Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
Triggers
Wc2 1.6 OS.w3x
Variables
Game Funcions
Map Initialization Copy
Map Initialization
Untitled Category
Set starting human heroes Copy
Create human bases Copy
Create orc bases Copy
Set starting orc heroes Copy
Bonus Resources
Get Bonus Lumber
Lost Bonus Lumber
Get Bonus Gold
Get Bonus Gold Plus
Lost Gold Plus Bonus
Lost Gold Bonus
Capture
Capture Circle of Power
Capture Circle of Power Copy
Capture Circle of Power Copy Copy
Capture Runestone
Capture Dark portal
Leave
Leave Copy
Leave Copy Copy
Leave Copy Copy Copy
Leave Copy Copy Copy Copy
Lose dark portal
Lose runestone
Lose cop
Lose cop Copy
Lose cop Copy Copy
Triggered Spells
Polymorph
Upgrades
Ranger
Paladin
Berserker
Ogre Mage
Name
Type
is_array
initial_value
AnnoyingBots
force
No
Ansewer
integer
No
AOA
real
Yes
304.00
Distance
real
Yes
1520.00
Hero
unit
Yes
HeroType
unitcode
Yes
RandomAnnoyingBot
player
No
temppoint
location
No
Map Initialization Copy
Events
Map initialization
Conditions
Actions
Melee Game - Use melee time of day (for all players)
Melee Game - Remove creeps and critters from used start locations (for all players)
Melee Game - Run melee AI scripts (for computer players)
Map Initialization
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Set (Picked player) . Current gold to 2400
Player - Set (Picked player) . Current lumber to 600
Player - Limit training of Danath to 0 for (Picked player)
Player - Limit training of Lothar to 0 for (Picked player)
Player - Limit training of Turaylon to 0 for (Picked player)
Player - Limit training of Uther Lightbringer to 0 for (Picked player)
Player - Limit training of Alleria to 0 for (Picked player)
Player - Limit training of Kurdant and Sky're to 0 for (Picked player)
Player - Limit training of Khadgar to 0 for (Picked player)
Player - Limit training of Grom Hellscream to 0 for (Picked player)
Player - Limit training of Korgat Bladefist to 0 for (Picked player)
Player - Limit training of Dentarg to 0 for (Picked player)
Player - Limit training of Zul'jin to 0 for (Picked player)
Player - Limit training of Deathwing to 0 for (Picked player)
Player - Limit training of Gul'dan to 0 for (Picked player)
Player - Limit training of Teron Gorefiend to 0 for (Picked player)
Player - Limit training of Teron Gorefiend to 0 for (Picked player)
Player - Make Ranger Unavailable for training/construction by (Picked player)
Player - Make Paladin Unavailable for training/construction by (Picked player)
Player - Make Ogre Mage Unavailable for training/construction by (Picked player)
Player - Make Berserker Unavailable for training/construction by (Picked player)
Quest - Create a Required quest titled Credits with the description Models made by:RedXIIIMechanical ManGeneral FrankJetFangInfernoXaran AlamasDmitry RommelTufyJEDI_KnightWolverine_ViRus_ScorpioT1000FeleerMephestrialKet , using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Quest - Create a Optional quest titled Spell Tips (Humans) with the description |cffffcc00Flaming Shield:|r - Cast a Flaming Shield on a Knight, then cast invisibility on it and move him to near enemy units. It will deal alot of damage. You can use this trick with Oil Tankers too.- Cast a Flaming Shield on lone Ballistas. If the enemy wants to attack them they will take Fl , using icon path ReplaceableTextures\CommandButtons\BTNCOP.blp
Quest - Create a Optional quest titled Spell Tips (Orcs) with the description |cffffcc00Death Coil:|r - Use Death Coil on a critter to heal the Death Knight.|cffffcc00Haste:|r - It might be useful to cast Haste on peons chopping Lumber. A Hasted Peon can chop about 200 wood to every 100 that a un-Hasted Peon chops. So it's a 2:1 ratio.|cffffcc00Raise Dead:|r - , using icon path ReplaceableTextures\CommandButtons\BTNCOP.blp
Quest - Create a Optional quest titled Capturing Things with the description Capture Circle of Powers, Runestones and Dark Portals by killing all creeps guarding it. Every of these buildings have special powers. Dont leave the captured buildings alone or you lost it. , using icon path ReplaceableTextures\CommandButtons\BTNCOP.blp
Quest - Create a Optional quest titled Ships with the description When using ships, dont worry with bridges, the ships can cross them. , using icon path ReplaceableTextures\CommandButtons\BTNJuggernaut.blp
Quest - Create a Optional quest titled Oil with the description Oil is not added YET. For now, you harvest gold from Oil Plataforms. , using icon path ReplaceableTextures\CommandButtons\BTNNeutralManaShield.blp
Quest - Create a Optional quest titled Bugs with the description If you find any bug, wrong tooltip, etc... please contact me at www.hiveworkshop.com. , using icon path ReplaceableTextures\CommandButtons\BTNCarrionScarabs.blp
Player - Disable Runestone (Neutral Hostile) for Neutral Passive
Sound - Play WcII <gen>
Sound - Clear the music list
Sound - Set the music list to (Last played music) , starting with song 0
Wait 2 seconds
Melee Game - Enforce victory/defeat conditions (for all players)
Set starting human heroes Copy
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 1 (Red)) Equal to Human
(Race of Player 1 (Red)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[1] = (Unit-type of (Picked unit))
Set Variable Set Hero[1] = (Picked unit)
Player - Limit training of HeroType[1] to 1 for Player 1 (Red)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Player - Set name of Player 1 (Red) to (Name of Hero[1])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 2 (Blue)) Equal to Human
(Race of Player 2 (Blue)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[2] = (Unit-type of (Picked unit))
Set Variable Set Hero[2] = (Picked unit)
Player - Limit training of HeroType[2] to 1 for Player 2 (Blue)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Player - Set name of Player 2 (Blue) to (Name of Hero[2])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 3 (Teal)) Equal to Human
(Race of Player 3 (Teal)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[3] = (Unit-type of (Picked unit))
Set Variable Set Hero[3] = (Picked unit)
Player - Limit training of HeroType[3] to 1 for Player 3 (Teal)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Player - Set name of Player 3 (Teal) to (Name of Hero[3])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 4 (Purple) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 4 (Purple)) Equal to Human
(Race of Player 4 (Purple)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[4] = (Unit-type of (Picked unit))
Set Variable Set Hero[4] = (Picked unit)
Player - Limit training of HeroType[4] to 1 for Player 4 (Purple)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Player - Set name of Player 4 (Purple) to (Name of Hero[4])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 5 (Yellow) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 5 (Yellow)) Equal to Human
(Race of Player 5 (Yellow)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[5] = (Unit-type of (Picked unit))
Set Variable Set Hero[5] = (Picked unit)
Player - Limit training of HeroType[5] to 1 for Player 5 (Yellow)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Player - Set name of Player 5 (Yellow) to (Name of Hero[5])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 6 (Orange)) Equal to Human
(Race of Player 6 (Orange)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[6] = (Unit-type of (Picked unit))
Set Variable Set Hero[6] = (Picked unit)
Player - Limit training of HeroType[6] to 1 for Player 6 (Orange)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Player - Set name of Player 6 (Orange) to (Name of Hero[6])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 7 (Green) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 7 (Green)) Equal to Human
(Race of Player 7 (Green)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[7] = (Unit-type of (Picked unit))
Set Variable Set Hero[7] = (Picked unit)
Player - Limit training of HeroType[7] to 1 for Player 7 (Green)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
Player - Set name of Player 7 (Green) to (Name of Hero[7])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 8 (Pink) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 8 (Pink)) Equal to Human
(Race of Player 8 (Pink)) Equal to Night Elf
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Human_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[8] = (Unit-type of (Picked unit))
Set Variable Set Hero[8] = (Picked unit)
Player - Limit training of HeroType[8] to 1 for Player 7 (Green)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) controller) Equal to Computer
Then - Actions
Player - Set name of Player 8 (Pink) to (Name of Hero[8])
Else - Actions
Else - Actions
Unit Group - Pick every unit in (Units in Human_Heroes <gen>) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Create human bases Copy
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 1 (Red)) Equal to Human
(Race of Player 1 (Red)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[1] for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 2 (Blue)) Equal to Human
(Race of Player 2 (Blue)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[2] for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 3 (Teal)) Equal to Human
(Race of Player 3 (Teal)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[3] for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 4 (Purple) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 4 (Purple)) Equal to Human
(Race of Player 4 (Purple)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[4] for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 5 (Yellow) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 5 (Yellow)) Equal to Human
(Race of Player 5 (Yellow)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[5] for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 6 (Orange)) Equal to Human
(Race of Player 6 (Orange)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[6] for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 7 (Green) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 7 (Green)) Equal to Human
(Race of Player 7 (Green)) Equal to Night Elf
Then - Actions
Unit - Create 1 . Town Hall for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Unit - Create 3 . Peasant for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[7] for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Else - Actions
Create orc bases Copy
Events
Time - Elapsed game time is 0.20 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 1 (Red)) Equal to Orc
(Race of Player 1 (Red)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[1] for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 1 (Red) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 2 (Blue)) Equal to Orc
(Race of Player 2 (Blue)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[2] for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 2 (Blue) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 3 (Teal)) Equal to Orc
(Race of Player 3 (Teal)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[3] for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 3 (Teal) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 4 (Purple) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 4 (Purple)) Equal to Orc
(Race of Player 4 (Purple)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[4] for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 4 (Purple) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 5 (Yellow) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 5 (Yellow)) Equal to Orc
(Race of Player 5 (Yellow)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[5] for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 5 (Yellow) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 6 (Orange)) Equal to Orc
(Race of Player 6 (Orange)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[6] for Player 6 (Orange) at (Position of (Triggering unit)) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 6 (Orange) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 7 (Green) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 7 (Green)) Equal to Orc
(Race of Player 7 (Green)) Equal to Undead
Then - Actions
Unit - Create 1 . Great Hall for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Unit - Create 3 . Peon for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Unit - Create 1 . HeroType[7] for Player 7 (Green) at (Position of (Triggering unit)) facing Default building facing degrees
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
AI - Start melee AI script for Player 7 (Green) : war3mapImported\orc4.ai (Unexpected type: 'aiscript')
Else - Actions
Else - Actions
Set starting orc heroes Copy
Events
Time - Elapsed game time is 0.15 seconds
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 1 (Red) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 1 (Red)) Equal to Orc
(Race of Player 1 (Red)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[1] = (Unit-type of (Picked unit))
Set Variable Set Hero[1] = (Picked unit)
Player - Limit training of HeroType[1] to 1 for Player 1 (Red)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 1 (Red) controller) Equal to Computer
Then - Actions
Player - Set name of Player 1 (Red) to (Name of Hero[1])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 2 (Blue) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 2 (Blue)) Equal to Orc
(Race of Player 2 (Blue)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[2] = (Unit-type of (Picked unit))
Set Variable Set Hero[2] = (Picked unit)
Player - Limit training of HeroType[2] to 1 for Player 2 (Blue)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 2 (Blue) controller) Equal to Computer
Then - Actions
Player - Set name of Player 2 (Blue) to (Name of Hero[2])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 3 (Teal) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 3 (Teal)) Equal to Orc
(Race of Player 3 (Teal)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[3] = (Unit-type of (Picked unit))
Set Variable Set Hero[3] = (Picked unit)
Player - Limit training of HeroType[3] to 1 for Player 3 (Teal)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 3 (Teal) controller) Equal to Computer
Then - Actions
Player - Set name of Player 3 (Teal) to (Name of Hero[3])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 4 (Purple) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 4 (Purple)) Equal to Orc
(Race of Player 4 (Purple)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[4] = (Unit-type of (Picked unit))
Set Variable Set Hero[4] = (Picked unit)
Player - Limit training of HeroType[4] to 1 for Player 4 (Purple)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 4 (Purple) controller) Equal to Computer
Then - Actions
Player - Set name of Player 4 (Purple) to (Name of Hero[4])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 5 (Yellow) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 5 (Yellow)) Equal to Orc
(Race of Player 5 (Yellow)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[5] = (Unit-type of (Picked unit))
Set Variable Set Hero[5] = (Picked unit)
Player - Limit training of HeroType[5] to 1 for Player 5 (Yellow)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 5 (Yellow) controller) Equal to Computer
Then - Actions
Player - Set name of Player 5 (Yellow) to (Name of Hero[5])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 6 (Orange) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 6 (Orange)) Equal to Orc
(Race of Player 6 (Orange)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[6] = (Unit-type of (Picked unit))
Set Variable Set Hero[6] = (Picked unit)
Player - Limit training of HeroType[6] to 1 for Player 6 (Orange)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 6 (Orange) controller) Equal to Computer
Then - Actions
Player - Set name of Player 6 (Orange) to (Name of Hero[6])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 7 (Green) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 7 (Green)) Equal to Orc
(Race of Player 7 (Green)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[7] = (Unit-type of (Picked unit))
Set Variable Set Hero[7] = (Picked unit)
Player - Limit training of HeroType[7] to 1 for Player 7 (Green)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 7 (Green) controller) Equal to Computer
Then - Actions
Player - Set name of Player 7 (Green) to (Name of Hero[7])
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Player 8 (Pink) slot status) Not equal to Is unused
Or - Any (Conditions) are true
Conditions
(Race of Player 8 (Pink)) Equal to Orc
(Race of Player 8 (Pink)) Equal to Undead
Then - Actions
Unit Group - Pick every unit in (Random 1 units from (Units in Orc_Heroes <gen>)) and do (Actions)
Loop - Actions
Set Variable Set HeroType[8] = (Unit-type of (Picked unit))
Set Variable Set Hero[8] = (Picked unit)
Player - Limit training of HeroType[8] to 1 for Player 7 (Green)
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 8 (Pink) controller) Equal to Computer
Then - Actions
Player - Set name of Player 8 (Pink) to (Name of Hero[8])
Else - Actions
Else - Actions
Unit Group - Pick every unit in (Units in Orc_Heroes <gen>) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Get Bonus Lumber
Events
Unit - A unit Finishes construction
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Constructed structure)) Equal to Elven Lumber Mill
(Unit-type of (Constructed structure)) Equal to Troll Lumber Mill
Actions
Player - Set the current research level of R00Z (Unexpected type: 'techcode') to 1 for (Owner of (Constructed structure))
Lost Bonus Lumber
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Elven Lumber Mill
(Unit-type of (Dying unit)) Equal to Troll Lumber Mill
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by (Owner of (Dying unit)) of type Elven Lumber Mill)) Equal to 0
(Number of units in (Units owned by (Owner of (Dying unit)) of type Troll Lumber Mill)) Equal to 0
Actions
Player - Set the current research level of R00Z (Unexpected type: 'techcode') to 0 for (Owner of (Dying unit))
Get Bonus Gold
Events
Unit - A unit Finishes construction
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Constructed structure)) Equal to Keep
(Unit-type of (Constructed structure)) Equal to Stronghold
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by (Owner of (Constructed structure)) of type Castle)) Equal to 0
(Number of units in (Units owned by (Owner of (Constructed structure)) of type Fortress)) Equal to 0
Actions
Player - Set the current research level of R010 (Unexpected type: 'techcode') to 1 for (Owner of (Constructed structure))
Get Bonus Gold Plus
Events
Unit - A unit Finishes construction
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Constructed structure)) Equal to Castle
(Unit-type of (Constructed structure)) Equal to Fortress
Actions
Player - Set the current research level of R010 (Unexpected type: 'techcode') to 2 for (Owner of (Constructed structure))
Lost Gold Plus Bonus
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Castle
(Unit-type of (Dying unit)) Equal to Fortress
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by (Owner of (Dying unit)) of type Keep)) Equal to 1
(Number of units in (Units owned by (Owner of (Dying unit)) of type Stronghold)) Equal to 1
Then - Actions
Player - Set the current research level of R010 (Unexpected type: 'techcode') to 1 for (Owner of (Dying unit))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by (Owner of (Dying unit)) of type Keep)) Equal to 0
(Number of units in (Units owned by (Owner of (Dying unit)) of type Stronghold)) Equal to 0
Then - Actions
Player - Set the current research level of R010 (Unexpected type: 'techcode') to 1 for (Owner of (Dying unit))
Else - Actions
Lost Gold Bonus
Events
Unit - A unit Dies
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Dying unit)) Equal to Keep
(Unit-type of (Dying unit)) Equal to Stronghold
Or - Any (Conditions) are true
Conditions
(Number of units in (Units owned by (Owner of (Dying unit)) of type Keep)) Equal to 0
(Number of units in (Units owned by (Owner of (Dying unit)) of type Stronghold)) Equal to 0
Actions
Player - Set the current research level of R010 (Unexpected type: 'techcode') to 0 for (Owner of (Dying unit))
Capture Circle of Power
Events
Unit - A unit enters Circle_of_Power_1 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Player Group - Pick every player in (All enemies of (Owner of (Entering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Circle_of_Power_1 <gen> owned by (Picked player))) Equal to 0
Then - Actions
Unit - Change ownership of Circle of Power 0012 <gen> to (Owner of (Entering unit)) and Change color
Game - Display to (All players) the text: (( + (Name of (Owner of (Entering unit)))) + has captured a Circle of Power.)
Else - Actions
Capture Circle of Power Copy
Events
Unit - A unit enters Circle_of_Power_2 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Player Group - Pick every player in (All enemies of (Owner of (Entering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Circle_of_Power_2 <gen> owned by (Picked player))) Equal to 0
Then - Actions
Unit - Change ownership of Circle of Power 0023 <gen> to (Owner of (Entering unit)) and Change color
Game - Display to (All players) the text: (( + (Name of (Owner of (Entering unit)))) + has captured a Circle of Power.)
Else - Actions
Capture Circle of Power Copy Copy
Events
Unit - A unit enters Circle_of_Power_3 <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Player Group - Pick every player in (All enemies of (Owner of (Entering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Circle_of_Power_3 <gen> owned by (Picked player))) Equal to 0
Then - Actions
Unit - Change ownership of Circle of Power 0021 <gen> to (Owner of (Entering unit)) and Change color
Game - Display to (All players) the text: (( + (Name of (Owner of (Entering unit)))) + has captured a Circle of Power.)
Else - Actions
Capture Runestone
Events
Unit - A unit enters Runestone <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Player Group - Pick every player in (All enemies of (Owner of (Entering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in Runestone <gen> owned by (Picked player))) Equal to 0
Then - Actions
Unit - Change ownership of Runestone 0022 <gen> to (Owner of (Entering unit)) and Change color
Game - Display to (All players) the text: (( + (Name of (Owner of (Entering unit)))) + has captured the Runestone.)
Else - Actions
Capture Dark portal
Events
Unit - A unit enters DarkPOrtal <gen>
Conditions
(Owner of (Entering unit)) Not equal to Player 12 (Brown)
Actions
Player Group - Pick every player in (All enemies of (Owner of (Entering unit)).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in DarkPOrtal <gen> owned by (Picked player))) Equal to 0
Then - Actions
Unit - Change ownership of Dark Portal 0020 <gen> to (Owner of (Entering unit)) and Change color
Game - Display to (All players) the text: (( + (Name of (Owner of (Entering unit)))) + has captured the Dark Portal.)
Else - Actions
Leave
Events
Unit - A unit leaves Runestone <gen>
Conditions
(Number of units in (Units in Runestone <gen> owned by (Owner of (Leaving unit)))) Equal to 0
(Owner of (Leaving unit)) Not equal to Player 12 (Brown)
Actions
Unit - Change ownership of Runestone 0022 <gen> to Neutral Passive and Change color
Leave Copy
Events
Unit - A unit leaves Circle_of_Power_1 <gen>
Conditions
(Number of units in (Units in Circle_of_Power_1 <gen> owned by (Owner of (Triggering unit)))) Equal to 0
(Owner of (Leaving unit)) Not equal to Player 12 (Brown)
Actions
Unit - Change ownership of Circle of Power 0012 <gen> to Neutral Passive and Change color
Leave Copy Copy
Events
Unit - A unit leaves Circle_of_Power_2 <gen>
Conditions
(Number of units in (Units in Circle_of_Power_2 <gen> owned by (Owner of (Triggering unit)))) Equal to 0
(Owner of (Leaving unit)) Not equal to Player 12 (Brown)
Actions
Unit - Change ownership of Circle of Power 0023 <gen> to Neutral Passive and Change color
Leave Copy Copy Copy
Events
Unit - A unit leaves Circle_of_Power_3 <gen>
Conditions
(Number of units in (Units in Circle_of_Power_3 <gen> owned by (Owner of (Triggering unit)))) Equal to 0
(Owner of (Leaving unit)) Not equal to Player 12 (Brown)
Actions
Unit - Change ownership of Circle of Power 0021 <gen> to Neutral Passive and Change color
Leave Copy Copy Copy Copy
Events
Unit - A unit leaves DarkPOrtal <gen>
Conditions
(Number of units in (Units in DarkPOrtal <gen> owned by (Owner of (Triggering unit)))) Equal to 0
(Owner of (Leaving unit)) Not equal to Player 12 (Brown)
Actions
Unit - Change ownership of Circle of Power 0021 <gen> to Neutral Passive and Change color
Lose dark portal
Events
Unit - Dark Portal 0020 <gen> Changes owner
Conditions
Actions
Game - Display to (Player group((Previous owner))) the text: You have lost the control of the Dark Portal.
Lose runestone
Events
Unit - Runestone 0022 <gen> Changes owner
Conditions
Actions
Game - Display to (Player group((Previous owner))) the text: You have lost the control of the Runestone.
Lose cop
Events
Unit - Circle of Power 0023 <gen> Changes owner
Conditions
Actions
Game - Display to (Player group((Previous owner))) the text: You have lost the control of a Circle of Power.
Lose cop Copy
Events
Unit - Circle of Power 0021 <gen> Changes owner
Conditions
Actions
Game - Display to (Player group((Previous owner))) the text: You have lost the control of a Circle of Power.
Lose cop Copy Copy
Events
Unit - Circle of Power 0012 <gen> Changes owner
Conditions
Actions
Game - Display to (Player group((Previous owner))) the text: You have lost the control of a Circle of Power.
Polymorph
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Polymorph (Mage)
Actions
Wait 0.10 seconds
Unit - Change ownership of (Target unit of ability being cast) to Neutral Passive and Change color
Unit - Replace (Target unit of ability being cast) with a Sheep using The old unit's relative life and mana
Ranger
Events
Unit - A unit owned by Player 1 (Red) . Finishes research
Unit - A unit owned by Player 2 (Blue) . Finishes research
Unit - A unit owned by Player 3 (Teal) . Finishes research
Unit - A unit owned by Player 4 (Purple) . Finishes research
Unit - A unit owned by Player 5 (Yellow) . Finishes research
Unit - A unit owned by Player 6 (Orange) . Finishes research
Unit - A unit owned by Player 7 (Green) . Finishes research
Conditions
(Current research level of R004 (Unexpected type: 'techcode') for (Triggering player)) Equal to 1
Actions
Player - Make Ranger Available for training/construction by (Triggering player)
Player - Make Elven Archer Unavailable for training/construction by (Triggering player)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Elven Archer) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Ranger using The new unit's max life and mana
Paladin
Events
Unit - A unit owned by Player 1 (Red) . Finishes research
Unit - A unit owned by Player 2 (Blue) . Finishes research
Unit - A unit owned by Player 3 (Teal) . Finishes research
Unit - A unit owned by Player 4 (Purple) . Finishes research
Unit - A unit owned by Player 5 (Yellow) . Finishes research
Unit - A unit owned by Player 6 (Orange) . Finishes research
Unit - A unit owned by Player 7 (Green) . Finishes research
Conditions
(Current research level of R005 (Unexpected type: 'techcode') for (Triggering player)) Equal to 1
Actions
Player - Make Paladin Available for training/construction by (Triggering player)
Player - Make Knight Unavailable for training/construction by (Triggering player)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Knight) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Paladin using The new unit's max life and mana
Berserker
Events
Unit - A unit owned by Player 1 (Red) . Finishes research
Unit - A unit owned by Player 2 (Blue) . Finishes research
Unit - A unit owned by Player 3 (Teal) . Finishes research
Unit - A unit owned by Player 4 (Purple) . Finishes research
Unit - A unit owned by Player 5 (Yellow) . Finishes research
Unit - A unit owned by Player 6 (Orange) . Finishes research
Unit - A unit owned by Player 7 (Green) . Finishes research
Conditions
(Current research level of Robk (Unexpected type: 'techcode') for (Triggering player)) Equal to 1
Actions
Player - Make Berserker Available for training/construction by (Triggering player)
Player - Make Troll Axe Thrower Unavailable for training/construction by (Triggering player)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Troll Axe Thrower) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Berserker using The new unit's max life and mana
Ogre Mage
Events
Unit - A unit owned by Player 1 (Red) . Finishes research
Unit - A unit owned by Player 2 (Blue) . Finishes research
Unit - A unit owned by Player 3 (Teal) . Finishes research
Unit - A unit owned by Player 4 (Purple) . Finishes research
Unit - A unit owned by Player 5 (Yellow) . Finishes research
Unit - A unit owned by Player 6 (Orange) . Finishes research
Unit - A unit owned by Player 7 (Green) . Finishes research
Conditions
(Current research level of R00S (Unexpected type: 'techcode') for (Triggering player)) Equal to 1
Actions
Player - Make Ogre Mage Available for training/construction by (Triggering player)
Player - Make Ogre Unavailable for training/construction by (Triggering player)
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Ogre) and do (Actions)
Loop - Actions
Unit - Replace (Picked unit) with a Ogre Mage using The new unit's max life and mana
This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
By continuing to use this site, you are consenting to our use of cookies.