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Triggers
War Of Dark Throne.w3x
Variables
Law
Tree Revive
Unit transport north
Unit transport north Copy
Unit transport south
Unit transport south Copy
Gate Open
Gate Open Copy
Traveling merchant
Heroes
Dark Ranger
Dark Ranger Copy
Lord of Destruction
Lord of Destruction Copy
Skillful Magician
Skillful Magician Copy
Demon Lord
Demon Lord Copy
Cannot see me
The Undying one
The Undying one Copy
Shadow Lord
Shadow Lord Copy
Naga Sorceress
Naga Sorceress Copy
Ocean Lord
Ocean Lord Copy
Hero Dies
Hero Dies Copy
Friend
Friend
Battle Field
Eclips end
Eclipse on
Eclipse
Move infernal
NO more snap dragon
Snap Dragon Spawn
Titan Enter
Titan Enter Copy
Unit burn
Battle 2
Battle 2 Move all unit
Flame Merazar spawn
Move Flame Merazar
Showdown
Archer Spawn
Archer MOVE
Overlord spawn
Overlord MOVE
Skeleton spawn
move skeleton
Player 7 invader
Demon enter
Demon move
Hero AI
Move AI
Blue
Move From start
Move From start Copy
Learn Skills
Learn Skills Copy
Learn Skills Copy Copy
Learn Skills Copy Copy Copy
Learn Skills Copy Copy Copy 2
Learn Skills Copy Copy Copy 3
Learn Skills green
Hero Red Move
Hero Blue Move
Hero Teal Move
Hero Purple Move
Hero Yellow Move
Hero Orange Move
Revive Red
Revive Blue
Revive Teal
Revive Purple
Revive Yellow
Revive Orange
Money Money
Free
Player 1 red
Player 2 blue
Player 3 Teal
Player 4 purple
Player 5 Yellow
Player 6 Orange
Dead
Boss
Item Combine
Power Stone
Flame Shield
Helm of Flame
Searing Blade
Phoenix Gauntlets
Quest= Tips
Objective
Item shop Copy
Hidden shop
Life and mana healing
Boss
Arena Boss Level
Level 5
Level 5 move
Level 10
Level 10 move
Level 15
Level 15 move
Level 20
Level 20 move
Level 20 Assist
Level 25
Level 25 move
Level 25 assist
Level 30
Level 30 move
Level 30 assist
All boss dead
The Dead One Revive
The Dead One move
The Dead One Assist
Victory and Defeat
Victory to North
Victory to South
Game Type
Choose Type
Arena Boss Button
Camper Boss Button
Pause all unit
Camper boss
Only one player can enter
Far away Land Blockwe
Ancient Land of Hydras
Ancient Land Hydras coming
Dead Village Dead Queen
Leaving Far away Land
Leaving Dead Village
Leaving Ancient Land
Leaving Northern Frozen Land
Dialog of Place
Ancient Land of Hydras Button
Northern Frozen Land
Dead Village
Far away Land
Camper Boss dead
Magnitour
Medusa
Ancient Golem
Ice mage
Spell Ranger
Hydra
Bluespawn dragon Ovelord
Dead Queen
Immortal Infernal
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
ChoosePlace
button
Yes
ChooseType
button
Yes
GameType
dialog
No
Place
dialog
No
w1
integer
No
w2
integer
No
w3
integer
No
w4
integer
No
w5
integer
No
w6
integer
No
Tree Revive
Events
Destructible - A destructible within World <gen> dies
Conditions
Or - Any (Conditions) are true
Conditions
(Destructible-type of (Dying destructible)) Equal to LTlt (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ATtr (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ATtc (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to NTtc (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ITtc (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ITtw (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to WTst (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ZTtw (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to ZTtc (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to BTtw (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to BTtc (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to CTtr (Unexpected type: 'destructablecode')
(Destructible-type of (Dying destructible)) Equal to CTtc (Unexpected type: 'destructablecode')
Actions
Wait 8.00 seconds
Destructible - Resurrect (Dying destructible) with (Max life of (Last created destructible)) life and Show birth animation
Unit transport north
Events
Unit - A unit enters north_gate_out <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Trigger - Turn off Unit_transport_north_Copy <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Center of north_gate_in <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of north_gate_in <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit - Move (Entering unit) instantly to (Center of north_gate_in <gen>)
Wait 0.50 seconds
Trigger - Turn on Unit_transport_north_Copy <gen>
Unit transport north Copy
Events
Unit - A unit enters north_gate_in <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Trigger - Turn off Unit_transport_north <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Center of north_gate_out <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of north_gate_out <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit - Move (Entering unit) instantly to (Center of north_gate_out <gen>)
Wait 0.50 seconds
Trigger - Turn on Unit_transport_north <gen>
Unit transport south
Events
Unit - A unit enters South_gate_out <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 1 (Red)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 3 (Teal)))
Actions
Trigger - Turn off Unit_transport_south_Copy <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Center of South_gate_in <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of South_gate_in <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit - Move (Entering unit) instantly to (Center of South_gate_in <gen>)
Wait 0.50 seconds
Trigger - Turn on Unit_transport_south_Copy <gen>
Unit transport south Copy
Events
Unit - A unit enters South_gate_in <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 1 (Red)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 3 (Teal)))
Actions
Trigger - Turn off Unit_transport_south <gen>
Camera - Pan camera for (Owner of (Entering unit)) to (Center of South_gate_out <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of South_gate_out <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit - Move (Entering unit) instantly to (Center of South_gate_out <gen>)
Wait 0.50 seconds
Trigger - Turn on Unit_transport_south <gen>
Gate Open
Events
Unit - A unit enters Gate_to_Triple_Dimension <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(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 7 (Green)
Actions
Destructible - Open Gate 0219 <gen>
Gate Open Copy
Events
Unit - A unit leaves Gate_to_Triple_Dimension <gen>
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Leaving unit)) Equal to Player 1 (Red)
(Owner of (Leaving unit)) Equal to Player 2 (Blue)
(Owner of (Leaving unit)) Equal to Player 3 (Teal)
(Owner of (Leaving unit)) Equal to Player 4 (Purple)
(Owner of (Leaving unit)) Equal to Player 5 (Yellow)
(Owner of (Leaving unit)) Equal to Player 6 (Orange)
(Owner of (Leaving unit)) Equal to Player 7 (Green)
Actions
Wait 10.00 seconds
Destructible - Close Gate 0219 <gen>
Traveling merchant
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Unit - Order Traveling Merchant 0311 <gen> to Move To . (Center of Place_to_go <gen>)
Wait 25.00 seconds
Unit - Order Traveling Merchant 0311 <gen> to Move To . (Center of Stop_Place <gen>)
Dark Ranger
Events
Unit - A unit enters Dark_Ranger <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Dark Ranger for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Dark Ranger Copy
Events
Unit - A unit enters Dark_Ranger <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Dark Ranger for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Lord of Destruction
Events
Unit - A unit enters Lord_Of_Destruction <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Lord of Destruction for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Lord of Destruction Copy
Events
Unit - A unit enters Lord_Of_Destruction <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Lord of Destruction for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Skillful Magician
Events
Unit - A unit enters Skillful_Magician <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Skillful Magician for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Skillful Magician Copy
Events
Unit - A unit enters Skillful_Magician <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Skillful Magician for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Demon Lord
Events
Unit - A unit enters Demon_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Demon Lord for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Demon Lord Copy
Events
Unit - A unit enters Demon_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Demon Lord for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Cannot see me
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Cannot see me, wait till sun rise, and you can see the true identity of me. at (Center of Shadow_Lord <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
The Undying one
Events
Unit - A unit enters Undying <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . The Undying one for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
The Undying one Copy
Events
Unit - A unit enters Undying <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . The Undying one for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Shadow Lord
Events
Unit - A unit enters Shadow_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Shadow Lord for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Shadow Lord Copy
Events
Unit - A unit enters Shadow_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Shadow Lord for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Naga Sorceress
Events
Unit - A unit enters Naga_Sorceress <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Naga Sorceress for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Naga Sorceress Copy
Events
Unit - A unit enters Naga_Sorceress <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Naga Sorceress for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Ocean Lord
Events
Unit - A unit enters Ocean_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 3 (Teal)) or (((Owner of (Entering unit)) Equal to Player 2 (Blue)) or ((Owner of (Entering unit)) Equal to Player 1 (Red)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_south <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_south <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Guardian of The Ocean for (Owner of (Entering unit)) at (Center of Hero_spawn_south <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Ocean Lord Copy
Events
Unit - A unit enters Ocean_Lord <gen>
Conditions
((Owner of (Entering unit)) Equal to Player 4 (Purple)) or (((Owner of (Entering unit)) Equal to Player 5 (Yellow)) or ((Owner of (Entering unit)) Equal to Player 6 (Orange)))
Actions
Camera - Pan camera for (Owner of (Entering unit)) to (Center of Hero_spawn_north <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of Hero_spawn_north <gen>) using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
Unit - Create 1 . Guardian of The Ocean for (Owner of (Entering unit)) at (Center of Hero_spawn_north <gen>) facing Default building facing degrees
Unit - Remove (Entering unit) from the game
Hero Dies
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Player 3 (Teal)) or (((Owner of (Dying unit)) Equal to Player 2 (Blue)) or ((Owner of (Dying unit)) Equal to Player 1 (Red)))
((Dying unit) is A Hero) Equal to True
Actions
Wait 8.00 seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Center of South_revive <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of South_revive <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Hero - Instantly revive (Dying unit) at (Center of South_revive <gen>) , Hide revival graphics
Hero Dies Copy
Events
Unit - A unit Dies
Conditions
((Owner of (Dying unit)) Equal to Player 4 (Purple)) or (((Owner of (Dying unit)) Equal to Player 5 (Yellow)) or ((Owner of (Dying unit)) Equal to Player 6 (Orange)))
((Dying unit) is A Hero) Equal to True
Actions
Wait 8.00 seconds
Camera - Pan camera for (Owner of (Dying unit)) to (Center of North_revive <gen>) over 0 seconds
Special Effect - Create a special effect at (Center of North_revive <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Hero - Instantly revive (Dying unit) at (Center of North_revive <gen>) , Hide revival graphics
Friend
Events
Map initialization
Conditions
Actions
Player - Make Player 1 (Red) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 2 (Blue) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 3 (Teal) treat Player 11 (Dark Green) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 1 (Red) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 2 (Blue) as an Ally with shared vision
Player - Make Player 11 (Dark Green) treat Player 3 (Teal) as an Ally with shared vision
Player - Make Player 4 (Purple) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 5 (Yellow) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 6 (Orange) treat Player 12 (Brown) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision
Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision
Eclips end
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Ancient Golem 0150 <gen>
Actions
Trigger - Turn off Eclipse <gen>
Trigger - Turn off Move_infernal <gen>
Trigger - Turn off (This trigger)
Eclipse on
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Greater than or equal to 15
Actions
Trigger - Turn on Eclipse <gen>
Trigger - Turn off (This trigger)
Eclipse
Events
Time - Every 30.00 seconds of game time
Conditions
(Number of units in (Units owned by Player 7 (Green) of type Rock Golem)) Less than 14
Actions
Unit - Create 6 . Rock Golem for Player 7 (Green) at (Center of Titan_Golem <gen>) facing Default building facing degrees
Move infernal
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Rock Golem) to Attack-Move To . (Center of Snap_dragon <gen>)
Wait 30.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Rock Golem) to Attack-Move To . (Random point in Snap_dragon <gen>)
Wait 60.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Rock Golem) to Attack-Move To . (Random point in Snap_dragon <gen>)
Wait 90.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Rock Golem) to Attack-Move To . (Random point in Snap_dragon <gen>)
NO more snap dragon
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Titan 0088 <gen>
Actions
Trigger - Turn off Snap_Dragon_Spawn <gen>
Trigger - Turn off Titan_Enter_Copy <gen>
Snap Dragon Spawn
Events
Time - Every 10.00 seconds of game time
Conditions
(Number of living Snap Dragon units owned by Player 7 (Green)) Equal to 0
Actions
Unit - Create 5 . Snap Dragon for Player 7 (Green) at (Center of Spawn_Snap_Dragon <gen>) facing Default building facing degrees
Wait 360.00 game-time seconds
Trigger - Turn on Titan_Enter_Copy <gen>
Titan Enter
Events
Time - Elapsed game time is 120.00 seconds
Conditions
Actions
Trigger - Turn on Flame_Merazar_spawn <gen>
Unit Group - Order (Units owned by Player 7 (Green) of type Tauren) to Attack-Move To . (Center of Tauren <gen>)
Wait 60.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Tauren) to Attack-Move To . (Random point in Tauren <gen>)
Wait 60.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Tauren) to Attack-Move To . (Random point in Tauren <gen>)
Wait 60.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Tauren) to Attack-Move To . (Random point in Tauren <gen>)
Titan Enter Copy
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 5 units from (Units owned by Player 7 (Green) of type Snap Dragon)) to Attack-Move To . (Center of Tauren <gen>)
Wait 40.00 seconds
Unit Group - Order (Random 5 units from (Units owned by Player 7 (Green) of type Snap Dragon)) to Attack-Move To . (Random point in Snap_dragon <gen>)
Wait 30.00 seconds
Unit Group - Order (Random 5 units from (Units owned by Player 7 (Green) of type Snap Dragon)) to Attack-Move To . (Random point in Snap_dragon <gen>)
Unit burn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Doom Guard (Standard))) Greater than 10) then do (Kill (Random unit from (Random 5 units from (Units owned by Player 11 (Dark Green) of type Doom Guard (Standard))))) else do (Do nothing)
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Doom Guard (Flame mode))) Greater than 5) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 11 (Dark Green) of type Doom Guard (Flame mode))))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Doom Guard (Standard))) Greater than 10) then do (Kill (Random unit from (Random 5 units from (Units owned by Player 12 (Brown) of type Doom Guard (Standard))))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Doom Guard (Flame mode))) Greater than 5) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 12 (Brown) of type Doom Guard (Flame mode))))) else do (Do nothing)
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Flame Merazar)) Greater than 8) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 11 (Dark Green) of type Flame Merazar)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Flame Merazar)) Greater than 8) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 12 (Brown) of type Flame Merazar)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Advance Archer)) Greater than 10) then do (Kill (Random unit from (Random 4 units from (Units owned by Player 11 (Dark Green) of type Advance Archer)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Advance Archer)) Greater than 10) then do (Kill (Random unit from (Random 4 units from (Units owned by Player 12 (Brown) of type Advance Archer)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Giant Skeleton)) Greater than 10) then do (Kill (Random unit from (Random 2 units from (Units owned by Player 11 (Dark Green) of type Giant Skeleton)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Giant Skeleton)) Greater than 10) then do (Kill (Random unit from (Random 2 units from (Units owned by Player 12 (Brown) of type Giant Skeleton)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 11 (Dark Green) of type Terrorlord)) Greater than 6) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 11 (Dark Green) of type Terrorlord)))) else do (Do nothing)
If ((Number of units in (Units owned by Player 12 (Brown) of type Terrorlord)) Greater than 6) then do (Kill (Random unit from (Random 3 units from (Units owned by Player 12 (Brown) of type Terrorlord)))) else do (Do nothing)
Battle 2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Doom Guard (Standard) for Player 12 (Brown) at (Center of Nroth_unit_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Doom Guard (Standard) for Player 12 (Brown) at (Center of North_unit_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Doom Guard (Flame mode) for Player 12 (Brown) at (Center of North_unit_3 <gen>) facing Default building facing degrees
Unit - Create 2 . Doom Guard (Standard) for Player 11 (Dark Green) at (Center of South_unit_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Doom Guard (Standard) for Player 11 (Dark Green) at (Center of South_unit_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Doom Guard (Flame mode) for Player 11 (Dark Green) at (Center of South_unit_3 <gen>) facing Default building facing degrees
Battle 2 Move all unit
Events
Time - Every 6.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 3 units from (Units owned by Player 11 (Dark Green) of type Doom Guard (Standard))) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Random 1 units from (Units owned by Player 11 (Dark Green) of type Doom Guard (Flame mode))) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Random 3 units from (Units owned by Player 12 (Brown) of type Doom Guard (Standard))) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Random 1 units from (Units owned by Player 12 (Brown) of type Doom Guard (Flame mode))) to Attack-Move To . (Random point in Battle_2 <gen>)
Flame Merazar spawn
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Flame Merazar for Player 12 (Brown) at (Center of Flame_Lord_north <gen>) facing Default building facing degrees
Unit - Create 2 . Flame Merazar for Player 11 (Dark Green) at (Center of Flame_lord_south <gen>) facing Default building facing degrees
Trigger - Turn on Move_Flame_Merazar <gen>
Move Flame Merazar
Events
Time - Every 2 seconds of game time
Conditions
Actions
Unit - Order (Random unit from (Random 2 units from (Units owned by Player 12 (Brown) of type Flame Merazar))) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit - Order (Random unit from (Random 2 units from (Units owned by Player 11 (Dark Green) of type Flame Merazar))) to Attack-Move To . (Random point in Battle_1 <gen>)
Showdown
Events
Time - Elapsed game time is 50.00 seconds
Conditions
Actions
Trigger - Turn on Archer_Spawn <gen>
Trigger - Turn on Overlord_spawn <gen>
Trigger - Turn on Skeleton_spawn <gen>
Archer Spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 2 . Advance Archer for Player 11 (Dark Green) at (Center of Archer_South_1 <gen>) facing Default building facing degrees
Unit - Create 2 . Advance Archer for Player 11 (Dark Green) at (Center of Archer_south_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Advance Archer for Player 12 (Brown) at (Center of Archer_North_2 <gen>) facing Default building facing degrees
Unit - Create 2 . Advance Archer for Player 12 (Brown) at (Center of Archer_north_1 <gen>) facing Default building facing degrees
Trigger - Turn on Archer_MOVE <gen>
Archer MOVE
Events
Time - Every 4.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 2 units from (Units owned by Player 11 (Dark Green) of type Advance Archer)) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Random 2 units from (Units owned by Player 12 (Brown) of type Advance Archer)) to Attack-Move To . (Random point in Battle_2 <gen>)
Overlord spawn
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit - Create 3 . Terrorlord for Player 11 (Dark Green) at (Center of Overlord_South <gen>) facing Default building facing degrees
Unit - Create 3 . Terrorlord for Player 12 (Brown) at (Center of Overlord_north <gen>) facing Default building facing degrees
Trigger - Turn on Overlord_MOVE <gen>
Overlord MOVE
Events
Time - Every 16.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 2 units from (Units owned by Player 11 (Dark Green) of type Terrorlord)) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Random 2 units from (Units owned by Player 12 (Brown) of type Terrorlord)) to Attack-Move To . (Random point in Battle_1 <gen>)
Skeleton spawn
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 5 . Giant Skeleton for Player 11 (Dark Green) at (Center of Skeleton_South <gen>) facing Default building facing degrees
Unit - Create 5 . Giant Skeleton for Player 12 (Brown) at (Center of Skeleton_north <gen>) facing Default building facing degrees
Trigger - Turn on move_skeleton <gen>
move skeleton
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Order (Random 3 units from (Units owned by Player 11 (Dark Green) of type Giant Skeleton)) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Random 2 units from (Units owned by Player 11 (Dark Green) of type Giant Skeleton)) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Random 3 units from (Units owned by Player 12 (Brown) of type Giant Skeleton)) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Random 2 units from (Units owned by Player 12 (Brown) of type Giant Skeleton)) to Attack-Move To . (Random point in Battle_2 <gen>)
Player 7 invader
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 5
Actions
Trigger - Turn on Demon_enter <gen>
Trigger - Turn off (This trigger)
Demon enter
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Special Effect - Create a special effect at (Center of Player_7_green <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit - Create 2 . Doom Guard (Standard) for Player 7 (Green) at (Center of Player_7_green <gen>) facing Default building facing degrees
Unit - Create 5 . Giant Skeleton for Player 7 (Green) at (Center of Player_7_green <gen>) facing Default building facing degrees
Trigger - Turn on Demon_move <gen>
Demon move
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Giant Skeleton) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Units owned by Player 7 (Green) of type Doom Guard (Standard)) to Attack-Move To . (Random point in Battle_2 <gen>)
Move AI
Events
Time - Every 20.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in south <gen>)) Greater than 0
(Owner of (Random unit from (Units in south <gen>))) Equal to Player 1 (Red)
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in south <gen> owned by Player 1 (Red)) to Move To . (Center of South_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in south <gen>)) Greater than 0
(Owner of (Random unit from (Units in south <gen>))) Equal to Player 2 (Blue)
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in south <gen> owned by Player 2 (Blue)) to Move To . (Center of South_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in south <gen>)) Greater than 0
(Owner of (Random unit from (Units in south <gen>))) Equal to Player 3 (Teal)
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in south <gen> owned by Player 3 (Teal)) to Move To . (Center of South_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in North <gen>)) Greater than 0
(Owner of (Random unit from (Units in North <gen>))) Equal to Player 4 (Purple)
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in North <gen> owned by Player 4 (Purple)) to Move To . (Center of north_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in North <gen>)) Greater than 0
(Owner of (Random unit from (Units in North <gen>))) Equal to Player 5 (Yellow)
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in North <gen> owned by Player 5 (Yellow)) to Move To . (Center of north_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in North <gen>)) Greater than 0
(Owner of (Random unit from (Units in North <gen>))) Equal to Player 6 (Orange)
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Unit Group - Order (Units in North <gen> owned by Player 6 (Orange)) to Move To . (Center of north_gate_in <gen>)
Else - Actions
Blue
Events
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills <gen>
Set Variable Set w1 = (Random integer number between 1 and 8)
If (w1 Equal to 1) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w1 Equal to 2) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w1 Equal to 3) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w1 Equal to 4) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w1 Equal to 5) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w1 Equal to 6) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w1 Equal to 7) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w1 Equal to 8) then do (Order (Units owned by Player 1 (Red) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills_Copy <gen>
Set Variable Set w2 = (Random integer number between 1 and 8)
If (w2 Equal to 1) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w2 Equal to 2) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w2 Equal to 3) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w2 Equal to 4) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w2 Equal to 5) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w2 Equal to 6) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w2 Equal to 7) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w2 Equal to 8) then do (Order (Units owned by Player 2 (Blue) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills_Copy_Copy <gen>
Set Variable Set w3 = (Random integer number between 1 and 8)
If (w3 Equal to 1) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w3 Equal to 2) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w3 Equal to 3) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w3 Equal to 4) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w3 Equal to 5) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w3 Equal to 6) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w3 Equal to 7) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w3 Equal to 8) then do (Order (Units owned by Player 3 (Teal) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills_Copy_Copy_Copy <gen>
Set Variable Set w4 = (Random integer number between 1 and 8)
If (w4 Equal to 1) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w4 Equal to 2) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w4 Equal to 3) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w4 Equal to 4) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w4 Equal to 5) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w4 Equal to 6) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w4 Equal to 7) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w4 Equal to 8) then do (Order (Units owned by Player 4 (Purple) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills_Copy_Copy_Copy_2 <gen>
Set Variable Set w5 = (Random integer number between 1 and 8)
If (w5 Equal to 1) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w5 Equal to 2) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w5 Equal to 3) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w5 Equal to 4) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w5 Equal to 5) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w5 Equal to 6) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w5 Equal to 7) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w5 Equal to 8) then do (Order (Units owned by Player 5 (Yellow) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Trigger - Turn on Learn_Skills_Copy_Copy_Copy_3 <gen>
Set Variable Set w6 = (Random integer number between 1 and 8)
If (w6 Equal to 1) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Shadow_Lord <gen>)) else do (Do nothing)
If (w6 Equal to 2) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Undying <gen>)) else do (Do nothing)
If (w6 Equal to 3) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Naga_Sorceress <gen>)) else do (Do nothing)
If (w6 Equal to 4) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Ocean_Lord <gen>)) else do (Do nothing)
If (w6 Equal to 5) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Demon_Lord <gen>)) else do (Do nothing)
If (w6 Equal to 6) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Skillful_Magician <gen>)) else do (Do nothing)
If (w6 Equal to 7) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Lord_Of_Destruction <gen>)) else do (Do nothing)
If (w6 Equal to 8) then do (Order (Units owned by Player 6 (Orange) of type Wisp) to Move To.(Center of Dark_Ranger <gen>)) else do (Do nothing)
Else - Actions
Do nothing
Move From start
Events
Unit - A unit enters Hero_spawn_south <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of South_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 2 (Blue)
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of South_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 3 (Teal)
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of South_gate_in <gen>)
Else - Actions
Move From start Copy
Events
Unit - A unit enters Hero_spawn_north <gen>
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of north_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of north_gate_in <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Entering unit)) Equal to Player 6 (Orange)
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Wait 2 seconds
Unit - Order (Entering unit) to Move To . (Center of north_gate_in <gen>)
Else - Actions
Learn Skills
Events
Unit - A unit owned by Player 1 (Red) . Gains a level
Hero - Learn skill for (Leveling Hero) : Inner Spirit
Hero - Learn skill for (Leveling Hero) : Energy Absorb
Hero - Learn skill for (Leveling Hero) : Pointed Dark Arrow
Learn Skills green
Events
Unit - A unit Gains a level
Conditions
(Unit-type of (Leveling Hero)) Equal to The Dead One
Actions
Hero - Learn skill for (Leveling Hero) : Death and Decay real boss
Hero - Learn skill for (Leveling Hero) : Dead Rising
Hero - Learn skill for (Leveling Hero) : Blue Flame is alive
Hero - Learn skill for (Leveling Hero) : Death Strike
Hero - Learn skill for (Leveling Hero) : Ice Break
Hero Red Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 1 (Red) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 1 (Red).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 1 (Red).) to Attack-Move To . (Random point in Battle_1 <gen>)
Hero Blue Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 2 (Blue) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 2 (Blue).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 2 (Blue).) to Attack-Move To . (Random point in Battle_1 <gen>)
Hero Teal Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 3 (Teal) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 3 (Teal).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 3 (Teal).) to Attack-Move To . (Random point in Battle_1 <gen>)
Hero Purple Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 4 (Purple) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 4 (Purple).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 4 (Purple).) to Attack-Move To . (Random point in Battle_1 <gen>)
Hero Yellow Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 5 (Yellow) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 5 (Yellow).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 5 (Yellow).) to Attack-Move To . (Random point in Battle_1 <gen>)
Hero Orange Move
Events
Time - Every 40.00 seconds of game time
Conditions
(Player 6 (Orange) controller) Equal to Computer
Actions
Unit Group - Order (Units owned by Player 6 (Orange).) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 6 (Orange).) to Attack-Move To . (Random point in Battle_1 <gen>)
Revive Red
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Player 1 (Red) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Red_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of South_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 1 (Red)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Red_Move <gen>
Revive Blue
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Player 2 (Blue) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Blue_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of South_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 2 (Blue)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Blue_Move <gen>
Revive Teal
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Player 3 (Teal) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Teal_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of South_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 3 (Teal)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Teal_Move <gen>
Revive Purple
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Player 4 (Purple) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Purple_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of North_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 4 (Purple)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Purple_Move <gen>
Revive Yellow
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Player 5 (Yellow) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Yellow_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of North_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Yellow_Move <gen>
Revive Orange
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Player 6 (Orange)
(Player 6 (Orange) controller) Equal to Computer
Actions
Wait 5.00 seconds
Trigger - Turn off Hero_Orange_Move <gen>
Hero - Instantly revive (Dying unit) at (Center of North_revive <gen>) , Hide revival graphics
Unit Group - Pick every unit in (Units in south <gen> owned by Player 6 (Orange)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Move To . (Center of South_gate_in <gen>)
Wait 25.00 seconds
Trigger - Turn on Hero_Orange_Move <gen>
Free
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Player - Add 5 to Player 1 (Red) . Current gold
Player - Add 5 to Player 2 (Blue) . Current gold
Player - Add 5 to Player 3 (Teal) . Current gold
Player - Add 5 to Player 4 (Purple) . Current gold
Player - Add 5 to Player 5 (Yellow) . Current gold
Player - Add 5 to Player 6 (Orange) . Current gold
Player 1 red
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 4 (Purple)) and ((Owner of (Killing unit)) Equal to Player 1 (Red))) or ((((Owner of (Dying unit)) Equal to Player 5 (Yellow)) and ((Owner of (Killing unit)) Equal to Player 1 (Red))) or (((Owner of (Dying unit)) Equal to Player 6 (Orange)) and ((Owner of (Killing unit)) Equal to Player 1 (Red))))) then do (Add 250 to Player 1 (Red).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 12 (Brown)) and ((Owner of (Killing unit)) Equal to Player 1 (Red))) then do (Add 50 to Player 1 (Red).Current gold) else do (Do nothing)
Player 2 blue
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 4 (Purple)) and ((Owner of (Killing unit)) Equal to Player 2 (Blue))) or ((((Owner of (Dying unit)) Equal to Player 5 (Yellow)) and ((Owner of (Killing unit)) Equal to Player 2 (Blue))) or (((Owner of (Dying unit)) Equal to Player 6 (Orange)) and ((Owner of (Killing unit)) Equal to Player 2 (Blue))))) then do (Add 250 to Player 2 (Blue).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 12 (Brown)) and ((Owner of (Killing unit)) Equal to Player 2 (Blue))) then do (Add 50 to Player 2 (Blue).Current gold) else do (Do nothing)
Player 3 Teal
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 4 (Purple)) and ((Owner of (Killing unit)) Equal to Player 3 (Teal))) or ((((Owner of (Dying unit)) Equal to Player 5 (Yellow)) and ((Owner of (Killing unit)) Equal to Player 3 (Teal))) or (((Owner of (Dying unit)) Equal to Player 6 (Orange)) and ((Owner of (Killing unit)) Equal to Player 3 (Teal))))) then do (Add 250 to Player 3 (Teal).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 12 (Brown)) and ((Owner of (Killing unit)) Equal to Player 3 (Teal))) then do (Add 50 to Player 3 (Teal).Current gold) else do (Do nothing)
Player 4 purple
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 1 (Red)) and ((Owner of (Killing unit)) Equal to Player 4 (Purple))) or ((((Owner of (Dying unit)) Equal to Player 2 (Blue)) and ((Owner of (Killing unit)) Equal to Player 4 (Purple))) or (((Owner of (Dying unit)) Equal to Player 3 (Teal)) and ((Owner of (Killing unit)) Equal to Player 4 (Purple))))) then do (Add 250 to Player 4 (Purple).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 11 (Dark Green)) and ((Owner of (Killing unit)) Equal to Player 4 (Purple))) then do (Add 50 to Player 4 (Purple).Current gold) else do (Do nothing)
Player 5 Yellow
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 1 (Red)) and ((Owner of (Killing unit)) Equal to Player 5 (Yellow))) or ((((Owner of (Dying unit)) Equal to Player 2 (Blue)) and ((Owner of (Killing unit)) Equal to Player 5 (Yellow))) or (((Owner of (Dying unit)) Equal to Player 3 (Teal)) and ((Owner of (Killing unit)) Equal to Player 5 (Yellow))))) then do (Add 250 to Player 5 (Yellow).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 11 (Dark Green)) and ((Owner of (Killing unit)) Equal to Player 5 (Yellow))) then do (Add 50 to Player 5 (Yellow).Current gold) else do (Do nothing)
Player 6 Orange
Events
Unit - A unit Dies
Conditions
Actions
If ((((Owner of (Dying unit)) Equal to Player 1 (Red)) and ((Owner of (Killing unit)) Equal to Player 6 (Orange))) or ((((Owner of (Dying unit)) Equal to Player 2 (Blue)) and ((Owner of (Killing unit)) Equal to Player 6 (Orange))) or (((Owner of (Dying unit)) Equal to Player 3 (Teal)) and ((Owner of (Killing unit)) Equal to Player 6 (Orange))))) then do (Add 250 to Player 6 (Orange).Current gold) else do (Do nothing)
If (((Owner of (Dying unit)) Equal to Player 11 (Dark Green)) and ((Owner of (Killing unit)) Equal to Player 6 (Orange))) then do (Add 50 to Player 6 (Orange).Current gold) else do (Do nothing)
Dead
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Dying unit)) Equal to Player 1 (Red)
(Owner of (Dying unit)) Equal to Player 2 (Blue)
(Owner of (Dying unit)) Equal to Player 3 (Teal)
(Owner of (Dying unit)) Equal to Player 4 (Purple)
(Owner of (Dying unit)) Equal to Player 5 (Yellow)
(Owner of (Dying unit)) Equal to Player 6 (Orange)
Actions
Player - Add -200 to (Owner of (Dying unit)) . Current gold
Boss
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Titan
(Unit-type of (Dying unit)) Equal to Titan
(Unit-type of (Dying unit)) Equal to Ancient Golem
(Unit-type of (Dying unit)) Equal to Ice Mage
(Unit-type of (Dying unit)) Equal to Spell Ranger
(Unit-type of (Dying unit)) Equal to Hydra
(Unit-type of (Dying unit)) Equal to Blue Dragonspawn Overlord
(Unit-type of (Dying unit)) Equal to Dead Queen
(Unit-type of (Dying unit)) Equal to Immortal Infernal
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
Then - Actions
Player - Add 200 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 2 (Blue)
Then - Actions
Player - Add 200 to Player 2 (Blue) . Current gold
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 3 (Teal) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Then - Actions
Player - Add 200 to Player 3 (Teal) . Current gold
Player - Add 100 to Player 1 (Red) . Current gold
Player - Add 100 to Player 2 (Blue) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
Then - Actions
Player - Add 200 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
Then - Actions
Player - Add 200 to Player 5 (Yellow) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 6 (Orange) . Current gold
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Then - Actions
Player - Add 200 to Player 6 (Orange) . Current gold
Player - Add 100 to Player 4 (Purple) . Current gold
Player - Add 100 to Player 5 (Yellow) . Current gold
Else - Actions
Power Stone
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Health Stone
(Item-type of (Item being manipulated)) Equal to Mana Stone
(Item-type of (Item being manipulated)) Equal to Power Stone Recipe
((Hero manipulating item) has an item of type Health Stone) Equal to True
((Hero manipulating item) has an item of type Mana Stone) Equal to True
((Hero manipulating item) has an item of type Power Stone Recipe) Equal to True
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Health Stone)
Item - Remove (Item carried by (Hero manipulating item) of type Mana Stone)
Item - Remove (Item carried by (Hero manipulating item) of type Power Stone Recipe)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Create Power Stone at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Flame Shield
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Orb of Flame
(Item-type of (Item being manipulated)) Equal to Iron Shield
(Item-type of (Item being manipulated)) Equal to Flame Shield Recipe
((Hero manipulating item) has an item of type Orb of Flame) Equal to True
((Hero manipulating item) has an item of type Iron Shield) Equal to True
((Hero manipulating item) has an item of type Flame Shield Recipe) Equal to True
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Orb of Flame)
Item - Remove (Item carried by (Hero manipulating item) of type Iron Shield)
Item - Remove (Item carried by (Hero manipulating item) of type Flame Shield Recipe)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Create Flame Shield at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Helm of Flame
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Orb of Flame
(Item-type of (Item being manipulated)) Equal to Iron Helm
(Item-type of (Item being manipulated)) Equal to Helm of Flame Recipe
((Hero manipulating item) has an item of type Orb of Flame) Equal to True
((Hero manipulating item) has an item of type Iron Helm) Equal to True
((Hero manipulating item) has an item of type Helm of Flame Recipe) Equal to True
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Orb of Flame)
Item - Remove (Item carried by (Hero manipulating item) of type Iron Helm)
Item - Remove (Item carried by (Hero manipulating item) of type Helm of Flame Recipe)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Create Helm of Flame at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Searing Blade
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Orb of Flame
(Item-type of (Item being manipulated)) Equal to Tri - Blade claws
(Item-type of (Item being manipulated)) Equal to Searing Blade Recipe
((Hero manipulating item) has an item of type Orb of Flame) Equal to True
((Hero manipulating item) has an item of type Tri - Blade claws) Equal to True
((Hero manipulating item) has an item of type Searing Blade Recipe) Equal to True
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Orb of Flame)
Item - Remove (Item carried by (Hero manipulating item) of type Tri - Blade claws)
Item - Remove (Item carried by (Hero manipulating item) of type Searing Blade Recipe)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Create Searing Blade at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Phoenix Gauntlets
Events
Unit - A unit Acquires an item
Conditions
Or - Any (Conditions) are true
Conditions
(Item-type of (Item being manipulated)) Equal to Phoenix Fire
(Item-type of (Item being manipulated)) Equal to Speed Gloves
(Item-type of (Item being manipulated)) Equal to Phoenix Gauntlets Recipe
((Hero manipulating item) has an item of type Phoenix Fire) Equal to True
((Hero manipulating item) has an item of type Speed Gloves) Equal to True
((Hero manipulating item) has an item of type Phoenix Gauntlets Recipe) Equal to True
Actions
Item - Remove (Item carried by (Hero manipulating item) of type Phoenix Fire)
Item - Remove (Item carried by (Hero manipulating item) of type Speed Gloves)
Item - Remove (Item carried by (Hero manipulating item) of type Phoenix Gauntlets Recipe)
Special Effect - Create a special effect at (Position of (Hero manipulating item)) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Item - Create Phoenix Gauntlets at (Position of (Hero manipulating item))
Hero - Give (Last created item) to (Hero manipulating item)
Objective
Events
Map initialization
Conditions
Actions
Quest - Create a Optional quest titled Boss with the description There are 9 boss that must be slayed and it will raise back on this battlefield to help The Dead One , using icon path ReplaceableTextures\CommandButtons\BTNMannoroth.blp
Quest - Create a Required quest titled Arena Boss with the description Arena Boss will spawn after some of the hero from the North or South gain level :- Level 5, 10, 15, 20, 25 and 30. , using icon path ReplaceableTextures\CommandButtons\BTNAnimateDead.blp
Quest - Create a Required quest titled Camper Boss with the description Search the area outside the arena to find some Camper Boss and slay all of it then it will come back to live on this land with The Dead One , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Required quest titled The Dead One with the description The Dead One will revive and spawn after all of the arena boss have been slay and re-arise. , using icon path ReplaceableTextures\CommandButtons\BTNLichVersion2.blp
Quest - Create a Optional quest titled Money? with the description You will given 5 gold after 5 seconds and 50 if you kill some unit of the opposite team. You will also be given 250 gold if you kill the opposite Hero. If you are dead you will loss 200 gold. When you kill some of the bosses you will get 200 and 100 for your team. , using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
Item shop Copy
Events
Time - Every 100.00 seconds of game time
Conditions
Actions
Quest - Display to (All players) the Hint message: You can found some shop at your base(HQ).
Hidden shop
Events
Time - Every 200.00 seconds of game time
Conditions
Actions
Quest - Display to (All players) the Hint message: Some of the shop are hidden outside the arena but beware you will face some of the camper boss. :) (Only For Camper Boss Game Type)
Life and mana healing
Events
Time - Every 150.00 seconds of game time
Conditions
Actions
Quest - Display to (All players) the Hint message: If you low in health and mana try to go back to your base(HQ) and search for a priest to heal you.
Arena Boss Level
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Trigger - Turn on Level_5 <gen>
Trigger - Turn on Level_10 <gen>
Trigger - Turn on Level_15 <gen>
Trigger - Turn on Level_20 <gen>
Trigger - Turn on Level_25 <gen>
Trigger - Turn on Level_30 <gen>
Trigger - Turn off (This trigger)
Level 5
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 5
Actions
Unit - Create 1 . Ice Mage for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_5_move <gen>
Trigger - Turn off (This trigger)
Level 5 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Ice Mage) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Ice Mage) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 10
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 10
Actions
Unit - Create 1 . Spell Ranger for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_10_move <gen>
Trigger - Turn off (This trigger)
Level 10 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Spell Ranger) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Spell Ranger) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 15
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 15
Actions
Unit - Create 1 . Hydra for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_15_move <gen>
Trigger - Turn off (This trigger)
Level 15 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Hydra) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Hydra) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 20
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 20
Actions
Unit - Create 1 . Blue Dragonspawn Overlord for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_20_move <gen>
Trigger - Turn on Level_20_Assist <gen>
Trigger - Turn off (This trigger)
Level 20 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Blue Dragonspawn Overlord) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Blue Dragonspawn Overlord) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 20 Assist
Events
Time - Every 20.00 seconds of game time
Conditions
(Number of living Blue Dragonspawn Overlord units owned by Player 7 (Green)) Equal to 1
Actions
Unit - Create 3 . Blue Dragonspawn Sorcerer for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit - Create 1 . Blue Dragonspawn Overseer for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit Group - Order (Units of type Blue Dragonspawn Sorcerer) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Units of type Blue Dragonspawn Overseer) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 10.00 seconds
Unit Group - Order (Units of type Blue Dragonspawn Sorcerer) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Units of type Blue Dragonspawn Overseer) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 25
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 25
Actions
Unit - Create 1 . Dead Queen for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_25_move <gen>
Trigger - Turn on Level_25_assist <gen>
Trigger - Turn off (This trigger)
Level 25 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Dead Queen) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Dead Queen) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 25 assist
Events
Time - Every 30.00 seconds of game time
Conditions
(Number of living Dead Queen units owned by Player 7 (Green)) Equal to 1
Actions
Unit - Create 3 . Maiden of Pain for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit - Create 1 . Queen of Suffering for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit Group - Order (Units of type Maiden of Pain) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Units of type Queen of Suffering) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 15.00 seconds
Unit Group - Order (Units of type Maiden of Pain) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Units of type Queen of Suffering) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 30
Events
Unit - A unit Gains a level
Conditions
(Hero level of (Leveling Hero)) Equal to 30
Actions
Unit - Create 1 . Immortal Infernal for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Other\Awaken\Awaken.mdl
Trigger - Turn on Level_30 <gen>
Trigger - Turn on Level_30_assist <gen>
Trigger - Turn off (This trigger)
Level 30 move
Events
Time - Every 40.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units owned by Player 7 (Green) of type Immortal Infernal) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 20.00 seconds
Unit Group - Order (Units owned by Player 7 (Green) of type Immortal Infernal) to Attack-Move To . (Random point in Battle_2 <gen>)
Level 30 assist
Events
Time - Every 50.00 seconds of game time
Conditions
(Number of living Immortal Infernal units owned by Player 7 (Green)) Equal to 1
Actions
Unit - Create 1 . Crystal Golem for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit Group - Order (Units of type Crystal Golem) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 25.00 seconds
Unit Group - Order (Units of type Crystal Golem) to Attack-Move To . (Random point in Battle_2 <gen>)
All boss dead
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Immortal Infernal
Actions
Wait 5.00 seconds
Game - Display to (All players) the text: All boss have been slayed, so all of the slayed boss revive at once in the center of the arena in 30 seconds. Just be prepare
Wait 30.00 seconds
Sound - Set music volume to 100 %
Sound - Play war3mapImported\VikingHorn.wav (Unexpected type: 'musictheme') .
Wait 3.00 seconds
Sound - Play Pursuit .
Unit - Create 1 . Ice Mage for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Spell Ranger for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Hydra for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Blue Dragonspawn Overlord for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Dead Queen for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Immortal Infernal for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Titan for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Titan for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Wait 5.00 seconds
Unit - Create 1 . Ancient Golem for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Trigger - Turn on The_Dead_One_Revive <gen>
Trigger - Turn off (This trigger)
The Dead One Revive
Events
Time - Every 150.00 seconds of game time
Conditions
Actions
Game - Display to (All players) the text: The times has come for The Dead One to revive.
Wait 5.00 seconds
Sound - Play Illidan's Theme .
Unit - Create 1 . The Dead One for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Human\ReviveHuman\ReviveHuman.mdl
Special Effect - Create a special effect at (Center of boss_lvl_20_above <gen>) using Abilities\Spells\Items\TomeOfRetraining\TomeOfRetrainingCaster.mdl
Trigger - Turn on The_Dead_One_move <gen>
Trigger - Turn on The_Dead_One_Assist <gen>
Trigger - Turn on Learn_Skills_green <gen>
Trigger - Turn off (This trigger)
The Dead One move
Events
Time - Every 50.00 seconds of game time
Conditions
Actions
Unit Group - Order (Units of type The Dead One) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 10.00 seconds
Unit Group - Order (Units of type The Dead One) to Attack-Move To . (Random point in Battle_2 <gen>)
Wait 10.00 seconds
Unit Group - Order (Units of type The Dead One) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 10.00 seconds
Unit Group - Order (Units of type The Dead One) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 10.00 seconds
Unit Group - Order (Units of type The Dead One) to Attack-Move To . (Random point in Battle_2 <gen>)
The Dead One Assist
Events
Time - Every 30.00 seconds of game time
Conditions
(Number of living The Dead One units owned by Player 7 (Green)) Equal to 1
Actions
Unit - Create 3 . Greater Voidwalker for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit - Create 1 . Elder Voidwalker for Player 7 (Green) at (Center of boss_lvl_20_above <gen>) facing Default building facing degrees
Unit Group - Order (Units of type Greater Voidwalker) to Attack-Move To . (Random point in Battle_1 <gen>)
Unit Group - Order (Units of type Elder Voidwalker) to Attack-Move To . (Random point in Battle_1 <gen>)
Wait 15.00 seconds
Unit Group - Order (Units of type Greater Voidwalker) to Attack-Move To . (Random point in Battle_2 <gen>)
Unit Group - Order (Units of type Elder Voidwalker) to Attack-Move To . (Random point in Battle_2 <gen>)
Victory to North
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to The Dead One
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 4 (Purple)
(Owner of (Killing unit)) Equal to Player 5 (Yellow)
(Owner of (Killing unit)) Equal to Player 6 (Orange)
Actions
Unit - Pause all units
Game - Display to (All players) the text: North Team have slay the The Dead One.Victory for North Team.
Wait 3.00 seconds
Game - Victory Player 4 (Purple) ( Show dialogs, Show scores)
Game - Victory Player 5 (Yellow) ( Show dialogs, Show scores)
Game - Victory Player 6 (Orange) ( Show dialogs, Show scores)
Game - Defeat Player 1 (Red) with the message: Defeat!
Game - Defeat Player 2 (Blue) with the message: Defeat!
Game - Defeat Player 3 (Teal) with the message: Defeat!
Victory to South
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to The Dead One
Or - Any (Conditions) are true
Conditions
(Owner of (Killing unit)) Equal to Player 1 (Red)
(Owner of (Killing unit)) Equal to Player 2 (Blue)
(Owner of (Killing unit)) Equal to Player 3 (Teal)
Actions
Unit - Pause all units
Game - Display to (All players) the text: South Team have slay the The Dead One.Victory for South Team.
Wait 3.00 seconds
Game - Victory Player 1 (Red) ( Show dialogs, Show scores)
Game - Victory Player 2 (Blue) ( Show dialogs, Show scores)
Game - Victory Player 3 (Teal) ( Show dialogs, Show scores)
Game - Defeat Player 4 (Purple) with the message: Defeat!
Game - Defeat Player 5 (Yellow) with the message: Defeat!
Game - Defeat Player 6 (Orange) with the message: Defeat!
Choose Type
Events
Map initialization
Conditions
Actions
Wait 2.00 seconds
Dialog - Clear GameType
Dialog - Change the title of GameType to Choose Game Type
Dialog - Create a dialog button for GameType labelled Arena Boss
Set Variable Set ChooseType[1] = (Last created dialog Button)
Dialog - Create a dialog button for GameType labelled Camper Boss
Set Variable Set ChooseType[2] = (Last created dialog Button)
Dialog - Show GameType for Player 1 (Red)
Trigger - Turn on Pause_all_unit <gen>
Arena Boss Button
Events
Dialog - A dialog button is clicked for GameType
Conditions
(Clicked dialog button) Equal to ChooseType[1]
Actions
Unit - Unpause all units
Trigger - Turn off Pause_all_unit <gen>
Game - Display to (All players) the text: Player 1 have choose the game type : Arena Boss
Wait 0.50 seconds
Trigger - Turn on Arena_Boss_Level <gen>
Trigger - Turn on Player_7_invader <gen>
Trigger - Turn off Gate_Open <gen>
Trigger - Turn off Gate_Open_Copy <gen>
Trigger - Turn off Eclipse_on <gen>
Trigger - Turn off Snap_Dragon_Spawn <gen>
Unit - Remove House for units 0180 <gen> from the game
Unit - Remove House for units 0181 <gen> from the game
Unit - Remove House for units 0178 <gen> from the game
Unit - Remove House for units 0179 <gen> from the game
Unit - Remove Blue Dragonspawn Overlord 0182 <gen> from the game
Unit - Remove Immortal Infernal 0274 <gen> from the game
Camper Boss Button
Events
Dialog - A dialog button is clicked for GameType
Conditions
(Clicked dialog button) Equal to ChooseType[2]
Actions
Unit - Unpause all units
Trigger - Turn off Pause_all_unit <gen>
Game - Display to (All players) the text: Player 1 have choose the game type : Camper Boss
Wait 0.50 seconds
Game - Display to (All players) the text: You have been given 3000 gold to buy any item.
Player - Add 3000 to Player 1 (Red) . Current gold
Player - Add 3000 to Player 2 (Blue) . Current gold
Player - Add 3000 to Player 3 (Teal) . Current gold
Player - Add 3000 to Player 4 (Purple) . Current gold
Player - Add 3000 to Player 5 (Yellow) . Current gold
Player - Add 3000 to Player 6 (Orange) . Current gold
Trigger - Turn off Eclipse_on <gen>
Trigger - Turn on Magnitour <gen>
Trigger - Turn on Medusa <gen>
Trigger - Turn on Ancient_Golem <gen>
Trigger - Turn on Ice_mage <gen>
Trigger - Turn on Spell_Ranger <gen>
Trigger - Turn on Hydra <gen>
Trigger - Turn on Bluespawn_dragon_Ovelord <gen>
Trigger - Turn on Dead_Queen <gen>
Trigger - Turn on Immortal_Infernal <gen>
Pause all unit
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Unit - Pause all units
Game - Display to (All players) the text: Please wait while player 1 choosing the game type.
Only one player can enter
Events
Map initialization
Conditions
Actions
Floating Text - Create floating text that reads Please be patient while waiting the other player choose place to go to and you can be the next one to choose the place to go. If not you will be teleported to the same place where the other player wanted to go. at (Center of floating_text <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Far away Land Blockwe
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Immortal Infernal 0274 <gen>
Actions
Unit - Create 5 . Infernal for Player 7 (Green) at (Center of Blocker <gen>) facing Default building facing degrees
Ancient Land of Hydras
Events
Unit - A unit enters Hero_enter <gen>
Conditions
Actions
Floating Text - Create floating text that reads Search the are to find the real Hydra at (Center of Hero_enter <gen>) with Z offset 0 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Wait 4.00 seconds
Floating Text - Destroy (Last created floating text)
Ancient Land Hydras coming
Events
Unit - A unit enters Target_area <gen>
Conditions
((Entering unit) is A Hero) Equal to True
(Owner of (Entering unit)) Not equal to Player 7 (Green)
Actions
Unit - Create 1 . Hydra for Player 7 (Green) at (Center of Hydra <gen>) facing Default building facing degrees
Special Effect - Create a special effect at (Center of Hydra <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Unit Group - Order (Units owned by Player 7 (Green) of type Hydra) to Attack-Move To . (Center of Target_area <gen>)
Trigger - Turn off (This trigger)
Dead Village Dead Queen
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Queen of Suffering 0245 <gen>
Actions
Unit - Create 1 . Dead Queen for Player 7 (Green) at (Center of Dead_Queen <gen>) facing Default building facing degrees
Unit - Create 3 . Queen of Suffering for Player 7 (Green) at (Center of Dead_Queen <gen>) facing Default building facing degrees
Unit Group - Order (Units in Dead_Queen <gen> owned by Player 7 (Green)) to Attack-Move To . (Center of Target_Dead_Quen <gen>)
Leaving Far away Land
Events
Unit - A unit enters Far_away_Land <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Tauren <gen>)
Special Effect - Create a special effect at (Center of Tauren <gen>) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Leaving Dead Village
Events
Unit - A unit enters Dead_City <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Tauren <gen>)
Special Effect - Create a special effect at (Center of Tauren <gen>) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Leaving Ancient Land
Events
Unit - A unit enters Hero_enter <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Tauren <gen>)
Special Effect - Create a special effect at (Center of Tauren <gen>) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Leaving Northern Frozen Land
Events
Unit - A unit enters Ice_land <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Unit - Move (Entering unit) instantly to (Center of Tauren <gen>)
Special Effect - Create a special effect at (Center of Tauren <gen>) using Abilities\Spells\Human\Thunderclap\ThunderClapCaster.mdl
Dialog of Place
Events
Unit - A unit enters Camper_Boss <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 7 (Green)
Actions
Dialog - Clear Place
Dialog - Change the title of Place to Choose Place to go
Dialog - Create a dialog button for Place labelled Ancient Land of Hydras (LEVEL 15)
Set Variable Set ChooseType[1] = (Last created dialog Button)
Dialog - Create a dialog button for Place labelled Northern Frozen Land (LEVEL 20)
Set Variable Set ChooseType[2] = (Last created dialog Button)
Dialog - Create a dialog button for Place labelled Dead Village (LEVEL 25)
Set Variable Set ChooseType[3] = (Last created dialog Button)
Dialog - Create a dialog button for Place labelled Far away Land (LEVEL 30)
Set Variable Set ChooseType[4] = (Last created dialog Button)
Dialog - Create a dialog button for Place labelled Not yet ready
Set Variable Set ChooseType[5] = (Last created dialog Button)
Dialog - Show Place for (Owner of (Entering unit))
Ancient Land of Hydras Button
Events
Dialog - A dialog button is clicked for Place
Conditions
(Clicked dialog button) Equal to ChooseType[1]
Actions
Trigger - Turn off Leaving_Ancient_Land <gen>
Unit Group - Pick every unit in (Units in Camper_Boss <gen>) and do (Move (Picked unit) instantly to (Center of Hero_enter <gen>))
Special Effect - Create a special effect at (Center of Hero_enter <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Camera - Pan camera for (Owner of (Picked unit)) to (Center of Hero_enter <gen>) over 0 seconds
Game - Display to (All players) the text: Some Player have enter the Ancient Land of Hydras
Wait 1.00 seconds
Trigger - Turn on Leaving_Ancient_Land <gen>
Northern Frozen Land
Events
Dialog - A dialog button is clicked for Place
Conditions
(Clicked dialog button) Equal to ChooseType[2]
Actions
Trigger - Turn off Leaving_Northern_Frozen_Land <gen>
Unit Group - Pick every unit in (Units in Camper_Boss <gen>) and do (Move (Picked unit) instantly to (Center of Ice_land <gen>))
Special Effect - Create a special effect at (Center of Ice_land <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Camera - Pan camera for (Owner of (Picked unit)) to (Center of Ice_land <gen>) over 0 seconds
Game - Display to (All players) the text: Some Player have enter the Northern Frozen Land
Wait 1.00 seconds
Trigger - Turn on Leaving_Northern_Frozen_Land <gen>
Dead Village
Events
Dialog - A dialog button is clicked for Place
Conditions
(Clicked dialog button) Equal to ChooseType[3]
Actions
Trigger - Turn off Leaving_Dead_Village <gen>
Unit Group - Pick every unit in (Units in Camper_Boss <gen>) and do (Move (Picked unit) instantly to (Center of Dead_City <gen>))
Special Effect - Create a special effect at (Center of Dead_City <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Camera - Pan camera for (Owner of (Picked unit)) to (Center of Dead_City <gen>) over 0 seconds
Game - Display to (All players) the text: Some Player have enter the Dead Village
Wait 1.00 seconds
Trigger - Turn on Leaving_Dead_Village <gen>
Far away Land
Events
Dialog - A dialog button is clicked for Place
Conditions
(Clicked dialog button) Equal to ChooseType[4]
Actions
Trigger - Turn off Leaving_Far_away_Land <gen>
Unit Group - Pick every unit in (Units in Camper_Boss <gen>) and do (Move (Picked unit) instantly to (Center of Far_away_Land <gen>))
Special Effect - Create a special effect at (Center of Far_away_Land <gen>) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Camera - Pan camera for (Owner of (Picked unit)) to (Center of Far_away_Land <gen>) over 0 seconds
Game - Display to (All players) the text: Some Player have enter the Far away Land
Wait 1.00 seconds
Trigger - Turn on Leaving_Far_away_Land <gen>
Magnitour
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Titan
Actions
Game - Display to (All players) the text: Camper Boss Magnitour have been slayed.
Trigger - Turn off (This trigger)
Medusa
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Titan
Actions
Game - Display to (All players) the text: Camper Boss Medusa have been slayed.
Trigger - Turn off (This trigger)
Ancient Golem
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ancient Golem
Actions
Game - Display to (All players) the text: Camper Boss Ancient Golem have been slayed.
Trigger - Turn off (This trigger)
Ice mage
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Ice Mage
Actions
Game - Display to (All players) the text: Camper Boss Ice Mage have been slayed.
Trigger - Turn off (This trigger)
Spell Ranger
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Spell Ranger
Actions
Game - Display to (All players) the text: Camper Boss Spell Ranger have been slayed.
Trigger - Turn off (This trigger)
Hydra
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Hydra
Actions
Game - Display to (All players) the text: Camper Boss Hydra have been slayed.
Trigger - Turn off (This trigger)
Bluespawn dragon Ovelord
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Blue Dragonspawn Overlord
Actions
Game - Display to (All players) the text: Camper Boss Bluespawn Dragon Overlord have been slayed.
Trigger - Turn off (This trigger)
Dead Queen
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Dead Queen
Actions
Game - Display to (All players) the text: Camper Boss Dead Queen have been slayed.
Trigger - Turn off (This trigger)
Immortal Infernal
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Immortal Infernal
Actions
Game - Display to (All players) the text: Camper Boss Immortal Infernal have been slayed.
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