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Triggers
Warcraft Castle Fight 2.0 AI.w3x
Variables
Initialization
text
Builder Back Blue
Builder Back Red
Player Leaves
Lagbuster
Counter
Lag
Count Units
Remove Unit
Count Units Copy
Income
deda
deda Copy
CPU spawn
CPU spawn 2
CPU spawn 3
CPU spawn 4
CPU spawn 5
CPU spawn 6
CPU spawn 7
CPU spawn 8
Attack Move
Change Ownership
Spawn
Bringer of Death
Death and Attacked effects
DAea
DAea Copy
AI
construction
dominion
dominion Copy
dominion Copy 2
dominion Copy 2 Copy
Human1
Human2
Human3
Human4
Human5
Orc1
Orc2
Orc3
Undead1
Undead2
NightElf1
NightElf2
tower left
tower right
starting money
vision
ILL KILL YOU ALL
ILL KILL YOU ALL Copy
Kill the kill
Kill the kill Copy
TechTree
Building Finished
Mount Dismount
Formshift
Formshift Blue
Formshift Red
PokeRed
PokeBlue
Tech Tree
Building Finished
Human
Orc
Undead
Night Elf
GG
Red Win
Blue Win
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
BluePlayers
force
No
BlueTeam
group
No
Income
timer
No
PlayerArray
player
Yes
Player02
RedPlayers
force
No
RedTeam
group
No
Total
group
No
text
Events
Time - Elapsed game time is 3.00 seconds
Conditions
Actions
Game - Display to (All players) for 20.00 seconds the text: The game is similar with the Battlefield maps or the Castle Fight one. Build units(auto spawn) and destroy the enemy castle to win.
Builder Back Blue
Events
Unit - A unit enters No_builder_zone_Blue <gen>
Conditions
((Triggering unit) is A peon-type unit) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Blue <gen>)
Builder Back Red
Events
Unit - A unit enters No_builder_zone_Red <gen>
Conditions
((Triggering unit) is A peon-type unit) Equal to True
Actions
Unit - Move (Triggering unit) instantly to (Center of Red <gen>)
Player Leaves
Events
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Player - Player 12 (Brown) leaves the game
Conditions
Actions
Game - Display to (All players) for 30 seconds the text: ((Name of (Triggering player)) + has left the game.)
Lagbuster
Events
Time - Every 1.00 seconds of game time
Conditions
(Number of units in Total) Greater than or equal to 500
Actions
Unit Group - Pick every unit in Total and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
Counter
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Leaderboard - Create a leaderboard for (All players) titled Unit Count
Leaderboard - Add Player 1 (Red) to (Last created leaderboard) with label 1 and value 0
Leaderboard - Add Player 2 (Blue) to (Last created leaderboard) with label 1 and value 0
Leaderboard - Add Player 9 (Gray) to (Last created leaderboard) with label 1 and value 0
Leaderboard - Add Player 11 (Dark Green) to (Last created leaderboard) with label Lag Buster at and value 500
Leaderboard - Change the label for Player 1 (Red) in (Last created leaderboard) to Red Team
Leaderboard - Change the label for Player 2 (Blue) in (Last created leaderboard) to Blue Team
Leaderboard - Change the label for Player 9 (Gray) in (Last created leaderboard) to Total
Multiboard - Show all multiboards
Lag
Events
Player - Player 3 (Teal) types a chat message containing lag (Unexpected type: 'stringnoformat') as An exact match
Conditions
(Number of units in Total) Greater than or equal to 300
Actions
Count Units
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 1 (Red)
((Picked unit) is A structure) Equal to False
((Picked unit) is A Hero) Equal to False
((Picked unit) is dead) Equal to False
((Picked unit) is A peon-type unit) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to RedTeam
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to Player 2 (Blue)
((Picked unit) is A peon-type unit) Equal to False
((Picked unit) is dead) Equal to False
((Picked unit) is A Hero) Equal to False
((Picked unit) is A structure) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to BlueTeam
Else - Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A structure) Equal to False
((Picked unit) is A peon-type unit) Equal to False
((Picked unit) is dead) Equal to False
((Picked unit) is A Hero) Equal to False
Then - Actions
Unit Group - Add (Picked unit) to Total
Else - Actions
Remove Unit
Events
Unit - A unit Dies
Conditions
Actions
Unit Group - Remove (Triggering unit) from BlueTeam .
Unit Group - Remove (Triggering unit) from RedTeam .
Unit Group - Remove (Triggering unit) from Total .
Count Units Copy
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Leaderboard - Change the value for Player 1 (Red) in (Last created leaderboard) to (Number of units in RedTeam)
Leaderboard - Change the value for Player 2 (Blue) in (Last created leaderboard) to (Number of units in BlueTeam)
Leaderboard - Change the value for Player 9 (Gray) in (Last created leaderboard) to (Number of units in Total)
Income
Events
Time - Every 12.50 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 12 to (Picked player) . Current lumber
Player - Add 13 to (Picked player) . Current gold
Unit Group - Pick every unit in (Units of type The Bank) and do (Actions)
Loop - Actions
Player - Add 5 to (Owner of (Picked unit)) . Current gold
Player - Add 5 to (Owner of (Picked unit)) . Current lumber
deda
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 3 to (Owner of (Killing unit)) . Current gold
deda Copy
Events
Unit - A unit Finishes construction
Conditions
Actions
Player - Add (Supply used by (Constructed structure)) to (Owner of (Constructed structure)) . Current lumber
CPU spawn
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Barracks
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Footman
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Barracks
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Grunt
Else - Actions
CPU spawn 2
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Farm
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Rifleman
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Lumber Mill
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Knight
Else - Actions
CPU spawn 3
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Blacksmith
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Priest
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Arcane Vault
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Siege Engine
Else - Actions
CPU spawn 4
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to War Mill
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Raider
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Burrow
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Headhunter
Else - Actions
CPU spawn 5
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Voodoo Lounge
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Demolisher
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Sacrificial Pit
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Abomination
Else - Actions
CPU spawn 6
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Graveyard
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Crypt Fiend
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Tomb of Relics
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Meat Wagon
Else - Actions
CPU spawn 7
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Moon Well
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Huntress
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Hunter's Hall
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Glaive Thrower
Else - Actions
CPU spawn 8
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Ancient of Wonders
Then - Actions
Unit - Order (Picked unit) to train/upgrade to a Mountain Giant
Else - Actions
Attack Move
Events
Time - Every 120.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A peon-type unit) Equal to False
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
Do nothing
Unit Group - Pick every unit in (Units owned by Player 1 (Red).) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A peon-type unit) Equal to False
Then - Actions
Unit - Order (Picked unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
Do nothing
Change Ownership
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked unit) is A structure) Equal to False
((Picked unit) is A peon-type unit) Equal to False
(Unit-type of (Triggering unit)) Not equal to Shade
((Picked unit) is A Hero) Equal to False
((Picked unit) is Summoned) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Picked unit)) Equal to Player 5 (Yellow)
(Owner of (Picked unit)) Equal to Player 6 (Orange)
(Owner of (Picked unit)) Equal to Player 8 (Pink)
(Owner of (Picked unit)) Equal to Player 9 (Gray)
(Owner of (Picked unit)) Equal to Player 12 (Brown)
Then - Actions
Unit - Change ownership of (Picked unit) to Player 1 (Red) and Retain color
Unit - Order (Picked unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Picked unit)) Equal to Player 3 (Teal)
(Owner of (Picked unit)) Equal to Player 4 (Purple)
(Owner of (Picked unit)) Equal to Player 7 (Green)
(Owner of (Picked unit)) Equal to Player 10 (Light Blue)
(Owner of (Picked unit)) Equal to Player 11 (Dark Green)
Then - Actions
Unit - Change ownership of (Picked unit) to Player 2 (Blue) and Retain color
Unit - Order (Picked unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
Do nothing
Else - Actions
Do nothing
Spawn
Events
Unit - A unit Finishes training a unit
Conditions
((Trained unit) is A peon-type unit) Equal to False
Actions
Unit - Order (Triggering unit) to train/upgrade to a (Unit-type of (Trained unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Then - Actions
Unit - Order (Trained unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
Death and Attacked effects
Events
Unit - A unit Is attacked
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodKnight.mdl
DAea
Events
Unit - A unit Dies
Conditions
Actions
Special Effect - Create a special effect attached to the chest (Unexpected type: 'attachpoint') of (Triggering unit) using Objects\Spawnmodels\Human\HumanBlood\BloodElfSpellThiefBlood.mdl
DAea Copy
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Capturable Tower
Actions
Unit - Replace (Dying unit) with a Capturable Tower using The new unit's max life and mana
Wait 0.10 game-time seconds
Unit - Change ownership of (Last replaced unit) to (Owner of (Killing unit)) and Change color
construction
Events
Unit - A unit Begins construction
Conditions
Actions
Unit - Set (Constructing structure) construction progress to 100 %
Unit - Set (Constructing structure) construction progress to 100 %
dominion
Events
Unit - Capturable Tower 0046 <gen> 's life becomes Less than 100.00
Conditions
Actions
Unit - Change ownership of Capturable Tower 0046 <gen> to (Owner of (Attacking unit)) and Change color
dominion Copy
Events
Unit - Capturable Tower 0047 <gen> 's life becomes Less than 100.00
Conditions
Actions
Unit - Change ownership of Capturable Tower 0047 <gen> to (Owner of (Attacking unit)) and Change color
dominion Copy 2
Events
Unit - Capturable Tower 0048 <gen> 's life becomes Less than 100.00
Conditions
Actions
Unit - Change ownership of Capturable Tower 0048 <gen> to (Owner of (Attacking unit)) and Change color
dominion Copy 2 Copy
Events
Unit - Capturable Tower 0049 <gen> 's life becomes Less than 100.00
Conditions
Actions
Unit - Change ownership of Capturable Tower 0049 <gen> to (Owner of (Attacking unit)) and Change color
Human1
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peasant 0011 <gen>) controller) Equal to Computer
Actions
Unit - Order Peasant 0011 <gen> to build a Barracks at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Lumber Mill at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Blacksmith at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Workshop at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Farm at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Arcane Sanctum at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Gryphon Aviary at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Arcane Vault at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a Farm at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0011 <gen> to build a The Bank at (Random point in left_build <gen>)
Human2
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peasant 0014 <gen>) controller) Equal to Computer
Actions
Unit - Order Peasant 0014 <gen> to build a Barracks at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Lumber Mill at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Blacksmith at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Workshop at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Farm at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Arcane Sanctum at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Gryphon Aviary at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Arcane Vault at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a Farm at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0014 <gen> to build a The Bank at (Random point in left_build <gen>)
Human3
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peasant 0035 <gen>) controller) Equal to Computer
Actions
Unit - Order Peasant 0035 <gen> to build a Barracks at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Lumber Mill at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Blacksmith at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Workshop at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Arcane Sanctum at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Gryphon Aviary at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Arcane Vault at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0035 <gen> to build a The Bank at (Random point in right_build <gen>)
Human4
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peasant 0031 <gen>) controller) Equal to Computer
Actions
Unit - Order Peasant 0031 <gen> to build a Barracks at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Lumber Mill at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Blacksmith at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Workshop at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Arcane Sanctum at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Gryphon Aviary at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Arcane Vault at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0031 <gen> to build a The Bank at (Random point in right_build <gen>)
Human5
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peasant 0030 <gen>) controller) Equal to Computer
Actions
Unit - Order Peasant 0030 <gen> to build a Barracks at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Lumber Mill at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Blacksmith at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Workshop at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Arcane Sanctum at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Gryphon Aviary at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Arcane Vault at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a Farm at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peasant 0030 <gen> to build a The Bank at (Random point in right_build <gen>)
Orc1
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peon 0016 <gen>) controller) Equal to Computer
Actions
Unit - Order Peon 0016 <gen> to build a Barracks at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a War Mill at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Tauren Totem at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Spirit Lodge at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Burrow at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Beastiary at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Voodoo Lounge at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a Burrow at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0016 <gen> to build a The Bank at (Random point in left_build <gen>)
Orc2
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peon 0004 <gen>) controller) Equal to Computer
Actions
Unit - Order Peon 0004 <gen> to build a Barracks at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a War Mill at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Tauren Totem at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Spirit Lodge at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Burrow at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Beastiary at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Voodoo Lounge at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a Burrow at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0004 <gen> to build a The Bank at (Random point in left_build <gen>)
Orc3
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Peon 0034 <gen>) controller) Equal to Computer
Actions
Unit - Order Peon 0034 <gen> to build a Barracks at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a War Mill at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Tauren Totem at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Spirit Lodge at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Burrow at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Beastiary at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Voodoo Lounge at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a Burrow at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Peon 0034 <gen> to build a The Bank at (Random point in right_build <gen>)
Undead1
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Acolyte 0017 <gen>) controller) Equal to Computer
Actions
Unit - Order Acolyte 0017 <gen> to build a Crypt at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Sacrificial Pit at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Graveyard at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Slaughterhouse at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Ziggurat at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Temple of the Damned at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Boneyard at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Tomb of Relics at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a Ziggurat at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0017 <gen> to build a The Bank at (Random point in left_build <gen>)
Undead2
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Acolyte 0019 <gen>) controller) Equal to Computer
Actions
Unit - Order Acolyte 0019 <gen> to build a Crypt at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Sacrificial Pit at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Graveyard at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Slaughterhouse at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Ziggurat at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Temple of the Damned at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Boneyard at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Tomb of Relics at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a Ziggurat at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Acolyte 0019 <gen> to build a The Bank at (Random point in right_build <gen>)
NightElf1
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Wisp 0018 <gen>) controller) Equal to Computer
Actions
Unit - Order Wisp 0018 <gen> to build a Ancient of War at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Ancient of Lore at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Ancient of Wind at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Hunter's Hall at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Moon Well at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Chimaera Roost at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Ancient of Wonders at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a Moon Well at (Random point in left_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0018 <gen> to build a The Bank at (Random point in left_build <gen>)
NightElf2
Events
Time - Every 10.00 seconds of game time
Conditions
((Owner of Wisp 0021 <gen>) controller) Equal to Computer
Actions
Unit - Order Wisp 0021 <gen> to build a Ancient of War at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Ancient of Lore at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Ancient of Wind at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Hunter's Hall at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Moon Well at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Chimaera Roost at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Ancient of Wonders at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a Moon Well at (Random point in right_build <gen>)
Wait 8.00 game-time seconds
Unit - Order Wisp 0021 <gen> to build a The Bank at (Random point in right_build <gen>)
tower left
Events
Time - Every 57.00 seconds of game time
Conditions
((Triggering player) controller) Not equal to User
Actions
Unit Group - Pick every unit in (Units in left_build <gen>) and do (Order (Picked unit) to build a Scout Tower at (Random point in left_towers <gen>))
Unit Group - Pick every unit in (Units in left_build <gen>) and do (Order (Picked unit) to build a Watch Tower at (Random point in left_towers <gen>))
Unit Group - Pick every unit in (Units in left_build <gen>) and do (Order (Picked unit) to build a Ziggurat at (Random point in left_towers <gen>))
Unit Group - Pick every unit in (Units in left_build <gen>) and do (Order (Picked unit) to build a Ancient Protector at (Random point in left_towers <gen>))
Unit Group - Pick every unit in (Units in left_towers <gen>) and do (Order (Random unit from (Units of type Scout Tower)) to train/upgrade to a Guard Tower)
Unit Group - Pick every unit in (Units in left_towers <gen>) and do (Order (Random unit from (Units of type Ziggurat)) to train/upgrade to a Spirit Tower)
Unit Group - Pick every unit in (Units in right_towers <gen>) and do (Order (Random unit from (Units of type Scout Tower)) to train/upgrade to a Guard Tower)
Unit Group - Pick every unit in (Units in right_towers <gen>) and do (Order (Random unit from (Units of type Ziggurat)) to train/upgrade to a Spirit Tower)
Wait 30.00 game-time seconds
Unit Group - Pick every unit in (Units in left_towers <gen>) and do (Order (Random unit from (Units of type Scout Tower)) to train/upgrade to a Guard Tower)
Unit Group - Pick every unit in (Units in left_towers <gen>) and do (Order (Random unit from (Units of type Ziggurat)) to train/upgrade to a Spirit Tower)
Unit Group - Pick every unit in (Units in right_towers <gen>) and do (Order (Random unit from (Units of type Scout Tower)) to train/upgrade to a Guard Tower)
Unit Group - Pick every unit in (Units in right_towers <gen>) and do (Order (Random unit from (Units of type Ziggurat)) to train/upgrade to a Spirit Tower)
tower right
Events
Time - Every 60.00 seconds of game time
Conditions
((Triggering player) controller) Not equal to User
Actions
Unit Group - Pick every unit in (Units in right_build <gen>) and do (Order (Picked unit) to build a Scout Tower at (Random point in right_towers <gen>))
Unit Group - Pick every unit in (Units in right_build <gen>) and do (Order (Picked unit) to build a Watch Tower at (Random point in right_towers <gen>))
Unit Group - Pick every unit in (Units in right_build <gen>) and do (Order (Picked unit) to build a Ziggurat at (Random point in right_towers <gen>))
Unit Group - Pick every unit in (Units in right_build <gen>) and do (Order (Picked unit) to build a Ancient Protector at (Random point in right_towers <gen>))
starting money
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Melee Game - Set starting resources (for all players)
Wait 0.50 game-time seconds
Player - Add 150 to Player 1 (Red) . Current lumber
Player - Add 150 to Player 2 (Blue) . Current lumber
Player - Add 150 to Player 3 (Teal) . Current lumber
Player - Add 150 to Player 4 (Purple) . Current lumber
Player - Add 150 to Player 5 (Yellow) . Current lumber
Player - Add 150 to Player 6 (Orange) . Current lumber
Player - Add 150 to Player 7 (Green) . Current lumber
Player - Add 150 to Player 8 (Pink) . Current lumber
Player - Add 150 to Player 9 (Gray) . Current lumber
Player - Add 150 to Player 10 (Light Blue) . Current lumber
Player - Add 150 to Player 11 (Dark Green) . Current lumber
Player - Add 150 to Player 12 (Brown) . Current lumber
vision
Events
Time - Elapsed game time is 0.50 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for (Random player from (All allies of Player 1 (Red).)) emitting Visibility across vision_left <gen>
Visibility - Create an initially Enabled visibility modifier for (Random player from (All allies of Player 2 (Blue).)) emitting Visibility across vision_right <gen>
it will definitely kill you
ILL KILL YOU ALL
Events
Time - Every 30.00 seconds of game time
Conditions
(Unit-type of (Triggering unit)) Equal to Tornado
Actions
Unit - Create 1 . Tornado for Neutral Hostile at (Center of up <gen>) facing Default building facing degrees
Wait 0.10 game-time seconds
Unit - Order (Triggering unit) to Move To . (Center of Mid_down <gen>)
it will definitely kill you
ILL KILL YOU ALL Copy
Events
Time - Every 30.00 seconds of game time
Conditions
(Unit-type of (Triggering unit)) Equal to Tornado
Actions
Unit - Create 1 . Tornado for Neutral Hostile at (Center of down <gen>) facing Default building facing degrees
Wait 0.10 game-time seconds
Unit - Order (Triggering unit) to Move To . (Center of Mid_up <gen>)
Kill the kill
Events
Unit - A unit enters Mid_up <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Tornado
Actions
Unit - Remove (Triggering unit) from the game
Kill the kill Copy
Events
Unit - A unit enters Mid_down <gen>
Conditions
(Unit-type of (Triggering unit)) Equal to Tornado
Actions
Unit - Remove (Triggering unit) from the game
Building Finished
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Barracks
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Footman
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Workshop
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Mortar Team
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Arcane Sanctum
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Sorceress
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Gryphon Aviary
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Dragonhawk Rider
Else - Actions
Mount Dismount
Events
Unit - A unit enters (Entire map)
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Hippogryph Rider
(Unit-type of (Triggering unit)) Equal to Hippogryph
(Unit-type of (Triggering unit)) Equal to Archer
(Unit-type of (Triggering unit)) Equal to Destroyer
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Red_Base <gen>)
Formshift
Events
Unit - A unit Finishes casting an ability
Conditions
Or - Any (Conditions) are true
Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Night Elf Form)
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Bear Form)
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Night Elf Form)
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Storm Crow Form)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Ability being cast) Equal to Bear Form
(Ability being cast) Equal to Storm Crow Form
Then - Actions
Wait 2 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
Do nothing
Formshift Blue
Events
Player - Player 3 (Teal) Selects a unit
Player - Player 7 (Green) Selects a unit
Player - Player 4 (Purple) Selects a unit
Player - Player 10 (Light Blue) Selects a unit
Player - Player 11 (Dark Green) Selects a unit
Conditions
(Owner of (Triggering unit)) Equal to Player 2 (Blue)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Archer
Then - Actions
Unit - Order (Triggering unit) to Night Elf Archer - Mount Hippogryph .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Night Elf Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Talon - Storm Crow Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Storm Crow Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Talon - Night Elf Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Night Elf Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Claw - Bear Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Bear Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Claw - Night Elf Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hippogryph
Then - Actions
Unit - Order (Triggering unit) to Night Elf Hippogryph - Pick Up Archer .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hippogryph Rider
Then - Actions
Unit - Order (Triggering unit) to Night Elf Hippogryph Rider - Decouple .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Obsidian Statue
Then - Actions
Unit - Order (Triggering unit) to Undead Obsidian Statue - Morph Into Destroyer .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
Formshift Red
Events
Player - Player 5 (Yellow) Selects a unit
Player - Player 6 (Orange) Selects a unit
Player - Player 8 (Pink) Selects a unit
Player - Player 9 (Gray) Selects a unit
Player - Player 12 (Brown) Selects a unit
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Archer
Then - Actions
Unit - Order (Triggering unit) to Night Elf Archer - Mount Hippogryph .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Night Elf Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Talon - Storm Crow Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Talon (Storm Crow Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Talon - Night Elf Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Night Elf Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Claw - Bear Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Druid of the Claw (Bear Form)
Then - Actions
Unit - Order (Triggering unit) to Night Elf Druid Of The Claw - Night Elf Form .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hippogryph
Then - Actions
Unit - Order (Triggering unit) to Night Elf Hippogryph - Pick Up Archer .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Hippogryph Rider
Then - Actions
Unit - Order (Triggering unit) to Night Elf Hippogryph Rider - Decouple .
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Obsidian Statue
Then - Actions
Unit - Order (Triggering unit) to Undead Obsidian Statue - Morph Into Destroyer .
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Then - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Blue_Base <gen>)
Else - Actions
Unit - Order (Triggering unit) to Attack-Move To . (Center of Red_Base <gen>)
Else - Actions
PokeRed
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Poke
(Owner of (Target unit of ability being cast)) Equal to Player 1 (Red)
Actions
Unit - Order (Target unit of ability being cast) to Attack-Move To . (Center of Blue_Base <gen>)
PokeBlue
Events
Unit - A unit Begins casting an ability
Conditions
(Ability being cast) Equal to Poke
(Owner of (Target unit of ability being cast)) Equal to Player 2 (Blue)
Actions
Unit - Order (Target unit of ability being cast) to Attack-Move To . (Center of Red_Base <gen>)
Tech Tree
Events
Unit - A unit Finishes research
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 1 (Red)
(Owner of (Triggering unit)) Equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Equal to Player 6 (Orange)
(Owner of (Triggering unit)) Equal to Player 8 (Pink)
(Owner of (Triggering unit)) Equal to Player 9 (Gray)
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Then - Actions
Player - Set the current research level of (Researched tech-type) to ((Current research level of (Researched tech-type) for (Owner of (Triggering unit))) + 0) for Player 1 (Red)
Else - Actions
Player - Set the current research level of (Researched tech-type) to ((Current research level of (Researched tech-type) for (Owner of (Triggering unit))) + 0) for Player 2 (Blue)
Human
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Barracks
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Footman
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Workshop
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Mortar Team
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Arcane Sanctum
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Sorceress
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Gryphon Aviary
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Dragonhawk Rider
Else - Actions
Orc
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Barracks
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Grunt
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Tauren Totem
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Tauren
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Spirit Lodge
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Shaman
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Beastiary
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Raider
Else - Actions
Undead
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Crypt
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Ghoul
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Slaughterhouse
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Meat Wagon
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Temple of the Damned
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Necromancer
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Boneyard
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Frost Wyrm
Else - Actions
Night Elf
Events
Unit - A unit Finishes construction
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Ancient of War
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Archer
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Ancient of Lore
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Dryad
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Ancient of Wind
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Druid of the Talon (Night Elf Form)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Chimaera Roost
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Chimaera
Else - Actions
Red Win
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Blue Base 0012 <gen>)
Actions
Game - Display to (All players) for 10.00 seconds the text: Red team win!
Wait 5.00 seconds
Player Group - Pick every player in (All allies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
Player Group - Pick every player in (All enemies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Blue Win
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to (Unit-type of Red Base 0015 <gen>)
Actions
Game - Display to (All players) for 10.00 seconds the text: Blue team win!
Wait 5.00 seconds
Player Group - Pick every player in (All allies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Game - Victory (Picked player) ( Show dialogs, Show scores)
Player Group - Pick every player in (All enemies of Player 2 (Blue).) and do (Actions)
Loop - Actions
Game - Defeat (Picked player) with the message: Defeat!
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