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Triggers
Vampire(not video).w3x
Variables
Peon
Unused
Peon
Trigger
asdasdasdasd
Attack
Killall
All
At the top of this comment is unused
Vampire
Mode 1
Patroling
Dark
Pause
Select
TickTack
Game Started
GAme Patrol
Game Tricking
Dead Villager's
Im Dead
Fix Hostile Vampire
Collapse all Building
Dummy
Runner
Runner Copy
Runner Copy 2
Vampire
Vampire Copy
Vampire Copy 2
Destroy
Runner Copy 3
Runner Copy Copy
Runner Copy 2 Copy
Ai2
This Is'int Working
Player 2 Copy
Player 2
Player 2 Copy 2
--Item
Item
Ihave a item
Victory
Villager Kills the lich king
Deafeat
All Villagers Dead
AI
Computer 1
Computer 2
Computer 3
Message
Message
Vampire Dead
Vampire BECOMES VILLAGER
Is Attacking
Villager equalto true
Viillager A1
Viillager A1 Copy
Viillager A1 Copy 2
Vampire A1
Vampire A1 Copy
Vampire A1 Copy 2
Unit Enters Region To Vampire Patrol
Lumber Mill Available
Destroyed
Player 1
Player 1 Copy
Player 1 Copy 2
Tent Available
Tent 1
Tent 2
Tent 3
Campfire Available
Campfire 1
Campfire 2
Campfire 3
Campfire Lightning
Build
Destroyed
Vampire's Dead
Manarroth
Balnazzar
Patrol
Patrol
Runner
Runner Died
Barracks Limit
Barracks 1
Barracks 2
Barracks 3
Crypt Limit
Crypt 1
Crypt 2
Crypt 3
Stop Patrolling
Say Stop
Say Sop 2
Say Stop 3
Crypt and Sprit Tower Lightning
Build Copy
Destroyed Copy
Build Copy Copy
Destroyed Copy 2
Unit Enters Region AI
Ai
Ai Copy
Ai Copy 2
Destroy Building
Destroy
Do not go LEvel 5
Level 5
Royal Barracks Trigger
Buy Ghoul
Replace Ghoul
Patroling Ghoul
Ally
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
StartingTimer
timer
No
StartingTimer_Window
timerdialog
No
Peon
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by Player 1 (Red)) and do (Kill (Picked unit))
asdasdasdasd
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Unit - Create 1 . (Random level 10 creep unit-type) for Neutral Hostile at (Random point in Region_050 <gen>) facing Default building facing degrees
Attack
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Neutral Hostile.) and do (Order (Triggering unit) to Patrol To.(Center of Vampire_Patrol <gen>))
Killall
Events
Player - Player 1 (Red) types a chat message containing killall (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Random 30 units from (Units in Vampire_Patrol <gen>)) and do (Kill (Picked unit))
Patroling
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
Unit - Order Dreadlord 0000 <gen> to Patrol To . (Center of Vampire_Patrol <gen>)
Unit - Order Dreadlord 0002 <gen> to Patrol To . (Center of Vampire_Patrol <gen>)
Dark
Events
Map initialization
Conditions
Actions
Custom script: call SetDayNightModels("","")
Select
Events
Map initialization
Conditions
Actions
Sound - Play Tension01 <gen>
TickTack
Events
Map initialization
Conditions
Actions
Unit - Pause Dreadlord 0000 <gen>
Unit - Pause Dreadlord 0002 <gen>
Unit - Pause Pit Lord 0006 <gen>
Game - Display to (All players) the text: Hide!
Wait 2 seconds
Countdown Timer - Start StartingTimer as a One-shot timer that will expire in 30.00 seconds
Countdown Timer - Create a timer window for StartingTimer with title Time Until Vampire Move.
Countdown Timer - Show StartingTimer_Window for Player 1 (Red)
Countdown Timer - Show StartingTimer_Window for Player 2 (Blue)
Countdown Timer - Show StartingTimer_Window for Player 3 (Teal)
Game Started
Events
Time - StartingTimer expires
Conditions
Actions
Unit - Unpause Dreadlord 0000 <gen>
Unit - Unpause Dreadlord 0002 <gen>
Unit - Unpause Pit Lord 0006 <gen>
Unit - Order Dreadlord 0000 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Dreadlord 0002 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Pit Lord 0006 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Runner 0003 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Runner 0004 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Runner 0005 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Sound - Play L01Balnazzar09 <gen> at 100 % volume, located at (Center of Vampire_Patrol <gen>) with Z offset 0
Game - Display to (All players) the text: Game Started!
Cinematic - Disable user control for Player Group - Player 4 (Purple) .
GAme Patrol
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Dreadlord 0000 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Dreadlord 0002 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit - Order Pit Lord 0006 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Game Tricking
Events
Unit - A unit enters
Conditions
Actions
Unit - Order Dreadlord 0000 <gen> to Patrol To . (Random point in )
Unit - Order Dreadlord 0002 <gen> to Patrol To . (Random point in )
Unit - Order Pit Lord 0006 <gen> to Patrol To . (Random point in )
Im Dead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Runner
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + is dead!)
Player - Make (Owner of (Dying unit)) treat Player 1 (Red) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Enemy
Player - Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Enemy
Player - Make Player 1 (Red) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Enemy
Player - Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Enemy
-------- Vampire Ally --------
Player - Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Ally with shared vision
Fix Hostile Vampire
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Runner
Actions
Wait 7.00 seconds
Unit - Remove (Dying unit) from the game
Unit - Create 1 . Vampire for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Sound - Play HeroDreadlordReady1 <gen>
Unit Group - Pick every unit in (Units in Vampire_Patrol <gen> owned by (Owner of (Dying unit))) and do (Actions)
Loop - Actions
Unit - Remove (Triggering unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Killing unit) is A structure) Equal to True
(Owner of (Killing unit)) Equal to (Owner of (Dying unit))
Then - Actions
Unit Group - Pick every unit in (Units in Vampire_Patrol <gen>) and do (Remove (Picked unit) from the game)
Else - Actions
Do nothing
Runner
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Unit-type of (Entering unit)) Equal to Runner
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 1 (Red) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Runner Copy
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Unit-type of (Entering unit)) Equal to Runner
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 2 (Blue) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Runner Copy 2
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Unit-type of (Entering unit)) Equal to Runner
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 3 (Teal) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Vampire
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Unit-type of (Entering unit)) Equal to Vampire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 1 (Red) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Vampire Copy
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Unit-type of (Entering unit)) Equal to Vampire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 2 (Blue) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Vampire Copy 2
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Unit-type of (Entering unit)) Equal to Vampire
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Count structures controlled by Player 3 (Teal) (Exclude incomplete structures)) Greater than 0
Then - Actions
Unit - Create 1 . Dummy for Neutral Hostile at (Position of (Triggering unit)) facing Default building facing degrees
Else - Actions
Runner Copy 3
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Player 1 (Red)
(Unit-type of (Attacking unit)) Equal to Dummy
Actions
Unit - Remove (Attacked unit) from the game
Unit - Remove (Attacking unit) from the game
Runner Copy Copy
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Player 2 (Blue)
(Unit-type of (Attacking unit)) Equal to Dummy
Actions
Unit - Remove (Attacked unit) from the game
Unit - Remove (Attacking unit) from the game
Runner Copy 2 Copy
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacked unit)) Equal to Player 3 (Teal)
(Unit-type of (Attacking unit)) Equal to Dummy
Actions
Unit - Remove (Attacked unit) from the game
Unit - Remove (Attacking unit) from the game
Player 2 Copy
Events
Map initialization
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
AI - Send Player 1 (Red) the AI Command ( 1 , 1 )
Player 2
Events
Map initialization
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
AI - Send Player 2 (Blue) the AI Command ( 1 , 1 )
Player 2 Copy 2
Events
Map initialization
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
AI - Send Player 3 (Teal) the AI Command ( 1 , 1 )
Item
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Item - Create (Random level 4 item-type) at (Random point in Item <gen>)
Cinematic - Ping minimap for (All players) at (Position of (Last created item)) for 3.00 seconds
Game - Display to (All players) the text: (An item has spawned of type + (Name of (Random item in Item <gen>)))
Ihave a item
Events
Unit - A unit Acquires an item
Conditions
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Triggering unit))) + ( has acquires an item of type + (Name of (Item being manipulated))))
Villager Kills the lich king
Events
Unit - Lich King 0007 <gen> Dies
Conditions
Actions
Wait 2 seconds
Game - Display to (All players) the text: ((Name of (Owner of (Attacking unit))) + Has destroyed the lich king! The Villager's Wins)
Game - Victory (Random player from (All allies of Player 5 (Yellow).)) ( Show dialogs, Show scores)
Game - Defeat (Random player from (All allies of Player 4 (Purple).)) with the message: The Lich king has been destroyed!
All Villagers Dead
Events
Map initialization
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of living Runner units owned by Player 1 (Red)) Equal to 0
(Number of living Runner units owned by Player 2 (Blue)) Equal to 0
(Number of living Runner units owned by Player 3 (Teal)) Equal to 0
Then - Actions
Game - Display to (All players) the text: Vampire Win's
Game - Victory (Random player from (All allies of Player 4 (Purple).)) ( Show dialogs, Show scores)
Game - Defeat (Random player from (All allies of Player 5 (Yellow).)) with the message: You Lost!
Else - Actions
Computer 1
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Order Runner 0003 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Computer 2
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Order Runner 0004 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Computer 3
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
Unit - Order Runner 0005 <gen> to Patrol To . (Random point in Vampire_Patrol <gen>)
Message
Events
Map initialization
Conditions
Actions
Game - Display to (All players) for 1000000000.00 seconds the text: ----Runners------Destroy Lich King to Achieve Victory-hint find something useful items to destroy the lich king----Vampires-----Defend The Lichking at All Costif it dies You lost!------Custom----Say:Stop to stop patroling
Vampire BECOMES VILLAGER
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Vampire
Actions
Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + Becomes Villager again.)
Player - Make (Owner of (Dying unit)) treat Player 1 (Red) as an Ally
Player - Make (Owner of (Dying unit)) treat Player 2 (Blue) as an Ally
Player - Make (Owner of (Dying unit)) treat Player 3 (Teal) as an Ally
Player - Make (Owner of (Dying unit)) treat Player 5 (Yellow) as an Ally
Player - Make Player 1 (Red) treat (Owner of (Dying unit)) as an Ally
Player - Make Player 2 (Blue) treat (Owner of (Dying unit)) as an Ally
Player - Make Player 3 (Teal) treat (Owner of (Dying unit)) as an Ally
Player - Make Player 5 (Yellow) treat (Owner of (Dying unit)) as an Ally
-------- Vampire Ally --------
Player - Make (Owner of (Dying unit)) treat Player 4 (Purple) as an Enemy
Player - Make Player 4 (Purple) treat (Owner of (Dying unit)) as an Enemy
Unit - Remove (Dying unit) from the game
Unit - Create 1 . Runner for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Unit Group - Pick every unit in (Units in Vampire_Patrol <gen> owned by (Owner of (Dying unit))) and do (Actions)
Loop - Actions
Unit - Remove (Triggering unit) from the game
Villager equalto true
Events
Conditions
Actions
Viillager A1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Runner
(Player 1 (Red) controller) Equal to None
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Viillager A1 Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Runner
(Player 2 (Blue) controller) Equal to None
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Viillager A1 Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Runner
(Player 3 (Teal) controller) Equal to None
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Vampire A1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Vampire
(Player 1 (Red) controller) Equal to Computer
(Player 1 (Red) controller) Equal to None
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Vampire A1 Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Vampire
(Player 2 (Blue) controller) Equal to Computer
(Player 2 (Blue) controller) Equal to None
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Vampire A1 Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Vampire
(Player 3 (Teal) controller) Equal to Computer
(Player 3 (Teal) controller) Equal to None
Actions
Unit - Order (Dying unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Unit Enters Region To Vampire Patrol
Events
Unit - A unit enters
Conditions
Actions
Player 1
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Lumber Mill
(Owner of (Constructing structure)) Equal to Player 1 (Red)
Actions
Player - Limit training of Lumber Mill to 1 for Player 1 (Red)
Player 1 Copy
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Lumber Mill
(Owner of (Constructing structure)) Equal to Player 2 (Blue)
Actions
Player - Limit training of Lumber Mill to 1 for Player 2 (Blue)
Player 1 Copy 2
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Lumber Mill
(Owner of (Constructing structure)) Equal to Player 3 (Teal)
Actions
Player - Limit training of Lumber Mill to 1 for Player 3 (Teal)
Tent 1
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Tent
(Owner of (Constructing structure)) Equal to Player 1 (Red)
Actions
Player - Limit training of Tent to 1 for Player 1 (Red)
Tent 2
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Tent
(Owner of (Constructing structure)) Equal to Player 2 (Blue)
Actions
Player - Limit training of Tent to 1 for Player 2 (Blue)
Tent 3
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Tent
(Owner of (Constructing structure)) Equal to Player 3 (Teal)
Actions
Player - Limit training of Tent to 1 for Player 3 (Teal)
Campfire 1
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Campfire
(Owner of (Constructing structure)) Equal to Player 1 (Red)
Actions
Player - Limit training of Campfire to 1 for Player 1 (Red)
Campfire 2
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Campfire
(Owner of (Constructing structure)) Equal to Player 2 (Blue)
Actions
Player - Limit training of Campfire to 1 for Player 2 (Blue)
Campfire 3
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Campfire
(Owner of (Constructing structure)) Equal to Player 3 (Teal)
Actions
Player - Limit training of Campfire to 1 for Player 3 (Teal)
Build
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Campfire
Actions
Special Effect - Create a special effect at (Position of (Constructed structure)) using Light.mdx
Destroyed
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Campfire
Actions
Special Effect - Destroy (Last created special effect)
Manarroth
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Pit Lord
Actions
Sound - Play MuradinTaunt1 <gen>
Game - Display to (All players) the text: Azgalor is dead.
Wait 2 seconds
Sound - Play L01Balnazzar09 <gen>
Game - Display to (All players) the text: Azgalor has been revived.
Hero - Instantly revive (Dying unit) at (Center of Vampire_Revive <gen>) , Show revival graphics
Balnazzar
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Dreadlord
Actions
Sound - Play MuradinTaunt1 <gen>
Game - Display to (All players) the text: Balnazzar is dead.
Wait 2 seconds
Sound - Play L01Detheroc12 <gen>
Game - Display to (All players) the text: Balnazzar has been revived.
Hero - Instantly revive (Dying unit) at (Center of Vampire_Revive <gen>) , Show revival graphics
Patrol
Events
Unit - A unit enters Vampire_Revive <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Vampire_Revive <gen>)
Runner Died
Events
Unit - A unit Dies
Conditions
Actions
Barracks 1
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Guard House
(Owner of (Constructing structure)) Equal to Player 1 (Red)
Actions
Player - Limit training of Guard House to 1 for Player 1 (Red)
Barracks 2
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Guard House
(Owner of (Constructing structure)) Equal to Player 2 (Blue)
Actions
Player - Limit training of Guard House to 1 for Player 2 (Blue)
Barracks 3
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Guard House
(Owner of (Constructing structure)) Equal to Player 3 (Teal)
Actions
Player - Limit training of Guard House to 1 for Player 3 (Teal)
Crypt 1
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Haunted House
(Owner of (Constructing structure)) Equal to Player 1 (Red)
Actions
Player - Limit training of Haunted House to 1 for Player 1 (Red)
Crypt 2
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Haunted House
(Owner of (Constructing structure)) Equal to Player 2 (Blue)
Actions
Player - Limit training of Haunted House to 1 for Player 2 (Blue)
Crypt 3
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Equal to Haunted House
(Owner of (Constructing structure)) Equal to Player 3 (Teal)
Actions
Player - Limit training of Haunted House to 1 for Player 3 (Teal)
Say Stop
Events
Player - Player 1 (Red) types a chat message containing stop (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by Player 1 (Red)) and do (Order (Picked unit) to Stop.)
Trigger - Turn off Computer_1 <gen>
Trigger - Turn off (This trigger)
Say Sop 2
Events
Player - Player 2 (Blue) types a chat message containing stop (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by Player 2 (Blue)) and do (Order (Picked unit) to Stop.)
Trigger - Turn off Computer_2 <gen>
Trigger - Turn off (This trigger)
Say Stop 3
Events
Player - Player 3 (Teal) types a chat message containing stop (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Unit Group - Pick every unit in (Units currently selected by Player 3 (Teal)) and do (Order (Picked unit) to Stop.)
Trigger - Turn off Computer_3 <gen>
Trigger - Turn off (This trigger)
Build Copy
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Haunted Tower
Actions
Special Effect - Create a special effect at (Position of (Constructed structure)) using Light.mdx
Destroyed Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Haunted Tower
Actions
Special Effect - Destroy (Last created special effect)
Build Copy Copy
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Haunted House
Actions
Special Effect - Create a special effect at (Position of (Constructed structure)) using Light.mdx
Destroyed Copy 2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Haunted House
Actions
Special Effect - Destroy (Last created special effect)
Ai
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Player 1 (Red) controller) Equal to Computer
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Ai Copy
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Player 2 (Blue) controller) Equal to Computer
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Ai Copy 2
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Player 3 (Teal) controller) Equal to Computer
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Destroy
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Destroy This Building (Destroyed Building)
Actions
Unit - Kill (Casting unit)
Level 5
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 3
Actions
Hero - Disable experience gain for (Leveling Hero) .
Buy Ghoul
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit - Order Royal Vampire Barracks 0033 <gen> to train/upgrade to a Ghoul Squad
Replace Ghoul
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Ghoul Squad
Actions
Unit - Replace (Entering unit) with a Ghoul using The new unit's default life and mana
Unit - Create 2 . Ghoul for Player 4 (Purple) at (Position of Royal Vampire Barracks 0033 <gen>) facing Default building facing degrees
Patroling Ghoul
Events
Unit - A unit enters Vampire_Patrol <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Ghoul
Actions
Unit - Order (Entering unit) to Patrol To . (Random point in Vampire_Patrol <gen>)
Ally
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
Player - Make Player 4 (Purple) treat Neutral Hostile as an Ally
Player - Make Neutral Hostile treat Player 4 (Purple) as an Ally
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