_close <gen>
OC1 Siege tower set up
Events
Unit - A unit enters OC_siege_tower_1 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of OC_siege_tower_exit <gen>) over 0 seconds
Trigger - Turn on teleport_OC1 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC1
Events
Unit - A unit enters OC_siege_tower_entry <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of OC_siege_tower_exit <gen>) , facing (Position of (Triggering unit))
OC1 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC1 <gen>
OC2 Siege tower set up
Events
Unit - A unit enters siege_tower_OC2_Set_up <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of OC2_siege_tower_exit <gen>) over 0 seconds
Trigger - Turn on teleport_OC2 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC2
Events
Unit - A unit enters OC_SIEGE_TOWER_2_ENTERY <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of OC2_siege_tower_exit <gen>) , facing (Position of (Triggering unit))
OC2 tower dies
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC2 <gen>
OC3 Siege tower set up
Events
Unit - A unit enters Region_041 <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Unit - Make (Triggering unit) face (Center of Region_042 <gen>) over 0 seconds
Trigger - Turn on teleport_OC3 <gen>
Unit - Change ownership of (Triggering unit) to Neutral Passive and Change color
teleport OC3
Events
Unit - A unit enters Region_043 <gen>
Conditions
Actions
Unit - Move (Triggering unit) instantly to (Center of Region_042 <gen>) , facing (Position of (Triggering unit))
OC3 tower dies Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Siege Tower
Actions
Trigger - Turn off teleport_OC3 <gen>
purple loses
Events
Unit - King 0162 <gen> Dies
Conditions
Actions
Game - Defeat Player 4 (Purple) with the message: Defeat!
purple builds pig breeding
Events
Unit - A unit owned by Player 4 (Purple) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
Actions
Trigger - Turn on purples_pig_spawn <gen>
purples pig spawn
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Raw Meat at (Center of Purples_Meat <gen>)
purple loses pig breeding
Events
Unit - A unit owned by Player 4 (Purple) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
Actions
Trigger - Turn off purples_pig_spawn <gen>
yellow loses
Events
Unit - King 0163 <gen> Dies
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Defeat!
yellow builds pig breeding
Events
Unit - A unit owned by Player 5 (Yellow) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
Actions
Trigger - Turn on yellow_pig_spawn <gen>
yellow pig spawn
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Raw Meat at (Center of yellow_meat <gen>)
yellow loses pig breeding
Events
Unit - A unit owned by Player 5 (Yellow) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
Actions
Trigger - Turn off yellow_pig_spawn <gen>
orange loses
Events
Unit - King 0164 <gen> Dies
Conditions
Actions
Game - Defeat Player 6 (Orange) with the message: Defeat!
orange builds pig breeding
Events
Unit - A unit owned by Player 6 (Orange) . Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
Actions
Trigger - Turn on orange_pig_spawn <gen>
orange pig spawn
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Item - Create Raw Meat at (Center of orange_meat <gen>)
orange loses pig breeding
Events
Unit - A unit owned by Player 6 (Orange) . Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Pig Breeding
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.