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Triggers
The Town Survivors V 1.0.w3x
Variables
Initialization
Initialization
The Music
Start Music
Play Music
The Music
Hero Spells
Ancient Half Dragon Burst
AHD Fiery Missile
AHF Fiery Missile Loop
Orcish Attackers
Orcish Assault Forces
Orcish Assault Forces 2
Orcish Marauders
Orcish Marauders 2
Orcish Silent Killers
Orcish Silent Killers 2
Orcish Silent Killers 3
Special Events
Monsters in the Caves
Tiny Demons
Rebel Soldiers 1
Rebel Soldiers 2
Skeletal Behemoth 1
Skeletal Behemoth 2
Ogre Giant 1
Ogre Giant 2
Town Hall Reinforcements
The Town Peoples
The Town Guards
Victory Condition
Victory Condition
Defeat Conditions
Defeat Condition 1
Defeat Condition 2
Defeat Condition 3
Defeat Condition 4
Quest
Quest
Welcome
Fountain
Fountain Floating Text
Merchant
Unit Moves
Unit Move OAF
Unit Move OM
Unit Move OSK
Unit Move SA
Unit Move M1
Unit Move M2
Unit Move HM2
Unit Move HM3
Unit Move THR
Unit Move TTP
Unit Move TTG
THR Move
TTP Move
TTG Move
Unit Move 1
Unit Move 2
Unit Move 3
Unit Move 4
Unit Move 5
Unit Move 6
Unit Move 7
Unit Move 8
Unit Move 9
Unit Move 10
Unit Move 11
Periodic Gold
Periodic Gold
Name
Type
is_array
initial_value
AHD
unit
No
FireBall
location
No
FireBallRegion
rect
No
Trigor
unit
No
Start Initialization for all players
Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Player - Change color of Player 8 (Pink) to Maroon , Changing color of existing units
Player - Change color of Player 11 (Dark Green) to Red , Changing color of existing units
Destructible - Open MISSING STRING BOac 0250 <gen>
Player - Make Player 2 (Blue) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 9 (Gray) 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 7 (Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 9 (Gray) 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 7 (Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 3 (Teal) 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 2 (Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 7 (Green) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 8 (Pink) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 9 (Gray) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 10 (Light Blue) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 7 (Green) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 8 (Pink) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 9 (Gray) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 10 (Light Blue) as an Ally with shared vision
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 10 (Light Blue) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across (Playable map area)
Visibility - Create an initially Enabled visibility modifier for Player 12 (Brown) emitting Visibility across (Playable map area)
Player - Set Player 2 (Blue) . Current gold to 1400
Player - Set Player 3 (Teal) . Current gold to 1400
Player - Set Player 5 (Yellow) . Current gold to 1400
Player - Turn Gives bounty On for Player 1 (Red)
Player - Turn Gives bounty On for Player 4 (Purple)
Player - Turn Gives bounty On for Player 6 (Orange)
Player - Turn Gives bounty On for Player 11 (Dark Green)
Player - Turn Gives bounty On for Player 12 (Brown)
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Miscellaneous Seller 0135 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of Blacksmith 0136 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
Start Music
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Sound - Play
Trigger - Turn off (This trigger)
Wait 0.01 seconds
Trigger - Turn on (This trigger)
Play Music
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Sound - Play
Wait 200.00 seconds
Trigger - Turn on Start_Music <gen>
The Music
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Ancient Half Dragon Burst
Events
Unit - Ancient Half-Dragon 0091 <gen> Begins casting an ability
Conditions
Actions
Set Variable Set Trigor = (Last created unit)
Unit - Create 1 . Dummy Unit - Burst for (Owner of Trigor) at (Position of Trigor) facing Default building facing degrees
Unit - Order (Last created unit) to Human Archmage - Summon Water Elemental .
AHD Fiery Missile
Events
Unit - Ancient Half-Dragon 0091 <gen> Stops casting an ability
Conditions
(Ability being cast) Equal to Fiery Missile (Ancient Half-Dragon) (Fake)
Actions
Set Variable Set AHD = Ancient Half-Dragon 0091 <gen>
Unit - Create 1 . Dummy Unit - Fiery Missile for (Owner of AHD) at FireBall facing (Angle from (Position of AHD) to FireBall) degrees
Region - Center FireBallRegion on FireBall
Unit - Order (Last created unit) to Move To . FireBall
AHF Fiery Missile Loop
Events
Conditions
Actions
Orcish Assault Forces
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Grunt for Player 1 (Red) at (Center of Orcish_Assault_Forces <gen>) facing Default building facing degrees
Unit - Create 3 . Orcish Axe Thrower for Player 1 (Red) at (Center of Orcish_Assault_Forces <gen>) facing Default building facing degrees
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Assault Forces 2
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Orcish Spear Thrower for Player 1 (Red) at (Center of Orcish_Assault_Forces <gen>) facing Default building facing degrees
Unit - Create 1 . Ogre Stone Thrower for Player 1 (Red) at (Center of Orcish_Assault_Forces <gen>) facing Default building facing degrees
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Marauders
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Ogre Drummer for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Unit - Create 3 . Grunt for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Unit Group - Order (Units in Unit_Move_OM <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Marauders 2
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Ogre Stone Thrower for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Unit - Create 2 . Orcish Spear Thrower for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Unit - Create 3 . Stealth Warrior for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Unit Group - Order (Units in Unit_Move_OM <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Silent Killers
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 5 . Assassin for Player 6 (Orange) at (Center of Orcish_Silent_Killers <gen>) facing 360.00 degrees
Unit - Create 3 . Stealth Warrior for Player 6 (Orange) at (Center of Orcish_Silent_Killers <gen>) facing 360.00 degrees
Unit Group - Order (Units in Unit_Move_OSK <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Silent Killers 2
Events
Time - Every 45.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Assassin for Player 6 (Orange) at (Center of Orcish_Silent_Killers <gen>) facing 360.00 degrees
Unit - Create 1 . Stealth Warrior for Player 6 (Orange) at (Center of Orcish_Silent_Killers <gen>) facing 360.00 degrees
Unit Group - Order (Units in Unit_Move_OSK <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Orcish Silent Killers 3
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 4 . Assassin for Player 6 (Orange) at (Center of Silent_Attack <gen>) facing 360.00 degrees
Unit - Create 2 . Stealth Warrior for Player 6 (Orange) at (Center of Silent_Attack <gen>) facing 360.00 degrees
Unit Group - Order (Units in Unit_Move_SA <gen>) to Attack-Move To . (Center of Human_Camp_3 <gen>)
Monsters in the Caves
Events
Time - Every 55.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Stalker for Player 12 (Brown) at (Center of Cave_Monster_1 <gen>) facing 315.00 degrees
Game - Display to (All players) for 30 seconds the text: A Ferocious |Cffff0000Stalker|R has spawn in the Cave to the North.
Cinematic - Ping minimap for (All players) at (Center of Cave_Monster_1 <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_M1 <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Tiny Demons
Events
Time - Every 125.00 seconds of game time
Conditions
Actions
Unit - Create 8 . Tiny Demon (Standard) for Player 12 (Brown) at (Center of Cave_Monster_2 <gen>) facing 270.00 degrees
Game - Display to (All players) for 30 seconds the text: |Cffff0000Tiny Demon|R has spawn in the Cave to the South.
Cinematic - Ping minimap for (All players) at (Center of Cave_Monster_2 <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_M2 <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Rebel Soldiers 1
Events
Time - Elapsed game time is 30.00 seconds
Conditions
Actions
Unit - Create 3 . Rebel Villager (Variation 1) for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Unit - Create 2 . Rebel Villager (Variation 2) for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Unit - Create 2 . Town Guard for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Unit - Create 1 . Archer for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Game - Display to (All players) for 30 seconds the text: A |Cffff0000Rebel Soldiers|R has located in the forest at the north.
Cinematic - Ping minimap for (All players) at (Center of Rebel_Soldiers <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_RS <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Rebel Soldiers 2
Events
Time - Every 140.00 seconds of game time
Conditions
Actions
Unit - Create 5 . Town Guard for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Unit - Create 2 . Cavalry for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Unit - Create 2 . Mage (Healer) for Player 11 (Dark Green) at (Center of Rebel_Soldiers <gen>) facing 270.00 degrees
Game - Display to (All players) for 30 seconds the text: A |Cffff0000Rebel Soldiers|R has located in the forest at the north.
Cinematic - Ping minimap for (All players) at (Center of Rebel_Soldiers <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_RS <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Skeletal Behemoth 1
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeletal Behemoth for Player 12 (Brown) at (Center of Cave_Monster_1 <gen>) facing 315.00 degrees
Game - Display to (All players) for 30 seconds the text: A |Cffff0000Skeletal Behemoth|R has spawn on the Cave to the South.
Cinematic - Ping minimap for (All players) at (Center of Cave_Monster_1 <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_M1 <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Skeletal Behemoth 2
Events
Time - Every 340.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Skeletal Behemoth for Player 12 (Brown) at (Center of Cave_Monster_2 <gen>) facing 270.00 degrees
Game - Display to (All players) for 30 seconds the text: A |Cffff0000Skeletal Behemoth|R has spawn on the Cave to the North.
Cinematic - Ping minimap for (All players) at (Center of Cave_Monster_2 <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_M2 <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Ogre Giant 1
Events
Time - Every 90.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ogre Giant for Player 1 (Red) at (Center of Orcish_Assault_Forces <gen>) facing 270.00 degrees
Game - Display to (All players) for 30 seconds the text: An |Cffff0000Ogre Giant|R has join the alliance of the Orcish Assault Forces to the North.
Cinematic - Ping minimap for (All players) at (Center of Orcish_Assault_Forces <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Ogre Giant 2
Events
Time - Every 160.00 seconds of game time
Conditions
Actions
Unit - Create 1 . Ogre Giant for Player 4 (Purple) at (Center of Orcish_Marauders <gen>) facing 360.00 degrees
Game - Display to (All players) for 30 seconds the text: An |Cffff0000Ogre Giant|R has join the alliance of the Orcish Marauders to the Top West.
Cinematic - Ping minimap for (All players) at (Center of Orcish_Marauders <gen>) for 10.00 seconds, using a Simple ping of color ( 100.00 %, 0.00 %, 0.00 %)
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Town Hall Reinforcements
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Town Guard for Player 10 (Light Blue) at (Center of Town_Hall_Reinforcements <gen>) facing 225.00 degrees
Unit - Create 1 . Archer for Player 10 (Light Blue) at (Center of Town_Hall_Reinforcements <gen>) facing 225.00 degrees
Unit Group - Order (Units in Unit_Move_THR <gen>) to Attack-Move To . (Center of THR_Move <gen>)
The Town Peoples
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Town Guard for Player 10 (Light Blue) at (Center of The_Town_Peoples <gen>) facing 90.00 degrees
Unit - Create 1 . Cavalry for Player 10 (Light Blue) at (Center of The_Town_Peoples <gen>) facing 90.00 degrees
Unit Group - Order (Units in Unit_Move_TTP <gen>) to Attack-Move To . (Center of TTP_Move <gen>)
The Town Guards
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Town Guard for Player 10 (Light Blue) at (Center of The_Town_Guards <gen>) facing 90.00 degrees
Unit - Create 1 . Mage (Healer) for Player 10 (Light Blue) at (Center of The_Town_Guards <gen>) facing 90.00 degrees
Unit Group - Order (Units in Unit_Move_TTG <gen>) to Attack-Move To . (Center of TTG_Move <gen>)
Victory Condition
Events
Time - Elapsed game time is 1200.00 seconds
Conditions
Actions
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 7 (Green) ( Show dialogs, Show scores)
Game - Victory Player 8 (Pink) ( Show dialogs, Show scores)
Game - Victory Player 9 (Gray) ( Show dialogs, Show scores)
Game - Victory Player 10 (Light Blue) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Game - Defeat Player 11 (Dark Green) with the message: Defeat!
Game - Defeat Player 12 (Brown) with the message: Defeat!
Defeat Condition 1
Events
Unit - Town Hall 0005 <gen> Dies
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Defeat Condition 2
Events
Unit - Ancient Half-Dragon 0091 <gen> Dies
Conditions
Actions
Game - Defeat Player 2 (Blue) with the message: Trigor has died!
Defeat Condition 3
Events
Unit - Thunder Ranger 0154 <gen> Dies
Conditions
Actions
Game - Defeat Player 3 (Teal) with the message: Evelyn has died!
Defeat Condition 4
Events
Unit - Adept Assassin 0132 <gen> Dies
Conditions
Actions
Game - Defeat Player 5 (Yellow) with the message: Nesal has died!
Quest
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Quest - Create a Required quest titled The Town Reinforcements with the description Defend the Town Hall from the invading orcs and wait for the reinforcements of Feh'renoim to come. , using icon path ReplaceableTextures\CommandButtons\BTNTownHall.blp
Quest - Create a quest requirement for (Last created quest) with the description Wait for the reinforcements to come
Quest - Create a quest requirement for (Last created quest) with the description Defend the Town Hall from the invading orcs for 20 minutes
Quest - Display to (All players) the Quest Update message: |cffffcc00Main Quest Update|r-Wait for the reinforcements to come-Defend the Town Hall from the invading orcs for 20 minutes
Welcome
Events
Time - Elapsed game time is 4.00 seconds
Conditions
Actions
Game - Display to (All players) for 60.00 seconds the text: Welcome to |CFF00FF00The Town Survivors|RIf you're new to the game, please wait the enemy to spawnEach enemy will spawn on their corresponding region, the Orcish Assault Forces on the North, the Orcish Marauders on the Top West, and the Orcish Silent Killers to the Bottom West...There will be Special Event occurs, that will become: Enemy spawn on the north cave or to the south cave, Rebel Soldiers, Special Enemies and many more...
Fountain
Events
Time - Elapsed game time is 6.00 seconds
Conditions
Actions
Game - Display to (All players) for 70.00 seconds the text: You can heal your hero at the Fountain on the Bottom East of the map. (The Green Ping)
Cinematic - Ping minimap for (All players) at (Center of Fountain <gen>) for 30.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Fountain Floating Text
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Floating Text - Create floating text that reads Heal Here! at (Center of Fountain_Floating_Text <gen>) with Z offset 0 , using font size 25.00 , color ( 0.00 %, 100 %, 0.00 %), and 0 % transparency
Merchant
Events
Time - Elapsed game time is 8.00 seconds
Conditions
Actions
Game - Display to (All players) for 90.00 seconds the text: There are two shops in the map, the one in the mid-east of the map (Green Ping), and the other one is in the city or to the bottom east of the map (Blue Ping).
Cinematic - Ping minimap for (All players) at (Center of Merchant_Ping_1 <gen>) for 30.00 seconds, using a Simple ping of color ( 0.00 %, 100 %, 0.00 %)
Cinematic - Ping minimap for (All players) at (Center of Merchant_Ping_2 <gen>) for 30.00 seconds, using a Simple ping of color ( 0.00 %, 0.00 %, 100.00 %)
Unit Move OAF
Events
Unit - A unit enters Unit_Move_OAF <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move OM
Events
Unit - A unit enters Unit_Move_OM <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move OSK
Events
Unit - A unit enters Unit_Move_OSK <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move SA
Events
Unit - A unit enters Unit_Move_SA <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of Human_Camp_3 <gen>)
Unit Move M1
Events
Unit - A unit enters Unit_Move_M1 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of Human_Camp_2 <gen>)
Unit Move M2
Events
Unit - A unit enters Unit_Move_M2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of Human_Camp_3 <gen>)
Unit Move HM2
Events
Unit - A unit enters Human_Camp_2 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move HM3
Events
Unit - A unit enters Human_Camp_3 <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Owner of (Entering unit)) Equal to Player 11 (Dark Green)
(Owner of (Entering unit)) Equal to Player 12 (Brown)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move THR
Events
Unit - A unit enters Town_Hall_Reinforcements <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of THR_Move <gen>)
Unit Move TTP
Events
Unit - A unit enters Unit_Move_TTP <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of TTP_Move <gen>)
Unit Move TTG
Events
Unit - A unit enters Unit_Move_TTP <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of TTG_Move <gen>)
THR Move
Events
Unit - A unit enters THR_Move <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 10 (Light Blue)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of THR_Move <gen>)
TTP Move
Events
Unit - A unit enters TTP_Move <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of TTP_Move <gen>)
TTG Move
Events
Unit - A unit enters TTG_Move <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Unit Group - Order (Units in Unit_Move_OAF <gen>) to Attack-Move To . (Center of TTG_Move <gen>)
Unit Move 1
Events
Unit - A unit enters Unit_Move_OAF <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move 2
Events
Unit - A unit enters Unit_Move_OM <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move 3
Events
Unit - A unit enters Unit_Move_OSK <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move 4
Events
Unit - A unit enters Unit_Move_SA <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Human_Camp_3 <gen>)
Unit Move 5
Events
Unit - A unit enters Unit_Move_M1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Human_Camp_2 <gen>)
Unit Move 6
Events
Unit - A unit enters Unit_Move_M2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Human_Camp_3 <gen>)
Unit Move 7
Events
Unit - A unit enters Human_Camp_2 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move 8
Events
Unit - A unit enters Human_Camp_3 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of The_Town_Hall <gen>)
Unit Move 9
Events
Unit - A unit enters Unit_Move_THR <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of THR_Move <gen>)
Unit Move 10
Events
Unit - A unit enters Unit_Move_TTP <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of TTP_Move <gen>)
Unit Move 11
Events
Unit - A unit enters Unit_Move_TTG <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 10 (Light Blue)
Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of TTG_Move <gen>)
Periodic Gold
Events
Time - Every 0.25 seconds of game time
Conditions
Actions
Player - Add 1 to Player 2 (Blue) . Current gold
Player - Add 1 to Player 3 (Teal) . Current gold
Player - Add 1 to Player 5 (Yellow) . Current gold
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