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Triggers
WarcraftCastleFight v2.0AI.w3x
Variables
Initialization
text
Builder Back Blue
Builder Back Red
Player Leaves
Melee Initialization
Lagbuster
Counter
Lag
Count Units
Remove Unit
Count Units Copy
Income
CPU spawn
Attack Move
Change Ownership
Spawn
gp
dyi
distribute
all research
all research Copy
min inc
sp
Player5
Player12
Player3
Player2
Player1
Player6
Player11
Player4
Player8
Player7
Player9
Player10
start
Construction
ded
destruct
cap
cap Copy
cap Copy 2
Player3ai
Player4ai
Player5ai
Player6ai
Player7ai
Player8ai
Player9ai
Player10ai
Player11ai
Player12ai
note
note3
Player3ai Copy
Player4ai Copy
Player8ai Copy
Player5ai Copy
Player6ai Copy
Player7ai Copy
Player9ai Copy
Player10ai Copy
Player11ai Copy
Player12ai Copy
aaa
spawn
delete
delete Copy
delete Copy 2
delete Copy 3
delete Copy 4
delete Copy 5
delete Copy 6
delete Copy 7
delete Copy 8
delete Copy 9
STARTING RESOURCES
coil
puno
kl
kill
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.)
Default melee game initialization for all players
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable black mask
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Turn Gives bounty On for (Picked player)
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 10.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
Player - Add 15 to (Picked player) . Current gold
Unit Group - Pick every unit in (Units of type Gold Factory) and do (Actions)
Loop - Actions
Player - Add 10 to (Owner of (Picked unit)) . Current gold
Game - Display to (All players) for 5.00 seconds the text: income
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
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
gp
Events
Unit - A unit Dies
Conditions
Actions
Player - Add 1 to (Owner of (Killing unit)) . Current gold
Special Effect - Create a special effect attached to the overhead (Unexpected type: 'attachpoint') of (Dying unit) using UI\Feedback\GoldCredit\GoldCredit.mdl
dyi
Events
Unit - A unit Is attacked
Conditions
Actions
Special Effect - Create a special effect attached to the body (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodFootman.mdl
Special Effect - Create a special effect attached to the body (Unexpected type: 'attachpoint') of (Attacked unit) using Objects\Spawnmodels\Human\HumanBlood\HumanBloodRifleman.mdl
distribute
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Player - Divert 1 % of the Gold income of Player 1 (Red) to Player 5 (Yellow)
Player - Divert 1 % of the Gold income of Player 1 (Red) to Player 6 (Orange)
Player - Divert 1 % of the Gold income of Player 1 (Red) to Player 8 (Pink)
Player - Divert 1 % of the Gold income of Player 1 (Red) to Player 9 (Gray)
Player - Divert 1 % of the Gold income of Player 1 (Red) to Player 12 (Brown)
Player - Divert 1 % of the Gold income of Player 2 (Blue) to Player 3 (Teal)
Player - Divert 1 % of the Gold income of Player 2 (Blue) to Player 4 (Purple)
Player - Divert 1 % of the Gold income of Player 2 (Blue) to Player 7 (Green)
Player - Divert 1 % of the Gold income of Player 2 (Blue) to Player 10 (Light Blue)
Player - Divert 1 % of the Gold income of Player 2 (Blue) to Player 11 (Dark Green)
all research
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Order Red Base 0015 <gen> to research R004 (Unexpected type: 'techcode')
Unit - Order Blue Base 0012 <gen> to research R004 (Unexpected type: 'techcode')
all research Copy
Events
Time - Every 180.00 seconds of game time
Conditions
Actions
Unit - Order Blue Base 0012 <gen> to research R004 (Unexpected type: 'techcode')
Unit - Order Red Base 0015 <gen> to research R004 (Unexpected type: 'techcode')
min inc
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Player - Add -5 to Player 1 (Red) . Current gold
Player - Add -5 to Player 2 (Blue) . Current gold
Player5
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Barracks at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Farm at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Lumber Mill at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Arcane Vault at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Blacksmith at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Workshop at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Arcane Sanctum at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Peasant) and do (Order (Picked unit) to build a Gryphon Aviary at (Random point in Red_area <gen>))
Player12
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Barracks at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Farm at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Lumber Mill at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Arcane Vault at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Blacksmith at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Workshop at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Arcane Sanctum at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) of type Peasant) and do (Order (Picked unit) to build a Gryphon Aviary at (Random point in Red_area <gen>))
Player3
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Barracks at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Farm at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Lumber Mill at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Arcane Vault at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Blacksmith at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Workshop at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Arcane Sanctum at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Peasant) and do (Order (Picked unit) to build a Gryphon Aviary at (Random point in Blue_area <gen>))
Player2
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Barracks at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Farm at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Lumber Mill at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Arcane Vault at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Blacksmith at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Workshop at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Arcane Sanctum at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Peasant) and do (Order (Picked unit) to build a Gryphon Aviary at (Random point in Blue_area <gen>))
Player1
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a War Mill at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Barracks at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Tauren Totem at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Spirit Lodge at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Burrow at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Voodoo Lounge at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Peon) and do (Order (Picked unit) to build a Beastiary at (Random point in Red_area <gen>))
Player6
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a War Mill at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Barracks at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Tauren Totem at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Spirit Lodge at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Burrow at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Voodoo Lounge at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Peon) and do (Order (Picked unit) to build a Beastiary at (Random point in Red_area <gen>))
Player11
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Barracks at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Farm at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Lumber Mill at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Arcane Vault at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Blacksmith at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Workshop at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Arcane Sanctum at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Peasant) and do (Order (Picked unit) to build a Gryphon Aviary at (Random point in Blue_area <gen>))
Player4
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a War Mill at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Barracks at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Tauren Totem at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Spirit Lodge at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Burrow at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Voodoo Lounge at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Peon) and do (Order (Picked unit) to build a Beastiary at (Random point in Blue_area <gen>))
Player8
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Ziggurat at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Crypt at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Sacrificial Pit at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Graveyard at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Slaughterhouse at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Temple of the Damned at (Center of Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Boneyard at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Acolyte) and do (Order (Picked unit) to build a Tomb of Relics at (Random point in Red_area <gen>))
Player7
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Ziggurat at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Crypt at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Sacrificial Pit at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Graveyard at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Slaughterhouse at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Temple of the Damned at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Boneyard at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Acolyte) and do (Order (Picked unit) to build a Tomb of Relics at (Random point in Blue_area <gen>))
Player9
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Moon Well at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Ancient of War at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Ancient of Lore at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Ancient of Wind at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Hunter's Hall at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Chimaera Roost at (Random point in Red_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Wisp) and do (Order (Picked unit) to build a Ancient of Wonders at (Random point in Red_area <gen>))
Player10
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Moon Well at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Ancient of War at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Ancient of Lore at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Ancient of Wind at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Hunter's Hall at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Chimaera Roost at (Random point in Blue_area <gen>))
Wait 8.00 seconds
Unit Group - Pick every unit in (Units owned by Player 10 (Light Blue) of type Wisp) and do (Order (Picked unit) to build a Ancient of Wonders at (Random point in Blue_area <gen>))
start
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Game - Display to (All players) for 7.50 seconds the text: The game will begin in 30 seconds
Construction
Events
Time - Every 0.80 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Set (Picked unit) construction progress to 100%)
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Set (Picked unit) upgrade progress to 100%)
ded
Events
Unit - A unit Dies
Conditions
Actions
Unit - Reset ability cooldowns for (Killing unit) .
destruct
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
Unit - Remove from the game
cap
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
cap Copy
Events
Unit - Capturable Tower 0017 <gen> Dies
Conditions
Actions
Unit - Replace Capturable Tower 0017 <gen> 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
cap Copy 2
Events
Unit - Capturable Tower 0011 <gen> Dies
Conditions
Actions
Unit - Replace Capturable Tower 0011 <gen> 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
Player3ai
Events
Player - Player 3 (Teal) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player3 <gen>
Player4ai
Events
Player - Player 4 (Purple) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player4 <gen>
Player5ai
Events
Player - Player 5 (Yellow) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player5 <gen>
Player6ai
Events
Player - Player 6 (Orange) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player6 <gen>
Player7ai
Events
Player - Player 7 (Green) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player7 <gen>
Player8ai
Events
Player - Player 8 (Pink) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player8 <gen>
Player9ai
Events
Player - Player 9 (Gray) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player9 <gen>
Player10ai
Events
Player - Player 10 (Light Blue) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player10 <gen>
Player11ai
Events
Player - Player 11 (Dark Green) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player11 <gen>
Player12ai
Events
Player - Player 12 (Brown) types a chat message containing -off (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn off Player12 <gen>
note
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Game - Display to (All players) for 5.00 seconds the text: Note: To turn off the Auto Build type -off To turn on type -on
note3
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Game - Display to (All players) for 12.50 seconds the text: Everyone are in ''Auto Build'' type -off to disable it and -on to enable it
Player3ai Copy
Events
Player - Player 3 (Teal) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player3 <gen>
Player4ai Copy
Events
Player - Player 4 (Purple) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player4 <gen>
Player8ai Copy
Events
Player - Player 8 (Pink) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player8 <gen>
Player5ai Copy
Events
Player - Player 5 (Yellow) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player5 <gen>
Player6ai Copy
Events
Player - Player 6 (Orange) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player6 <gen>
Player7ai Copy
Events
Player - Player 7 (Green) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player7 <gen>
Player9ai Copy
Events
Player - Player 9 (Gray) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player9 <gen>
Player10ai Copy
Events
Player - Player 10 (Light Blue) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player10 <gen>
Player11ai Copy
Events
Player - Player 11 (Dark Green) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player11 <gen>
Player12ai Copy
Events
Player - Player 12 (Brown) types a chat message containing -on (Unexpected type: 'stringnoformat') as An exact match
Conditions
Actions
Trigger - Turn on Player12 <gen>
spawn
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Unit - Create 1 . Peasant for Player 3 (Teal) at (Player 3 (Teal) start location) facing Default building facing degrees
Unit - Create 1 . Peon for Player 4 (Purple) at (Player 4 (Purple) start location) facing Default building facing degrees
Unit - Create 1 . Peasant for Player 5 (Yellow) at (Player 5 (Yellow) start location) facing Default building facing degrees
Unit - Create 1 . Peon for Player 6 (Orange) at (Player 6 (Orange) start location) facing Default building facing degrees
Unit - Create 1 . Acolyte for Player 7 (Green) at (Player 7 (Green) start location) facing Default building facing degrees
Unit - Create 1 . Acolyte for Player 8 (Pink) at (Player 8 (Pink) start location) facing Default building facing degrees
Unit - Create 1 . Wisp for Player 9 (Gray) at (Player 9 (Gray) start location) facing Default building facing degrees
Unit - Create 1 . Wisp for Player 10 (Light Blue) at (Player 10 (Light Blue) start location) facing Default building facing degrees
Unit - Create 1 . Peasant for Player 11 (Dark Green) at (Player 11 (Dark Green) start location) facing Default building facing degrees
Unit - Create 1 . Peasant for Player 12 (Brown) at (Player 12 (Brown) start location) facing Default building facing degrees
Unit - Create 1 . Peon for Player 1 (Red) at (Player 1 (Red) start location) facing Default building facing degrees
Unit - Create 1 . Peasant for Player 2 (Blue) at (Player 2 (Blue) start location) facing Default building facing degrees
delete
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 3 (Teal) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 3 (Teal).))
delete Copy
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 4 (Purple) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 4 (Purple).))
delete Copy 2
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 5 (Yellow) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 5 (Yellow).))
delete Copy 3
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 6 (Orange) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 6 (Orange).))
delete Copy 4
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 7 (Green) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 7 (Green).))
delete Copy 5
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 8 (Pink) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 8 (Pink).))
delete Copy 6
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 9 (Gray) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 9 (Gray).))
delete Copy 7
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 10 (Light Blue) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 10 (Light Blue).))
delete Copy 8
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 11 (Dark Green) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 11 (Dark Green).))
delete Copy 9
Events
Time - Elapsed game time is 1.00 seconds
Conditions
(Player 12 (Brown) slot status) Equal to Is unused
Actions
Unit - Kill (Random unit from (Units owned by Player 12 (Brown).))
STARTING RESOURCES
Events
Time - Elapsed game time is 1.00 seconds
Conditions
Actions
Player - Add 250 to Player 1 (Red) . Current gold
Player - Add 250 to Player 2 (Blue) . Current gold
Player - Add 150 to Player 3 (Teal) . Current gold
Player - Add 150 to Player 4 (Purple) . Current gold
Player - Add 150 to Player 5 (Yellow) . Current gold
Player - Add 150 to Player 6 (Orange) . Current gold
Player - Add 150 to Player 7 (Green) . Current gold
Player - Add 150 to Player 8 (Pink) . Current gold
Player - Add 150 to Player 9 (Gray) . Current gold
Player - Add 150 to Player 10 (Light Blue) . Current gold
Player - Add 150 to Player 11 (Dark Green) . Current gold
Player - Add 150 to Player 12 (Brown) . Current gold
Player - Add 250 to Player 1 (Red) . Food cap
Player - Add 250 to Player 2 (Blue) . Food cap
Player - Add 250 to Player 3 (Teal) . Food cap
Player - Add 250 to Player 4 (Purple) . Food cap
Player - Add 250 to Player 5 (Yellow) . Food cap
Player - Add 250 to Player 6 (Orange) . Food cap
Player - Add 250 to Player 7 (Green) . Food cap
Player - Add 250 to Player 8 (Pink) . Food cap
Player - Add 250 to Player 9 (Gray) . Food cap
Player - Add 250 to Player 10 (Light Blue) . Food cap
Player - Add 250 to Player 11 (Dark Green) . Food cap
Player - Add 250 to Player 12 (Brown) . Food cap
coil
Events
Unit - A unit Is attacked
Conditions
(Unit-type of (Attacking unit)) Equal to Capturable Tower
Actions
Special Effect - Create a special effect attached to the body (Unexpected type: 'attachpoint') of (Attacked unit) using Abilities\Spells\Undead\DeathCoil\DeathCoilSpecialArt.mdl
puno
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Destructible - Pick every destructible in (Playable map area) and do (Resurrect (Picked destructible) with (Max life of (Last created destructible)) life and Show birth animation)
kl
Events
Unit - A unit Finishes construction
Conditions
Actions
Player - Add 50 to (Owner of (Constructed structure)) . Current lumber
kill
Events
Time - Elapsed game time is 2.00 seconds
Conditions
Actions
Unit - Remove (Random unit from (Units owned by Player 1 (Red) of type Peon)) from the game
Unit - Remove (Random unit from (Units owned by Player 2 (Blue) of type Peasant)) 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 Gryphon Rider
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Farm
Then - Actions
Unit - Order (Constructed structure) 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 (Constructed structure)) Equal to Blacksmith
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Knight
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Lumber Mill
Then - Actions
Unit - Order (Constructed structure) 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 (Constructed structure)) Equal to Arcane Vault
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Spellbreaker
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Burrow
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Headhunter
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to War Mill
Then - Actions
Unit - Order (Constructed structure) 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 (Constructed structure)) Equal to Voodoo Lounge
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Wind Rider
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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Ziggurat
Then - Actions
Unit - Order (Constructed structure) 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 (Constructed structure)) Equal to Sacrificial Pit
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Gargoyle
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Graveyard
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Banshee
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Tomb of Relics
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Abomination
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 Claw (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
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Hunter's Hall
Then - Actions
Unit - Order (Constructed structure) 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 (Constructed structure)) Equal to Ancient of Wonders
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Glaive Thrower
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Constructed structure)) Equal to Moon Well
Then - Actions
Unit - Order (Constructed structure) to train/upgrade to a Mountain Giant
Else - Actions
Red Win
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Blue Base
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 Red Base
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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